Thursday, 9 May 2024
Kho Content

Blox Fruits Wiki

There are several PVP mechanics implemented into Blox Fruits. Some PVP mechanics allow players to get on a more even playing field, while other mechanics make a certain player over-powered. These mechanics mostly don’t apply to NPCs and Bosses and only apply to players fighting each other.

Holding Of Moves

When you hold a move and a person attacks you while holding the move, the move will be performed. Additionally, when you are using a mobility move on a Blox Fruit, such as any flight move, the move will automatically cancel when damaged. For some moves that add additional attacks when holding the move, such as most of awakened String’s moves, the move will instead cancel like a mobility move on a Blox Fruit. Moreover, if you are attacked while holding a move and have Observation on it will turn off your Observation regardless of whether the move used breaks Observation Haki normally. For example; you are holding a move and someone performs Conqueror’s Gun on you, typically Conqueror’s Gun doesn’t break Observation Haki but it will if you are doing an attack.

Levels

When a player hits level 20, they can now freely PVP with other players. Levels also affect how much bounty/honor a player gets after killing another player. Bounty/honor cannot be gained when killing a player around 300+ levels lower than you.

PVP stats

There are 6 main stats that determine a fruit/sword/gun usefulness and overall performance in PVP. The first stat being power, or the overall damage of an attack. The second stat being speed, or the overall speed of the projectile or animation sequence and the cast time of attacks, also flight/transport moves and how low of a cooldown an attack has. The third stat being range, which is the overall range of the attack or projectile. The fourth stat being durability, or the overall usefulness of evasion (such as teleporting moves and moves that make you lunge) and moves that make you have higher health or defense such as Human: Buddha, Bird: Phoenix, and Dragon. The fifth stat being precision, or how big the hitbox of an attack and how reliable it is to land. For the final and sixth stat being potential, or how much combo potential an attack gives and how much stun time it gives.

Fighting Players

When fighting a player, the victim of the attack gets a “In combat” But for the victim that have bounty of 2.5M or more it will say “In Combat Bounty At Risk” warning at the bottom of their screen next to their health bars. The victim cannot reset during this time, other wise they will receive a bounty/honor penalty. The attacker will get a “In Combat” sign in the bottom of their screen like the previous sign, however, the attacker can freely reset at any time if they haven’t got damaged by the victim or other players. Also to note, leaving while having the previous warnings can lead to risk of losing bounty/honor which is called combat logging.

Killing Players

When killing a player, the killer gains a specific amount of bounty/honor which changes per level/amount of bounty/honor. Additionally, players also get healed by about 20-30% of their hp back once killing a player that is the same, near, or 250-300 levels below the killer. Once a player reaches 3/3 bounty from another player, the killer gets a “In Combat” sign and can freely reset after a few seconds instead of the regular warning “Bounty/Honor at Risk” which could take a minute or a half to go away. After a player is killed the player then gets a 15 minute, if in old world, or 10 minute, if in new world, invincibility pity which they can turn off at any time.

Action/Attack-Cancel System

When an attack is performed and the performer is damaged simultaneously, the attack animation will play, however the attack will not be performed. This acts as a additional punishment for attacking. This can also be really annoying for some unlucky players since this leaves them vulnerable to attacks. Sometimes, due to lag and ping, the Action/Attack-Cancel System can glitch when you are performing an attack, even though you did not get damaged when you were doing the attack and only got damaged after you performed the attack, it will automatically cancel which can greatly mess up fights. This makes the system sort-of unreliable because some and a lot of players have either high ping or low internet speed which gives an advantage to players who have low ping and great internet speed. This has been fixed to a certain degree following the updates, however, it is still there.

Breaking of Observation

More Info on Observation: Observation Break

Some attacks break observation in just one or a couple of hits. However, some attacks used by Swords/Blox fruits may not break observation when in the wrong angle or range. For example an attack could be long range, however it cannot break observation while in long range and instead has to be used in short range. Additionally, an attack can also fail at breaking observation in a wrong angle such as with some attacks of Saber V1 and Saber V2. Adding on, some attacks can also fail to break observation because the hitbox is not hitting the players entire body and instead is hitting a limb such as an arm which makes some attacks fail to break observation when hitting on the edge of the attack. Observation Haki can also be broken if you are attacked while doing a move (See Above for Holding of Moves).

