Flick Club/System

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Stats

Characters have 3 Stats. Offense and Defense, which provide a 5% increase in damage dealt and a 5% reduction in damage received respectively, and special, which boosts the effectiveness of special attacks. While Offense and Defense directly translate into a set damage modifier, Special is an average of the character's overall effectiveness with each special move.

Grid

The standard game grid is 5x5, each player has their own grid. The goal of the game is to shift Suit Emblems into a matching line, horizontally or vertically. If, after a line is cleared, there remains a row or column with all matching suit Emblems, that line will subsequently disappear; this is called a chain, and it grants bonus damage based on how many lines you've cleared within one combo.

Emblems

There are 6 emblems: Heart (blue), Spade (white), Diamond (pink), Club (purple), Heptagon (black), and Toni Coins (gold).

Gold Emblems

Every time you match a line of Suit Emblems, one of the replacement emblems will instead be a Gold Emblem (and if you make a combo, you'll get a Gold Emblem for each line cleared in the combo). Match a line of Gold Emblems to activate the effect of your active card. If you match 2 lines of Gold Emblems at once, you'll double the effectiveness of your card. This is called a double impact.

Fuse

The fuse works like a timer, but rather than having a set amount of time for the round, your fuse resets every time you make a clear. If your fuse runs out you lose the game on the spot.

Health

All characters have 25 health, although offense and defense stats will effect how much damage is done by clears, meaning in any given matchup one character will effectively have more health. The round will end when one player's health reaches 0 or lower, however the round will not end if a combo is currently happening, so if you try to kill your opponent with an excessively long combo you might open yourself up to being killed by a shorter one.

Cards

If cards are on, your hand of cards appears underneath your board. They are randomly dealt, but there will always be one of each suit in your hand. Whenever either player matches a line of Suit Emblems, the active card changes to the one of the same suit, which will be indicated by both that card sticking out from the rest of the hand, and by the background changing to that color. Cards can be either beneficial or detrimental depending on who is targeted. This is indicated by an X on cards that are detrimental to the player (ie. Blinding yourself) and an O on cards that are benefitial to the player (ie. Blinding your opponent).

Items

There are 5 card effects: Bonk Hammer, which knocks down the target's stamina bar; Bandage, which heals the target's stamina bar; Blindfold, which temporarily obscures part of the target's board; Heat, which increases the speed of the target's fuse; and tickle, which randomizes all of the target's non-Gold emblems.

Passion Suit

All characters have a particular suit that is more likely to give them a favorable item.

EX

These are Emblem effects, you can unlock them in the bar. They change the look of your emblems and are purely cosmetic.

SX

These are Strike effects, you can unlock them in the bar. They change the look of your clear animation and are purely cosmetic.

Unlocking

By going to the "Mix Emblems" menu you can spend emblems on unlocks. You get emblems from making clears in the single and multi player modes. Playing through the story mode will give star emblems, as will making an all clear.


General
Controls
FAQ
System
HUD
Patch Notes
Glossary
Strategy
Chaining
Characters
Toni
Skye
Pink
Mimi
Elin
Luke
Zeta
June