Azure Night Sky/Controls

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Movement

4 or 6 - Walk

44 or 66 - Dash

7 or 8 or 9 - Jump

7 or 8 or 9 in mid-air - Double Jump

44 or 66 in mid-air - Air Dash

Has a short cooldown before it can be used again. Landing on the ground resets this cooldown immediately.

27 or 28 or 29 - High Jump

High jumps reach higher but crouching makes it take a bit longer

1 or 2 or 3 - Crouch

Buttons

L - Light Attack

M - Medium Attack

H - Heavy Attack

The three types of normal attacks. Light attacks are weaker but faster, heavy attacks are stronger but slower, and medium attacks are in the middle. All normal attacks have standing, crouching, and jumping versions.

S - Special Attack

All characters have four special attacks that can be performed with this button. A standing special, a crouching special, a jumping special, and a jumping+crouching special (hold 1/2/3 while jumping). Standing and jumping specials (5S and j.5S) are the universal throw.


Block - Block

Hold the block button to stand still and block attacks that hit you, greatly reducing the damage you take. Hold 1/2/3 while blocking for a crouching block. Standing blocks will block high attacks, and crouching blocks will block low attacks. Both can block mid attacks. Some attacks cannot be blocked at all.


A - Taunt/Alpha Action

Inputting it while standing performs taunt, doesn't have any general purpose (looks cool though). Certain characters may get a specific benefit out of this. (for example, Gaunt's taunt will give his next combo an extra x0.1 damage) Inputting Block+Alpha Action does security bunker (the guard cancel)

Other Inputs

S + L or M or H - Burst

Burst is a once per match move that is used for play making, it's very versatile. It can be used both offensively and defensively. You can burst at any time that the burst icon isn't crossed out. There are 4 types of burst:

  • Normal Burst (Gold): Only happens when used in a neutral state, if the burst hits can opponent you get 3 bars.

Is very punishable on block

  • Combo Breaker Burst (Blue): Simply knocks the opponent back. Blue bursts are used while in hitstun, allowing you to get out of a dangerous situation.

Is + on block

  • Combo Burst (Red): Occurs if burst is used while attacking. Knocks the opponent up instead of back, allowing you to easily keep your combo going. Also increases the combo's damage multiplier.

On hit, adds 70% to the scaling (aka if it's at 0.2x it'll go to 0.9x), allowing for massive extra damage

  • IPS Burst (Green): Occurs if burst is used when the opponent has triggered the IPS system (indicated by green combo damage, green burst icon, and your character glowing green). These function similarly to blue bursts, but they won't consume the burst gauge and can still be used even if you've already bursted.

Is + on block, green bursting gives back your burst if you had used it before

Inputting burst with M+S or H+S builds you 1 MT due to the attack you cancel


A during blockstun, Block+Taunt - Security guard

Block cancels are invincible attacks that can be used while in blockstun for the cost of 100 meter. Useful for giving yourself some room to breathe.


General
FAQ
Controls
HUD
System
Characters
Oath
Gaunt
Geovana
Order Oath
Mai