Difference between revisions of "Interrupt Defense"

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[[File:Turbulence.jpg|thumb|250px|An example of an Interrupt Defense.]]
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[[File:Turbulence.jpg|thumb|250px|An example of an Interrupt Defense.]]
'''Interrupt Defense''' was a type of defense on [[Bakugan Dimensions]], where the opponents attack can result in things like being dodged, moving to a different range, giving a counterattack, etc. Although most Interrupt Defenses are Dodge Backs, not all of them are. For an example [[Steady Advance]], [[Avalanche Rush]] and [[Growing Storm]] etc. There are also interrupts that can be a combination of interrupt types. Some attacks for example, [[Flaming Uppercut]] ignores Interrupt defenses. When these attacks are used, the attack will hit and will not be subject to any effects of the interrupt.
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'''Interrupt Defense''' was a type of defense on [[Bakugan Dimensions]], where the opponents attack can result in things like being dodged, moving to a different range, giving a counterattack, etc. Although most Interrupt Defenses are Dodge Backs, not all of them are. For an example [[Steady Advance]], [[Avalanche Rush]] and [[Growing Storm]] etc. There are also interrupts that can be a combination of interrupt types. Some attacks for example, [[Flaming Uppercut]] ignores Interrupt defenses. When these attacks are used, the attack will hit and will not be subject to any effects of the interrupt.
==Basic Interrupts==
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==Basic Interrupts==
*'''Dodge Back''': Removes one range from the opponent's attack. If it is unable to reach after that, the attack is dodged. Exceptions are moves that hit at any range. They will always hit through dodge backs, unless there is an exception in the move description.
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*'''Dodge Back''': Removes one range from the opponent's attack. If it is unable to reach after that, the attack is dodged. Exceptions are moves that hit at any range. They will always hit through dodge backs, unless there is an exception in the move description.
*'''Dodge to Far''': Makes every range like far range. If an attack doesn't reach far, it will be dodged.
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*'''Dodge to Far''': Makes every range like far range. If an attack doesn't reach far, it will be dodged.
*'''Counter Attack''': Before the attack hitting the interrupt does damage. The attacker will take counter-damage. This damage is usually either weak or light damage.
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*'''Counter Attack''': Before the attack hitting the interrupt does damage. The attacker will take counter-damage. This damage is usually either weak or light damage.
  
 
==Examples==
 
==Examples==
*[[Circular Currents]]
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*[[Circular Currents]]
 
*[[Swiftness]]
 
*[[Swiftness]]
 
*[[Turbulence]]
 
*[[Turbulence]]
*[[Storm Prison]]
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*[[Storm Prison]]
 
*[[Invigorate]]
 
*[[Invigorate]]
*[[Lightwave Shift]]
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*[[Lightwave Shift]]
*[[Whirling Blaze]]
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*[[Whirling Blaze]]
*[[Flitting Flames]]
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*[[Flitting Flames]]
*[[Shifting Gloom]]
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*[[Shifting Gloom]]
*[[Flowing Surf]]
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*[[Flowing Surf]]
 
*[[Whirlpool]]
 
*[[Whirlpool]]
*[[Steady Advance]]
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*[[Steady Advance]]
*[[Growing Storm]]
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*[[Growing Storm]]
*[[Avalanche Rush]]
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*[[Avalanche Rush]]
 
*[[Blackout]]
 
*[[Blackout]]
*[[Shifting Gloom]]
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*[[Shifting Gloom]]
 
*[[Pounce]]
 
*[[Pounce]]
*[[Energy Aura]]
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*[[Energy Aura]]
*[[Swirling Blaze]]
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*[[Swirling Blaze]]
{{Bakugan Dimensions}}
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{{Bakugan Dimensions}}
[[Category:Bakugan Dimensions]]
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[[Category:Bakugan Dimensions]]
 
[[Category:Moves]]
 
[[Category:Moves]]
 
[[Category:Defenses]]
 
[[Category:Defenses]]

Latest revision as of 22:22, 11 January 2019

An example of an Interrupt Defense.

Interrupt Defense was a type of defense on Bakugan Dimensions, where the opponents attack can result in things like being dodged, moving to a different range, giving a counterattack, etc. Although most Interrupt Defenses are Dodge Backs, not all of them are. For an example Steady Advance, Avalanche Rush and Growing Storm etc. There are also interrupts that can be a combination of interrupt types. Some attacks for example, Flaming Uppercut ignores Interrupt defenses. When these attacks are used, the attack will hit and will not be subject to any effects of the interrupt.

Basic Interrupts[edit]

  • Dodge Back: Removes one range from the opponent's attack. If it is unable to reach after that, the attack is dodged. Exceptions are moves that hit at any range. They will always hit through dodge backs, unless there is an exception in the move description.
  • Dodge to Far: Makes every range like far range. If an attack doesn't reach far, it will be dodged.
  • Counter Attack: Before the attack hitting the interrupt does damage. The attacker will take counter-damage. This damage is usually either weak or light damage.

Examples[edit]