EN-Eins Perfektewelt/Controls

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Input Notations

EE System.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.
  
  • 4, 6 - moves character backwards or forward, holding 4 also allows the character to block, tapping 44 or 66 will allow the character to dash in their respective directions.
  • 7, 8, 9 - causes the character to jump, 7 - backwards, 8 - in place, 9 - forward; holding 4 while jumping will allow the character to block in midair.
  • 1, 2, 3 - pressing those causes the character to crouch; holding 1 will also force the character to block.
  • j. - any jumping motion, 7, 8 or 9.
  • c. - any crouching motion, 1, 2 or 3.
  • [x] - hold button x.
  • {x} - input x is optional.
  • / - or.
  • cl./f. - in EN-Eins Perfektewelt, some characters have different attacks depending on proximity; these will usually be referred as cl./f.5X, etc.

San Sukumi System

(literally: Rule of the Three-way Deadlock)
3systems.jpg

A: Weak Attack
B: Medium Attack
C: Strong Attack

A+B: Throw

B+C/D: Reflector (aka Parry)

All characters in EN-Eins have these three things: normal moves of varying strengths (A, B, C), a throw, and a parry. The San Sukumi System indicates the rock-paper-scissors nature of the three. The relatively generalized idea of this 'system' is that: normal moves can be stopped by parrying, parrying can be halted by throwing, and throwing can be stuffed by normal moves. All three things can be executed either on the ground or in the air.


Normals: Characters have three varying strengths for normals: Weak, Medium, and Strong. Some normals are cancelable and can chain into each other, but a specific chain route is assigned to each character. The usual hierarchy for a normal chain goes from Weak -> Medium -> Strong. Cancelable normals can also be canceled into special moves.

Throws: Throwing will break through blocking opponents. Holding a direction while inputting the throw command will allow the character to throw his/her opponent in the specified direction.

Parrying: Parrying allows the character to guard an attack without taking any damage and gives them a slight advantage. The general idea is for the player to read the opponent's next attack, parry it, and follow up accordingly. Upon a successful parry, the player will automatically follow up with an additional attack that can be canceled into another attack. If the parried attack was projectile based, the additional attack becomes omitted.

Other Common Techniques

Recovery Roll (press A, B, or C when hitting the ground after being knocked down): Also known as Tech. Allows the player to quickly recover by rolling away from his or her opponent, thus avoiding possible OTG hits. It can't be done after every knockdown though.

Kanzen Sekai: By pressing A+B+D, Kanzen Sekai allows a player to escape a combo once a round, functionally acting like a burst. Activating Kanzen Sekai immediately breaks a player out of any state, whether they're in hitstun, OTG, or in a wallsplat. In addition, it stops the timer, allowing a player with lower life to stop the timer from running out. How long the timer is stopped depends on how much meter you had before Kanzen Sekai is activated. Additionally, as long as Kanzen Sekai is activated, the player who activated regenerates some health. Kanzen Sekai also has a hitbox on activation, launching an opponent while dealing no damage. However, this is also a risky technique, as if the opponent predicts it and blocks, you're open to a punish. Making it even riskier is that when used, the player who activated it loses their super bar, and can't gain any more meter, or use any supers for the rest of the round. The player will start with no meter at the beginning of the next round if there is a next round.

Kanzen Shinsatsu: While Kanzen Sekai is activated, a player can press A+B+D again to activate a Kanzen Shinsatsu. A Kanzen Shinsatsu is an extra powerful super that can only be used while Kanzen Sekai is activated. When used, Kanzen Sekai immediately ends, causing the timer to no longer be frozen, and stopping you from regenerating any more health. While they vary from character to character, generally they deal 5K-6K damage, cause a huge amount of guard damage, and are unsafe. Additionally, they normally have slow startup and can easily be parried, making them extra risky. Generally just used as a last minute gambit.

Throw Break (press 4/5/6+A+B when caught in opponent's throw): Requires strict timing and often happens unintentionally, when both players attempt a throw. Upon successful throw break both characters are knocked away from each other. This can happen both on the ground or in the air. One important thing to note about ground throw breaking is that you have to be standing while inputting the throw command in order to break it. You will not be able to break the opponent's throw while crouching.

Counter hit: A typical result of player's hit countering opponent's attack (by hitting in its startup or attack frames). In EN-Eins it also gives a 25% damage bonus.

Back Attack: A special occurrence of crossups. Happens when player hits the opponent while the latter (and his/her sprite) is facing away. In EN-Eins this gives a 50% damage bonus.


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