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Each round or turn in Kongai has two phases. The first of these is the maneuver phase

Terminology[]

Range[]

Both your active character, and your opponent's active character share a range. This can either be:

All Ranges

From left to right

  1. Close range - The two active characters are positioned in the center of the combat window.
  2. Far range - The two active characters are positioned at the edges of the combat window.
  3. Both/Dual - Used to describe abilities that can be used at either range.

Maneuver[]

In the maneuver phase there are three options available:

Maneuver 3

From left to right

  1. Pass - Costs 0 Energy.
  2. Get far - Costs 50 Energy.
  3. Get close - Costs 50 Energy.

How the Maneuver Phase is played[]

Each player must decide a maneuver for their active character. These choices are selected before revealing what the other player has decided, so are made blindly. Failure to decide a maneuver before the time limit expires results in pass being chosen.

Opposite choices by each player mean the range remains unchanged after the maneuver phase. A player passing means that their opponent's maneuver defines the range outcome for this maneuver phase. If both players pass, the range remains unchanged. The combat phase then initiates.

The Maneuver Phase has two possible outcomes, close range and far range. Below lists the processes through which each of these can be achieved.

Outcomes of the maneuver phase[]

  1. Player A selects pass.
    1. Player B selects pass.
      • Range remains the same.
    2. Player B selects get close.
      • Range is set to close.
    3. Player B selects get far.
      • Range is set to far.
  2. Player A selects get far.
    1. Player B selects pass.
      • Range is set to far.
    2. Player B selects get close.
      • Range remains the same.
    3. Player B selects get far.
      • Range is set to far.
  3. Player A selects get close.
    1. Player B selects pass.
      • Range is set to close.
    2. Player B selects get close.
      • Range is set to close.
    3. Player B selects get far.
      • Range remains the same.

List of factors which can affect the Maneuver Phase[]

  • Stun - Stunned characters can only pass.
  • Prevent Range Change - Affected characters can only pass.
  • Hamstring - Increases cost of maneuvers by 20 energy. (Does not affect pass)
  • Andromeda's innate - Andromeda's maneuver costs are decreased by 5 energy. (Does not affect pass)
  • Stoneheel Totem - Opponent's maneuver costs are increased by 5 energy. (Does not affect pass)
  • IBO-K9's inntate - IBO-K9's maneuver costs are free for the first two turns when switching in. (Does not affect pass)
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