General Information

Game Information
One Piece: Grand Adventure is an arena fighter similar to Power Stone. Though the groundwork is similar, it takes a lot of liberties to create fresh gameplay. The cast of characters have fleshed out movesets, the combat is a lot more focused on the ground, and many other details such as the camera being in a neutral position. While the game was very solid as is, there was curiosity to how the mechanics would work if the game were treated as a serious arena fighting game and from this, the Mod Edition was born. You can find more information about it on the Mod Edition page.

Controls
We use abbreviations for the moves in OPGA. Since we play on the GameCube version, all of the inputs are of the GameCube controller.

Tech and Advanced Options
This game has a lot of unique tech and options that can change the entire way the game is played. Here are the terms we will be using for them on this wiki.

Combo Modifiers
Combo Modifiers are a mechanic integral to the Grand Battle series, every game with the exception of Super Grand Battle! X has this system. It’s important to know what each of them are, in order to be able to form your own combos.

For starters, There are 4 different tiers: Tier 0 Tier 1 Tier 2 Tier 3

Tier 0 is the default hitstun any move has, with the exception of supers, basically no move combos yet.

Tier 1 is an awkward bridging combo modifier, if you get hit while running, or while in the dash animation, certain moves will deal more knockback or make you bounce higher when getting hit with a move that ground bounces.

Tier 2 is when everything starts to come together, if you get hit from behind, counter hit, or hit during jump startup, basically any string you want will land now. You can also sometimes go for extra moves.

Tier 3 is the most drastic tier and if anyone’s caught in it they’re likely to have upwards of 40%- to even their entire life bar drained. You cannot Accel Heat out of hitstun when hit while under this tier. This happens when you’re launched by Accel Heat level 2, hit while dizzy, or hit during the pre super flash (L button press).

Understanding these rules is important because most moves in neutral aren’t hit confirmable, therefore you need to be able to know when or not it’s ok to go for a combo before you even throw out your opening move.