Kizuna Encounter/Glossary

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Frame data definitions

Startup

The frame where the attack starts, counting from the start of the action.

Actions that attack multiple times are separated by "/". For example, if it is "9/12", it will attack twice, 9F and 12F.
Also, if there is a "(xx)" after the numerical value such as jump supers, the fastest numerical value counted from the start of the jump is described. If it is "1(11)", the attack will be possible at 1F after the button input & 11F from the start of the jump.

Active

The duration (in frames) of the attack.

If there is "[xx + xx]" after the number, the breakdown of the active value is shown.
If it is "10[5+3+2]", it means that 10F of 5F+3F+2F is composed of 3 animations.

Recovery

Amount of vulnerable frames after the attack's active frames are over.

If there is a "(xx)" after the number, it means the recovery frame after landing.
If it is "30(10)", out of a total of 30F, 1F to 20F are in the air & 10F from 21F to 30F are on the ground.

Block Advantage

How many frames you can move before/after the opponent after they block your attack.

Hit Advantage

How many frames you can move before the opponent after hitting the opponent.

Knockdown means the opponent falls to the ground, and you cannot hit them while they are down.
Pursuit OK KD means the opponent falls to the ground, and you are able to use attacks described as "Pursuit" to hit them while they are down.
Pop-up means they will be launched in the air before falling to the ground for a standard knockdown, some characters can follow-up on these states (the easiest example is Mezu's 6C into 214C combo).

Level

Amount of hit and block stun applied. See Attack level.

Extra remarks

These comments may appear in a move's description as an indicator of extra frame data information:

"Pursuit" can attack opponents who are OTG with "down". See Pursuit.
"Best:/Worst:" when the block/hit difference is the best or the worst.
This applies when the end of an attack with a long active frame touches, or when an attack descending from the air is blocked in place.
"Rank" indicates the rank of the projectile. See Projectile rank.

Attack properties

Attack level

Kizuna Encounter's hitstun and blockstun are divided into 3 levels, simply referred to as 1, 2 and 3.

  • 1 is most Light Punches and Kicks
  • 2 is most Strong Punches and Kicks
  • 3 is most Weapon Attacks and special moves.
    • Level 3 is divided into Short, Normal and Long subcategories referred to as 3S, 3 and 3L. This only affects hitstun, blockstun remains the same in all subcategories.
    • Short refers to burning/freezing/electric shock effects on hit. Hitstun is 1F shorter than normal Level 3.
    • Long refers to specific moves like B+C and Joker's 41236A. These attacks do not emit a "shock wave" effect behind the defender on hit. Most of Kizuna's infinites or loops are built on exploiting Level 3 Long hitstun.

Projectile rank

There are 4 projectile ranks from C to S. When projectiles of the same rank clash, both disappear. Higher ranks will delete lower ranks on clash and persist.

  • Rank S
    • Chung: 632146A
    • Jyazu: 631246A
  • Rank A
    • Rosa: 63214C
    • Hayate: [2]8A/B/C, 63214C
    • Eagle: 214C
    • Gozu: [2]8A
    • Mezu: 41236B, 623B, 63214B
    • Joker: 63214C, 632146A
    • Chung: 63214C, 646C
    • Gordon: [2]8C
    • King Lion: 28C, 63214C
    • King Leo: 28C, 63214C
    • Jyazu: 28A, 63214B
  • Rank B
    • Rosa: 236C
    • Hayate: 236C
    • Eagle: 236C
    • Gozu: 236C
    • Mezu: 236C
    • Joker: 236C
    • Chung: 236C
    • Jyazu: 236C
  • Rank C
    • Gozu 623A/B/C
    • Jyazu 623A/B/C

Pursuit

There are two uses of the term "Pursuit" in the wiki:

  • A Hit Advantage field may refer to "Pursuit OK KD" which implies that a Pursuit attack can be used to do OTG damage.
  • "Pursuit" noted in the move description means that the attack can be used to hit an opponent during the Pursuit OK knockdown state.

Weapon drop window

There's a window starting from 1F of animation in specific special moves where any counterhit with a weapon attack or weapon-using special move will cause the opponent to be disarmed. The window varies in length to a maximum of 9F as listed on the special moves below:

  • Rosa: 623C(3F), 421C(8F), J2C(9F)
  • Kim: [2]8C(5F)
  • Hayate: 41236A(6F), 63214C(9F), [2]8A/B/C(9F)
  • Eagle: 214C(9F)
  • Gozu: 623A/B/C(9F), [2]8A(9F), 41236A(8F), 214C(8F)
  • Mezu: 41236B(9F), 623B(9F), 63214B(9F), 214C(8F)
  • Joker: 63214C(9F), 623C(9F)
  • Chung: 63214C(9F), 646C(9F)
  • Gordon: 236C(7F), [2]8C(9F)
  • King Lion: 236C(9F), 63214C(9F), 28C(9F)
  • King Leo: 236C(on 9F only), 63214C(9F), 28C(9F)
  • Jyazu: 623A/B/C(9F), 63214B(9F), 28A(9F), 214C(7F)


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Characters
Rosa
Gozu
King Lion
Chung
Hayate
Kim
Mezu
Gordon
Joker
Eagle