User:OppositeofDecay

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First draft. I miss input badge
Is there a way to get toc fill whole horizontal space?

Movement

Walking

[6] or [4] on the ground

Walking is basic noncommital form of moving, useful for adjusting position or trying to provoke a response from opponent.

Dash

66 on the ground

Dash is a form of burst movement. It has higher speed than walk, but comes at a risk of CH startup and inability to block for its whole duration. There are two main types of dashes in this game: run and step. Run will continue as long as button is held and only enter recovery on release, while step dashes have fixed duration.

Dashes can be canceled into almost anything else—such as: jump, sidestep, overdrive activation—at any time. The exception to this are dash normals, as character will always perform those instead of regular stand/crouch ones. As such character will get dashing C normals in both reinforcements, and dashing A/B normals in Technical mode. Trying to cancel into 6B/3B with Assault mode will result in 5B/2B, while cancelling into 4B is possible in both modes.

  • Ashley's step dash with sword cannot be cancelled into anything.
  • Malakh has a hoverdash which operates under unique rules. More about it on character page.
Dash Chart
Character Dash Type
Raven, Camille, Kasumi, Celes, Hardy, Kakeru (Normal/Hiku), Ashley (Daggers/SMG) Run
Silvis, Aya, Clestis, Aronia, Kakeru (Katsugu), Ashley (Sword), Aya/immortal Step
Malakh Hover

Backdash

44 on the ground

Backdashes provide backwards movement with some invulnerability. Invulnerability itself is short, so it is mostly useful against A normals and throws.
Backdashes are not cancelable, and—except for Clestis—are airborne for their entire duration.

Jump

Any Upward Direction

Jumping is the most basic way to put character into the air. When a character jumps, they are locked into an arc determined by the direction of the jump input. This arc can be influenced by running momentum.

Normally characters cannot jump midair. This can be circumvented by jump cancelling from a launching attack, being in overdrive mode, or using Offensive Break.

Hop

Tap 9

A faster and shorter jump, better for mixups. Prejump varies from 1 to 5 frames and depends on how long direction was held.

Defense