Martial Champion/Mechanics: Difference between revisions

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(Created page with "==Attacks & Damage== Every normal attack in the game does the same damage as every other normal attack. The lower your health, the more damage you deal, up to around +15% at minimal HP. Every attack you land in a round has more hitstun than the last, up to the 4th hit, which always knocks down, usually causes the opponent to drop their weapon if they have one, and resets the # of attacks landed back to 0. The increased hitstun amount of the 2nd and 3rd landed attacks var...")
 
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==Attacks & Damage==
==Attacks & Damage==
Every normal attack in the game does the same damage as every other normal attack. The lower your health, the more damage you deal, up to around +15% at minimal HP. Every attack you land in a round has more hitstun than the last, up to the 4th hit, which always knocks down, usually causes the opponent to drop their weapon if they have one, and resets the # of attacks landed back to 0. The increased hitstun amount of the 2nd and 3rd landed attacks varies based on what character you're hitting, and if they're crouching or standing. If they're in the air, the hitstun is always the same, unless it's the 4th hit, then they'll still be knocked down.
Every normal attack in the game does the same damage as every other normal attack. The lower your health, the more damage you deal, up to around +15% at minimal HP. Every attack you land in a round has more hitstun than the last, up to the 4th hit, which always knocks down, usually causes the opponent to drop their weapon if they have one, and resets the # of attacks landed back to 0. The increased hitstun amount of the 2nd and 3rd landed attacks varies based on what character you're hitting, and if they're crouching or standing. If they're in the air, the hitstun is always the same, unless it's the 4th hit, then they'll still be knocked down.
If performing a jump attack, your character's jump arc will change, depending on the move you're doing and when you pressed the button. A backward jump attack will usually make you fall quickly, neutral jump attack will make you float a bit higher, and forward jump attacks will give a big boost to horizontal speed, allowing you to fly across the stage, and perform sudden crossup attacks.


==Throws==
==Throws==
Throws (6M) are instant, untechable, can be used while invincible during your last 10 wake-up frames, and can even grab opponents out of the air. Throws usually knock down (aside from Mahamba's & Zen's) and always reset the # of hits landed back to 0.  
Throws (6M) are instant, untechable, can be used while invincible during your last 10 wake-up frames, and can even grab opponents out of the air. Throws usually knock down (aside from Mahamba's & Zen's) and always reset the # of hits landed back to 0.  
Once you perform a throw, it goes on cooldown for about 5 real seconds, during which you're entirely unable to throw, and will instead perform ns.M when trying.
Once you perform a throw, it goes on cooldown for 255 frames, or 4.25 real seconds, during which you're entirely unable to throw, and will instead perform ns.M when trying.


==Weapons==
==Weapons==
Mahamba, Avu, Goldor, Zen, and Titi all wield unique weapons at the start of each round. Weapons increase the range of some normal attacks, and don't extend their hurtboxes with them, making them safer than most unarmed attacks. If a character gets knocked down while wielding a weapon, they will usually drop it onto the ground. Any character can pick up a downed weapon, or trade it with their currently equipped weapon, by crouching while on top of it.
Mahamba, Avu, Goldor, Zen, and Titi all wield unique weapons at the start of each round. Weapons increase the range of some normal attacks, and don't extend their hurtboxes with them, making them safer than most unarmed attacks. If a character gets knocked down while wielding a weapon, they will usually drop it onto the ground. Any character can pick up a downed weapon, or trade it with their currently equipped weapon, by crouching while on top of it.
==Combos==
Combos are normally not possible, as everyone is invincible during hitstun until they can block again. But there is one exception: if you knock down your opponent, then get behind them (which is usually impossible if they're in the corner) you can time your next attack/throw to hit the instant they wake up (commonly referred to as a 'meaty attack'). During the very end of this turnaround wake up state, they are unable to block for a couple frames, and thus will be hit by whatever move you want to do. Throwing the opponent during this state is potentially very rewarding as it deals good damage and can even lead to another knock down & combo, but it's also very difficult, as even if your throw is not on cooldown, you only have those couple of frames to input forward + middle attack.

Latest revision as of 19:51, 21 June 2024

Attacks & Damage

Every normal attack in the game does the same damage as every other normal attack. The lower your health, the more damage you deal, up to around +15% at minimal HP. Every attack you land in a round has more hitstun than the last, up to the 4th hit, which always knocks down, usually causes the opponent to drop their weapon if they have one, and resets the # of attacks landed back to 0. The increased hitstun amount of the 2nd and 3rd landed attacks varies based on what character you're hitting, and if they're crouching or standing. If they're in the air, the hitstun is always the same, unless it's the 4th hit, then they'll still be knocked down.

If performing a jump attack, your character's jump arc will change, depending on the move you're doing and when you pressed the button. A backward jump attack will usually make you fall quickly, neutral jump attack will make you float a bit higher, and forward jump attacks will give a big boost to horizontal speed, allowing you to fly across the stage, and perform sudden crossup attacks.

Throws

Throws (6M) are instant, untechable, can be used while invincible during your last 10 wake-up frames, and can even grab opponents out of the air. Throws usually knock down (aside from Mahamba's & Zen's) and always reset the # of hits landed back to 0. Once you perform a throw, it goes on cooldown for 255 frames, or 4.25 real seconds, during which you're entirely unable to throw, and will instead perform ns.M when trying.

Weapons

Mahamba, Avu, Goldor, Zen, and Titi all wield unique weapons at the start of each round. Weapons increase the range of some normal attacks, and don't extend their hurtboxes with them, making them safer than most unarmed attacks. If a character gets knocked down while wielding a weapon, they will usually drop it onto the ground. Any character can pick up a downed weapon, or trade it with their currently equipped weapon, by crouching while on top of it.

Combos

Combos are normally not possible, as everyone is invincible during hitstun until they can block again. But there is one exception: if you knock down your opponent, then get behind them (which is usually impossible if they're in the corner) you can time your next attack/throw to hit the instant they wake up (commonly referred to as a 'meaty attack'). During the very end of this turnaround wake up state, they are unable to block for a couple frames, and thus will be hit by whatever move you want to do. Throwing the opponent during this state is potentially very rewarding as it deals good damage and can even lead to another knock down & combo, but it's also very difficult, as even if your throw is not on cooldown, you only have those couple of frames to input forward + middle attack.