A hit level determines where the move is going to land the opponent and what are the basic options the opponent has against them
Standard Hit Levels
- High
- High attacks can be blocked standing and can be avoided by crouching.
- Middle
- Middle (or mid for short) attacks prevents blocking from crouching position and must be blocked standing.
- Low
- Low attacks prevent blocking from standing position, but can be blocked crouching and can be avoided by jumping.
- They are also capable of interrupting power crush moves, which can net a counter hit.
Non-Standard Hit Levels
- Special Mid and Special Low
- Special mids and special lows are both hit levels where their moves can be blocked in both standing and crouching position.
- Major difference between the two are the type of parries/reversals to use against them and the ability to use low crush against special lows.
- Despite the name, special lows are unable to interrupt power crush moves.
- Unblockables
- Moves that are unable to be blocked against, forcing the opponent to move away from getting hit.
- Many unblockables tend to have key indications such as a long startup to warn the opponent about the incoming move.
- Anti-Air
- These moves can only hit airborne opponents, opponents on the ground at any state are unable to get hit.
- Very infrequent in comparison to the other hit levels.
Additional Features to Hit Levels
- Throws
- Throws are visually displayed as Highs or Mids depending on the type of throw in question.
- A majority of throws are displayed as Highs, while mid throws and grounded throws are displayed as Mids.
- Grounded Hits
- These types of moves are capable of hitting your opponent while lying down on the ground; some of them having a requirement for the opponent to lie down before execution.