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Spectral vs Generation/Controls
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Movement
7 8 9 The numeric directional input assumes that the player \ | / is facing right and corresponds to the number formation 4 - 5 - 6 on a keyboard's numpad. So in application, this makes 4 / | \ act as "back", 5 - "neutral", 6 - "forward", and so on. 1 2 3 All further directional notation follows this template.
- 6 Walk forwards
- 4 Walk backwards, if you are in range of an opponents attack you will instead block
- 1/2/3 Crouch, holding away from the opponent will cause you to crouch block if they attack
- 7/8/9 Jump, the direction pressed will determine the direction you jump
- 66 Pressing forward twice in quick succession will have you perform a dash based on your character
- 44 Pressing backwards twice in quick succession will have you perform a back dash
- j.66 Dash but in the air
- j.44 Back dash but in the air
- 1/2/3 -> 7/8/9 Pressing down then up in quick succession will cause you to super jump, jumping higher and faster than normal, alternate annotation is sj.
Buttons
A Light attack, usually short range but very fast
B Medium attack, usually has a good balance of range and speed
C Heavy attack, usually slow with good range and good damage
D Kick, use will vary from character to character