Fantasy Strike/Controls

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Basics

Fantasy Strike uses a left and a right directional button for movement, plus a jump button. There are three attack buttons and two optional buttons for throw and super.

Directional left and right buttons are also used for changing what attacks are executed.

FS Controls.jpeg

Wiki Notation

DESCRIBE NOTATION USED ON WIKI

Other Notation

DESCRIBE NOTATION USED COMMONLY ELSEWHERE

Universal Command List

Movement

Walk - Hold FS L.png or FS R.png for backwards and forwards walk.

Jump - FS J.png for jump. Adding FS L.png or FS R.png will do a backwards or forwards jump.

Attacks

Normal Attack - FS A.png will perform a normal attack on the ground or in the air. FS L.png or FS R.png will give a different normal.

Special - FS B.png or FS C.png will perform a special on the ground or in the air. For some characters, FS L.png or FS R.png may give different versions of the special.

Throw - FS T.png will perform a throw on the ground, throws cannot be blocked.

Super - FS S.png will perform a super on the ground or in the air. Supers require a full super meter to be used and will deplete it after being executed.

Defense

Block - Hold FS L.png or FS R.png away from your opponent to block attacks.

Yomi Counter - Release all controls and enter an idle state. Any throw done with FS T.png will be countered and you will gain full super meter.


Macros

Alternative input methods found in the Button Configuration in-game. 2-button macros must be inputted within 3 frames of each other.

Jump - Jump may optionally be performed with the Up direction.

Throw - Throw may be performed with FS J.png+FS A.png or FS A.png+FS B.png.

Super - Super may be performed with FS B.png+FS C.png.


Miscellaneous

Input Buffer

In Fantasy Strike, you always get an 8-frame input buffer. Whenever you press the FS A.png, FS B.png, FS C.png, FS S.png, or FS T.png buttons, if that move is able to come out within the next 8-frames, it will.

This doesn't apply to movement buttons, however you can simply hold FS L.png, FS R.png, or FS J.png and it will happen the first available frame.

Pre-jump Frames

Pre-jump frame data is universal: 3 frames of pre-jump where the character is considered grounded, on the 4th frame the character is airborne.

Minimum height

All moves done in the air have a minimum height restriction on them on the way up. Moves can be done on the way down as late as desired, but the startup is not guaranteed to be finished.

Jump Special Buffer

If the FS J.png button is held this will always prevent the grounded version from coming out. This can be a useful trick for players trying to get the minimum height on a move on the way up or down.

Take care if using the super macro, when the height restriction of the super is higher you may get an air special before the super is a valid input.


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