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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.
Universal Command List
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.
This Wiki uses a visual icon notation that aims to be easy to read and serve as a middle ground.
- , indicates a Link or a pause between Attacks
- > indicates a cancel
- + indicates a combination of buttons
- Other notes may be written out to indicate a specific move or situation
The community will often use a concise notation that consists of letters.
- b, n, f, j indicate back, neutral, forward, jump.
- A, B, C, S, T indicate attack buttons.
Due to numpad notation not gaining traction among the community it has not been adopted for this wiki.
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.
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
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.
If and only if a throws hit on the same frame will a priority check happen.
- Directional throws have higher priority than neutral throw.
- Back and Forward throw have the same priority
- If both throws are the same priority one of the throws will win at random.