EN-Eins Perfektewelt Anastasis/Controls

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Controls

Anastasis' moves and combo sequences are notated with Numpad Notation and uses the layout of a numpad on a keyboard to define inputs. The game has 4 buttons, thsoe being A, B, C, and D.

Here are the digital directional inputs possible in EN1A:

How these inputs are represented in Numpad Notation. "5" represents the lever neutral position, and "6" always faces the same direction the character is facing for consistency.

Moves are given prefixes to signify certain properties:

5 Perform while not pressing a direction. Neutral. It's not usually written and implied if omitted.
j Jumping, or in the air.
c Close.
+ Indicates no gap in inputs. Press at the same time.

Directional input combinations are often abbreviated with numpad to describe their motion.

Num. Full Name
236 Quarter-Circle Forward
214 Quarter-Circle Back
22 Down Down
[4]6 Charge Back Forwards
[2]8 Charge Down Up
[X] Release X TAP

The four buttons are defined as:

A Light Attack
B Medium Attack
C Strong Attack
D Reflector

Most special move commands consist of one of the following motions combined with an appropriately timed attack input.

A, B, C, and D are the Attack buttons. When referring to move inputs, Attack will refer to any one of these four buttons.
Normals can be canceled into themselves or a heavier attack in what's called a Perfect Chain.
Pressing any button besides D right before a character hits the ground will active a Recovery Roll, more commonly called an Ukemi or Ground Tech.
Hitting any attack button besides D during a dash causes a character to do a Dash Attack.
Pressing A, B, and C (notated A+B+C) together activates a characters Super, a powerful attack that costs 3 meters.
Pressing A+B does a Throw. Throws can be done forwards, backwards, and in the air.
By pressing A+B right before you're grabbed you can get a throw tech. This cannot be performed after a throw has landed.
If done without a special move command, the D button will perform a reflector. Reflectors can also be performed by pressing B+C. This is described in more detail under the reflector page.
When A, B, and D are pressed together (notated A+B+D), Kanzen Sekai is activated.
Pressing A+B+D again while in Kanzen Sekai activates a characters Kanzen Shinsatsu, an extra strong super move.

Movement and Metagame

Commands will assume facing right and use Numpad Notation. Commands will be underlined.

Guarding
  • Block: Hold any direction away from your opponent.
    • Stand blocking (4) can't block lows and crouch blocking (1) can't block overheads. Air blocking blocks according to the direction you hold too but a character will remain inactionable besides throw teching and reflectors until they land. Additionally, back hits cannot be blocked while in the air.
  • Autoblock: Hold no direction when the opponent attacks.
    • Autoblock lets you block without having to hold any direction. By default it won't block lows but holding (2) will do so. Autoblock will always block crossups and is generally powerful for avoiding left rights, but causes a character to take double the amount of guard damage, making it dangerous to use on anything but crossups.
Dashes
  • Forward Dash: Press 66 to dash forward. Dashes vary heavily between characters but are generally a quick way to close space.
  • Back Dash: Press 44 to dash backwards. Back dashes go less distance than forward dashes but are invincible for the first few frames, making them a strong defensive tool when mixed with other options.
Jumps
  • Regular Jump: You can jump by pressing up and it can be angled forwards or backwards. Jumps have varying startups, distances, and durations depending on the character.
  • Double Jump: Input by pressing up a second time during jump. Like a regular jump it can be angled forwards or backwards. Double jumps too have varying distancves and durations depending on the character. Forward double jumps in particular go extra far, almost like an air dash.

EN1A Navigation

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Controls
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