Boxfighter/Controls

From Mizuumi Wiki
Jump to navigation Jump to search

Basics

Boxfighter has 5 attack buttons (A, B, C, D, and E) and a dedicated suit button (represented by ♠️ in the controls menu).

Directions are notated using numpad notation, which uses numbers to describe directions in accordance to their location on a numpad.

7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Universal Command List

Movement

Walk - Hold 4.gif or 6.gif for backwards and forwards walk, respectively

Forward dash - 6.gif6.gif. Forward dashes vary by character: some will dash set distances and others will continue to run as long as 6.gif is held.

Backdash - 4.gif4.gif. All backdashes are invulnerable on startup.

Jump and Double Jump - 7.gif or 8.gif or 9.gif for backwards, neutral, and forward jump respectively.

Super Jump - 2.gif then 7.gif or 8.gif or 9.gif for backwards, neutral, and forward super jump respectively.

Airdash - 6.gif6.gif or 4.gif4.gif in the air.

Air options are separate and you can double jump and airdash in the same jump. Blocking or getting hit will reset your air options, allowing you to double jump or airdash again if you've already used that option.

Offense

Proximity Throw - 6D and 4D for forward throw and backward proximity throw, respectively. Proximity throws have no startup and cannot whiff, instead your box will perform an attack instead. Proximity throws can be option selected with B and C attacks, but not A or E.

Attempt Throw - 6AB or 5AB for forward throw and backward throw, respectively. Attempt throws have startup and can whiff, but are throw invulnerable and have one hit of armor starting on frame 2. You can spend 60 meter cancel the recovery of an attempt throw into backdash by holding C.

Air Throw - Both types of throws can be performed in the air. You can also cancel into and combo into attempt throws from air normals.

Attack button priority is A > B > C > D > E. If two buttons are pressed at the same time, your box will perform the attack associated with whichever button's letter comes earlier in the alphabet.

Defense

Block - Hold 4.gif or 1.gif for stand block or crouch block, respectively.

Air Block - Hold any backwards direction (1.gif, 4.gif, or 7.gif) while in the air. Some attacks cannot be blocked in the air (denoted by an X through the hurtbox).

Absorb / Instant Block - Tap 4.gif or 1.gif right before an attack hits. Tapping 4.gif will absorb mid and high attacks, and tapping 1.gif will absorb mid and low attacks.

Parry - Tap 6.gif or 3.gif right before an attack hits. Tapping 6.gif will parry mid and high attacks, while tapping 3.gif will parry mid and low attacks. You can also parry in the air, and you can parry air unblockable attacks.

Shield - 4AB. Can be held to extend duration. Costs 30 meter.

Air Shield - 4AB in the air. Active until landing and lands in knockdown state. Costs 30 meter. Can be cancelled into air tech by holding C (Costs an additional 30 meter.).

Air Tech - Hold any button and tap 4.gif, 2.gif, 6.gif, or 8.gif after getting hit while airborne. Attacks have a minimum amount of time during which you cannot tech.

Counter Throw - 6AB while in blockstun. Attempts a throw. Costs 150 meter.


General
FAQ
Controls
HUD
System
Resources
Characters
Red
Green
Blue
Purple
Pink