User:Mauve/IaMPFacts

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Old text file I wrote, with lots of IaMP esoterica:

RANDOM IAMP FACTS

A brief overview of mechanical information.

INTERPRETER/BUFFERING
- There are no kara cancels.
  - This means once a normal has started, you cannot cancel the first frame
    or two into a special.
- The button press must be inputted after the full motion.
  - The input sequence 6->2->3->3A is a valid motion, 6->2->3A is not.
- All single directional inputs cannot be buffered.
  - Thus, D button movement cannot be buffered.
- 27/28/29/44/66 can all be buffered.
- The first frame at which you return to neutral does not check for
  unbufferable input.
  - This is usually called 1f suki.
  - Blocking is unaffected.
    - Thus, you can hold 4D to option select block.
- (how big is the input buffer for specials and dashes/hjs?)

MOVEMENT
- After jumping, there is a longer delay before you can forward air dash
  than backwards air dash.
- j.4D is cancelable much faster than j.6D.
  - Exception: Remilia j.4D is slightly slower than her j.6D.
- Backdashes can be canceled into air specials.
  - Exceptions: Sakuya, Youmu, and Suika.

LIFE
- All characters have 10000 HP.
- All characters take the same amount of damage from attacks.
- You cannot die from chip damage.
- 40% of damage taken is converted to red life.

SPIRIT METER
- All characters have 1000 SP.
- When not crushed...
  - SP will stop recovering as soon as it is used, either for a bullet
    or for blocking.
  - SP will start to recover again exactly one second after the last use.
  - 0.3% of spirit is recovered every frame, or 18% per second.
  - When all SP is consumed by using bullets, you self-crush.
- When crushed...
  - You cannot use any bullets, specials, airblock, or autoguard.
  - The meter recovers at a rate of 0.2% per frame, or 12% per second.
  - It takes 8.333 seconds to full recovery.

SPELLCARDS
- Every 100 Spellcard Points(SCP) is one additional Spellcard.
- Meter is changed in increments of size 0.2.
- SCP meter gain:
  - Grazing: Fixed value based on bullet type.
  - Having an attack hit: Dependent on attack. Always less than being hit.
  - Having an attack blocked: Dependent on attack. Less than having a hit.
  - Blocking: 80% of the meter gain of offense.
  - Getting hit: 2.5% of damage taken goes to meter gain.
  - Gaining point items: One SCP per point item.
- Declare time is based on amount of SCP gained.
  - Roughly: Time = 1206 + (SCP * 9.75)     (not 100% accurate)
  - 120 time is one second.
    - The maximum amount of time is 9999, so 83.325 seconds.

ATTACKS
- All attacks have a weight property.
  - Type A attacks are light attacks, usually 5A pokes.
    - They can cancel into any type A attack, including themselves.
    - They do not counterhit and cannot be counterhit.
    - They have 9 frames of blockstun and 10 frames of hitstun.
      - Exception: Reimu j.5A can be counterhit and cannot cancel into
        itself.
  - Type B attacks are medium attacks.
    - They have 15 frames of blockstun and 16 frames of hitstun.
    - On counterhit, they cause 7 additional frames of hitstun.
  - Type C attacks are heavy attacks.
    - They have 22 frames of blockstun and 23 frames of hitstun.
    - On counterhit, they cause 11 additional frames of hitstun.
- All attacks cause 19 frames of blockstun against an aerial opponent,
  regardless of weight.
  - Exception: Yukari has 17 frames of aerial blockstun.
- Counterhits will add the groundslam/wallslam property on certain moves.
- Nearly all attacks that do not bring you off the ground cannot be
  airblocked.
- Attacks that cause spirit damage but cannot be grazed are called Type 3.
  - These attacks ignore both melee invulnerability and graze.
  - The opponent must have no hitbox at all for it to fail to connect.
- Most specials will cause additional chip damage even if blocked correctly.
- If you hit someone from behind, they flip direction to face you for that
  frame.
  - This means if they had an attack open, it can trade with you even if it
    makes absolutely no sense that it would.
- On juggle, air untechable period is equal to the attack's constant untech
  time multiplied by the current proration level.
- (how long is hitstop?)

