KemoFre Fight/System

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Mechanics and Game Systems

This is an in-depth look at universal mechanics, systems and advanced tech.
For a simple controls guide, check out the Controls Page.

Movement

Walk (4 or 6)
KFF Mechanic Walk.png
Ah the joys of a good hike.
Walk and back walk have similar speeds. Walk Speeds aren't definitive values and are ranked comparatively.

Fastest = Toki
Faster = Konoha
Fast = Serval, Shoebill
Standard = Kaban, Arai, Lion, Jaguar
Sub-Standard = Moose
Slow = Alpaca
Slower = Tsuchinoko
Slowest = Hippo
(This list does not account for Okawari characters and will be revised later)
Super Dash (44 or 66)
KFF Mechanic Dash.png
Quickly move horizontally on the ground!
  • Forward Dash
    • Has a push hitbox from frames 5-20
    • Also cancelable between frames 5-20
    • If you keep moving forward after 20F you will side switch behind the opponent, use this to mix up the opponent or escape pressure
    • Character speed affects the distance and length of your dash
    • Damage taken while dashing is multiplied 1.2x
  • Back Dash
    • Universally invincible for the first 6 frames.
Air Dash (j.44 or j.66)
KFF Mechanic AirD.png
Its a Dash, in the air!
Bird Friends can utilize a full air dash, Serval and Jaguar have a double jump and Gold Monkey has a unique dash.
  • There is no invincibility window like the ground ver. so you cannot pass thru opponent
  • Getting hit during air dash will multiply damage by 1.2x for the first hit
  • After air dashing, you cannot guard, super-land, or use specials/supers until you land.
Jump (7 or 8 or 9)
KFF Mechanic Jumpu.png
Are you a friend who's good at jumping?
Jump Forward, Backwards or Straight Up depending on the direction input
  • All characters cannot act on the first 6 frames
    • This window is throw-invincible and you can still air-block so back-jump is a decent tool to escape pressure.
  • All characters have 4F of landing lag added if you land during an attack animation.
  • Jump Height: (Insert Tiers Here)
  • Jump Air Time: (Insert Tiers Here)
Super Jump (27 or 28 or 29)
KFF Mechanic SuperJumpu.png
Jump Quicker and Higher
  • Even though it is quicker, there is no invincibility window like a regular jump
  • Actionable on the 11th frame, cannot block before for the first 10 frames either.
Super Land (22 in the air)
KFF Mechanic Superland.png
Quickly drop back to the ground
  • Just like air dash, you are unable to act until you hit the floor
  • 4 Frames of landing lag, same as landing during an attack.
  • 10F startup that has some invincibility.

Offense

Defense