Punch Planet/Controls
Basics
Punch Planet is controlled with six attack buttons and the standard fighting game nine direction joystick.
LP = Light Punch / Jab MP = Medium Punch / Strong HP = Heavy Punch / Fierce LK = Light Kick / Short MK = Medium Kick / Forward HK = Heavy Kick / Round House
Directions are notated using numpad notation, which uses numbers to describe directions in accordance to their location on a numpad.
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Directional motions are used to execute specials and supers. Here is a list of common motions used in Punch Planet
Universal Command List
Movement
Walk - Hold or
for backwards and forwards walk, respectively.
Forward dash - Quick forward burst movement, in counter hit state until near the end of the dash.
Back dash - Grants a few frames of invincibility at the start, then airborne and finally in grounded counter hit state at the very end.
Jump - ,
or
for backwards, neutral and forward jump respectively.
Universal Mechanics
Throw - LP + LK - Classic grab, unblockable. The defender can tech by pressing throw within a short window.
Absorb Time Cancel (ATC) - MP + MK Punch Planet's universal parry, has a 10 frame parry window indicated by your character turning blue. If struck during this window you can cancel into another parry, a block, a normal, or a special. After the 10 frame window you will enter a counter hit state indicated by your character turning red.
Jump Time Cancel (JTC) - MP + MK Universal Overhead, buttons can be held to perform an empty hop.
Double Time cancel (DTC) - After pressing an attack, hit the button again when it connects to reduce its recovery. This is Punch Planet's primary system mechanic and allows players to express themselves in an almost limitless amount of ways, including but not limited to, making moves safe on block, comboing off moves you normally would not be able to, and canceling your recovery when hitting an armored move in order to block.
Health Time Cancel (HTC) - HP + HK Recover your blue health at the cost of all your T-Meter.
Defense
Block - Hold or
for stand block or crouch block, respectively. Stand block defends from highs and crouch block defends from low, mids can be defended by either.