Hitbox Delay

This feature remains widely unknown to this day except for Roblox developers and people who have studied how to make certain games on the Roblox platform. This feature occurs in almost EVERY fighting style game that include meshes/models/parts attached to the player(s) in order to initiate an animation or “ability”. This essentially causes the players’ hitbox to delay behind them in an EXTREMELY short fraction of time which means with enough ping/lag your hitbox can lag behind in the game despite your screen actually moving the character (this happens rarely, with most situations just freezing the game or application). In this game, however, the hitbox delay can make a BIG difference in escaping via teleport moves such as Soru and teleporting moves in fruits/swords. Because your hitbox delays behind you when using Soru or any other move, you might be brought back to your original location if a move has hard stun, doesn’t work on most medium and soft stuns (See below to classify different stun types). In a situation, this means that if you teleport using an ability that plays an animation, you will be bring back to your original location. This can greatly mess up your ken trick and cause you to be vulnerable to a combo. Examples; Using Soru or any other teleport move to escape awakened Dark’s X move, however, the opponent directly uses C move, which is a hard stun AND occurs faster than the hitbox can move to the players’ location, and brings you back to your original location making you susceptible to a combo. (This situation is lessened with how good your lag and ping are.)

Ken trick

Ken trick is one of the most useful and basic technique for pvp. It is used to escape combos, and most if not every combo in this game can be ken trick. It is basically the equivalent of perfect dodge or parry in other games. And is essential for every bounty hunter, but most of them already know of this. To ken trick, simply use ken right before a move that can be dodge with Observation For example, Death step C is almost always combo into Death Step z, and since Death Step z is dodgeable, use Ken right after Death Step c and Soru away from the opponent, and voila you’ve escaped the combo (if enemy uses Death V you can’t dodge it). For more info on what move that can be dodge by Observation haki, check out this page : Observation Break

Pseudo-Hitbox

Some attacks have an “effective” area (hitbox) in which they operate in. Some attacks may have a smaller hitboxes than what they seem, and others may stretch for a seemingly infinite range, such as Over-heated Sniper from String which has an effective range of approximately 800 (In Second Sea that is the range from the bridge that separates Rose Kingdom from Green Zone to the Cafe) despite stretching for much longer.

Stuns

A stun has 3 variants depending on how much mobility an attack takes away. A soft stun is either a hard stun that is very quick, half a second or so, or a stun that limits the use of one area of mobility such as the use of skills, movement, or any abilities such as flash step. A medium stun limits two areas of mobility instead of one and is the most common stun variant. The hard stun limits all of the areas of mobility which completely restricts ALL movement and the use of attacks and abilities. (Ex. Soft stun: Rubber C move, Rush; Medium stun: Acidum Rifle X move, Acidic Smoke; Hard stun: Ice V move, Glacial Epoch/Absolute Zero.)

Bounties and Honor

Main Article: Bounty and Honor System

Bounty and Honor have an effect on how strong a player is when fighting another player. Every 500,000 Bounty/Honor a certain percentage of damage and defense buffs will be given to a player. Once a player reaches 10 Million Bounty/Honor they are given an item that summons Sea Beast. These Sea Beasts can harm other players that are not the summoner or an ally of the summoner. Summoned Sea Beasts generally have less hp, 20,000<100,000, than regular Sea Beasts. When a Sea Beast manages to kill a player, the summoner will not get their bounty/honor and the victim will not lose any bounty/honor as long as the victim did not get damaged by the summoner or have the “Bounty At Risk” warning at the bottom of their screen.

“No Reward Suspicious Kill”

This results when a player only uses their m1 clicks and the other player does no damage this was added to counter hackers but it does not always work it can also be annoying in bounty hunting as if you were trying to kill and afk player .

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