Spectral vs Generation/Controls

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Movement

Spectral VS Generation NumpadNotation.jpg

7   8   9    The numeric directional input assumes that the player  
  \ | /    is facing right and corresponds to the number formation
4 - 5 - 6  on a keyboard's numpad. So in application, this makes 4
  / | \    act as "back", 5 - "neutral", 6 - "forward", and so on. 
1   2   3  All further directional notation follows this template.
  • 6 Walk forwards
  • 4 Walk backwards, if you are in range of an opponents attack you will instead block
  • 1/2/3 Crouch, holding away from the opponent will cause you to crouch block if they attack
  • 7/8/9 Jump, the direction pressed will determine the direction you jump
  • 66 Pressing forward twice in quick succession will have you perform a dash based on your character
  • 44 Pressing backwards twice in quick succession will have you perform a back dash
  • j.66 Dash but in the air
  • j.44 Back dash but in the air
  • 1/2/3 -> 7/8/9 Pressing down then up in quick succession will cause you to super jump, jumping higher and faster than normal, alternate annotation is sj.

Buttons

A Light attack, usually short range but very fast
B Medium attack, usually has a good balance of range and speed
C Heavy attack, usually slow with good range and good damage
D Kick, use will vary from character to character


General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2