Theatre of Light/Glossary

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Notation Guide

It's preferred that you use this notation on this wiki for combos just for consistency's sake and general readability.

Standard Notation

This is the standard notation for transcribing combos on this wiki. It's sort of how other fighting games would traditionally notate their combos but just a bit differently since this is an arena fighter on ROBLOX.

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary.

X > Y X input is cancelled into Y.
dl.X Wait for a short period before inputting X.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
[X] X input must be held down.
X~Y Use attack X with follow-up Y.
j.X X input is done in the air. Only used by characters with moves that put them in the air and air variants of moves (currently only applies to Ranger, Samurai and Vigilante)
X(info) Used for when you would like to specify how a move is done. e.g. X(N) meaning X should hit N times, X(whiff), etc.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
dash or (direction)dash Performs a dash, directions are notated as f for forward, b for back, s for side. If there is not direction specified assume it is a forward dash.
cl. Clean Hit, almost exclusively used for Brawler but can be used for Samurai's sweetspot attacks as well.


>「Cancel」

Indicates that the recovery period of the preceding move should explictly be cancelled by the next input. Most of the time, it just means "press this next", but is used for clarity's sake. For example, "ATK > S1".


,「Link」

Indicates that the next move should explictly be linked after the recovery of the previous move ends. Link timings if tight/important will be written as a comment. For example, "ATK, S1"


[X] 「Hold」 X input must be held down. Sometimes alternatively notated as X(Hold), either way is fine.


~「Follow Up」

Used for most of the moves done with a specific input in this game, for example Samurai's Counter Psyche is inputted by doing S1~ATK(hold). Also used for moves with specific follow-ups such as Vigilante's strings.


j.「Aerial Move」

Indicates the following move is done in the air, only applies to Ranger, Samurai and Vigilante currently.


(Special Action)xN

There's a few different things that can go here.

  • X Hit: Indicates the preceding move should hit only on its Xth hit. For example, "ATK~S1(3) > SP".
  • Whiff: Indicates the preceding move should be whiffed. For example, "ATK~ATK~ATK(w)".
  • X^: Indicates a previously discussed loop or move string is inserted here. For example, "(SP Loop^)x2 > ATK(hold) > S2", where 'SP Loop' is a labelled combo.
  • Character specific things: Some characters have special properties on their moves, typically from their passives. For example, "ATK~ATK~ATK(Flux)", where "Flux" is a passive exclusive to Vigilante.

A special action is done once, but if xN is written after it, the action is repeated 'N' times.


dash / (direction)dash「Dash」

Performs a dash, directions are notated as f for forward, b for back, s for side. If there is not direction specified assume it is a forward dash.


cl.「Clean Hit/Sweetspot」 Indicates a Clean hit or Sweet spot hitbox must be landed, typically only applies to Brawler but some characters also have Sweet spot hitboxes as well.

Some character's combo pages may have some character specific notation that should be specified somewhere on that page.


Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight