Punch Planet/Controls

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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.

7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Directional motions are used to execute specials and supers. Here is a list of common motions used in Punch Planet

Visual Notation (arrows) Notation (numpad) Description
Sg 236.png 2.gif 3.gif 6.gif 236 A quarter circle forward (QCF), or a smooth motion between the down and forward directions. Sometimes called a fireball motion.
Sg 214.png 2.gif 1.gif 4.gif 214 A quarter circle back (QCB), or a smooth motion between down and back directions.
Sg 623.png 6.gif 2.gif 3.gif 623 The dragon-punch motion (DP), or a tap forward before hitting down and down-forward
- 4.gif (hold) 6.gif [4]6 A horizontal charge motion, or holding back then pressing forward. Sometimes called a sonic boom motion.
- 2.gif (hold) 8.gif [2]8 A vertical charge motion, or holding down then pressing up. Sometimes called a flash kick motion.
- 6.gif 3.gif 2.gif 1.gif 4.gif 41236 Half Circle motion. Going from one axis to the other, this can include HCF or HCB.
Sg 360.png 6.gif 3.gif 2.gif 1.gif 4.gif 7.gif 8.gif 360 The 360 motion, or a circular motion that hits all four axis directions in sequence. Since there is no '0' in numpad notation, '360' is used to describe the motion in numpad notation for brevity, even though it doesn't describe the literal directions.

Universal Command List

Movement

Walk - Hold 4.gif or 6.gif for backwards and forwards walk, respectively.

Forward dash - 6.gif6.gif Quick forward burst movement, in counter hit state until near the end of the dash.

Back dash - 4.gif4.gif Grants a few frames of invincibility at the start, then airborne and finally in grounded counter hit state at the very end.

Jump - 7.gif, 8.gif or 9.gif 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) - 6.gif 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) - 2.gif HP + HK Recover your blue health at the cost of all your T-Meter.

Defense

Block - Hold 4.gif or 1.gif for stand block or crouch block, respectively. Stand block defends from highs and crouch block defends from low, mids can be defended by either.