BLOCKING
- There is no point in the game where you can both graze and block.
  - Exception: Remilia's airdashes.
- When not crushed...
  - Blocking a melee attack incorrectly on the ground will cause 50% of
    normal damage to go to SP instead.
  - Blocking any melee attack in the air will cause 25% of normal damage to
    go to SP instead.
  - Blocking any bullet will cause 25% of normal damage to go to SP instead.
- Being crushed...
  - When all SP is consumed by blocking, you will be crushed.
  - If you are crushed while blocking in the air, you will be
    juggled backwards towards the corner and cannot airtech.
- When crushed...
  - You cannot airblock.
  - Correctly blocking any attack will cause 10% of normal damage to chip
    red life instead.
  - Incorrectly blocking a stagger attack on the ground will cause 45% of
    normal damage to chip red life instead, and will cause stagger state.
- When staggering...
  - Always have a standing hitbox.
  - Cannot do any action other than block again.
  - (how long is stagger?)

RECOVERING
- Tech by pressing 4 or 6 and any button at the same time.
  - Once you input this, you cannot cancel back into a neutral tech.
  - You can change directions before it comes out, though.
- Air techs are invulnerable for 15 frames.
  - Exception: Youmu's are 12 frames.
- Ground techs are slower than waking straight up.
  - Exception: Remilia's are all the same speed.

BOMBS
- There are three kinds of bombs.
  - A bomb done from neutral is a neutral bomb.
    - N-bombs have invulnerable startup.
    - N-bombs recover spirit to full on hit.
    - N-bombs knock the enemy away and do not wallslam.
    - N-bombs generally have a block disadvantage of around -10.
  - A bomb canceled into from any attack is an offensive bomb.
    - O-bombs are vulnerable.
    - O-bombs recover spirit to full on hit.
    - O-bombs pop the enemy straight upwards and are untechable.
    - O-bombs do 500 damage.
    - O-bombs generally have a block disadvantage of around -3.
    - O-bombs cannot be punished on block.
  - A bomb canceled into from blockstun is a defensive bomb.
    - D-bombs have invulnerable startup.
    - D-bombs do not recover spirit on hit.
    - D-bombs knock the enemy away and do not wallslam.
    - D-bombs generally have a block disadvantage of around -27.
- All bombs have 12f startup.
- All bombs prorate to 80%.
- All bombs have a hit area that is roughly 3x character width and
  1.5x character height.

POINT ITEMS
- There is a hidden point meter.
- When the point meter reaches 30, you gain a new bomb and the point meter
  resets to 0.
- At match start, the point meter is set to -10.
- Using any bomb will immediately reset the point meter to -10.
- Knocking down the opponent will add 10 to your point meter.
- Converting a bullet will add to your point meter.
  - The amount varies based on the bullet converted.
- Bullets that can be converted will be converted when hit.

CHARACTER - REIMU
- j.5A, despite being type A, can be counterhit and cannot cancel into
  itself.
- 6A grazes.
- 214 barriers cause 30F hitstop on hit, and 10F hitstop on block.

CHARACTER - MARISA
- Backdash has complete invulnerability on startup.

CHARACTER - SAKUYA
- Backdash cannot be canceled.
- 3DA cannot be airblocked.

CHARACTER - ALICE
- At the tip of a 236A spinner's range, it will hit over a long duration
  but less frequently.
  - This is called a glitch spinner, and is a common combo trick.
  - It works because the opponent's hitbox leans backwards on hit, so they
    actually lean out of range of the spinner when the first hit connects,
    before recovering back into range and getting hit again.
- Backdash has lower body invulnerability for the entire duration.

CHARACTER - PATCHOULI
- 3DB is melee, not a bullet.

CHARACTER - YOUMU
- 6A grazes.
- Backdash stays grounded.
- Backdash grazes for the entire duration.
- Youmu airtechs three frames faster than normal.

CHARACTER - REMILIA
- Remilia's airdash recovery is both graze and guard cancel.
  - (does the game prefer graze or block?)
- Ground teching is no slower than waking straight up.
- Graze period on high jumps is only 15 frames.

CHARACTER - YUYUKO
- 6B has complete invulnerability on startup.

CHARACTER - YUKARI
- Yukari forward dash will dodge lows starting from the fifth frame.
- Yukari airblock is two frames shorter than normal.

CHARACTER - SUIKA
- Backdash stays grounded.

CHARACTER - MEILING
- 214 is a Type 3 attack.
- 214A causes stagger.

- 214A causes stagger.