User:Vick

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  1. Anatomy of Jumps

What 's all that?

It's a visual representation of their height & iframes / when they ends. It doesn't represent the temporality or momentum of each options. Though I also added the jumps' frames data after.

__Examples:__

  • High jump is second lowest BUT it's the fastest option, so next frame post iframes should be higher than others making tricky to time/hit.
  • Hops have more iframes but stay closer to the ground so they're easier to anti-air.

!!! As most thing in this game, it's inconsistent... For unknown reasons, there's 1-2 frames / 1-2 pixels height differences. It shouldn't change frame data for startup specifically, or the general idea behind it, but still take it with a grain of salt.

Preface

Terminology

Terms Explanation
Iframes Invincibility / Invulnerable frames
Post Iframes Height First frame of when the iframes stops
Apex Highest point of a jump
Coordinate Apex Just for me / nerds that look RAM watches.
In the RAM watch, with the coordinate we have, the apex is reached before the actual apex, not sure why.

Abbreviations

Moves Abbreviations
Jump J
High Jump HJ
Hop HP
High Jump + Double Jump HDJ
Hop + Double Jump PDJ
Jump Cancel JC
Double Jump Cancel DJC

Methodology

All of these were tested with P2 Asuka. My methodology was to input at frame 97 to have the first active frame on 01, to make it easier to count. It only important for High jump when I say "also work at frame 0"

So how it was done: ````js 97 - press input 98 - release input (read) / delay 1 99 - delay 2 00 - delay 3 01 - First active frame ````

---

Iframes data

->![Jumps' iframes visualization](https://i.vgy.me/QNqjFz.png)<-

|— | Jump | High Jumps | Hop | Double Jump | High + DJ | Hop + DJ | |:---:|----|:----:|:---:|:----:|:---:|:----:| |iframes| 0fr | 6fr | 9fr | 12fr | 17-18fr|22fr| | DJC window (for full iframes) | 4+ | 0-3 | 2-5 | — | — | — |

- HJ+DJ = 18fr (17-18fr inv. → depending when you cancel)

	- press UP during frame 1-4 (past 4 it won't come out immediately)

- iframes ends X if start at Y (Y→X): 1→17 • 2→18 • 3→19 - HP+DJ = 22fr (21fr) - press UP during frame 3-6 - (2 will not buffer, 7 will be too late due to input/emu delay)

Jumps

![Jump's Apex](https://i.vgy.me/5QrTED.png) ![Doube Jump's Post I-frames Height](https://i.vgy.me/sWG8zY.png)

```js 1-5 - pre-jump → past 5, you can buffer jump cancelled 10 - (or 9?) Earliest jc (done by inputting ↖/↑/↗ at frame 4 or 5) 19 - coordinate apex 22 - APEX 26 - apex fall 28 - fall 40* - Last JC'able frame (input on 40) 45* - Last "optimal" bufferable frame ⤷ after it adds 1-3 frames of recovery & walk back/block low is prioritized for 1f 47 - Land (hitbox air) 48 - Land → Can block high/low, buffered HJ/hops/dash/backdash 49 - Land → Can Walk forward, non-buffered HJ/hops/dash/backdash 54 - Idle → Can jump ```

Hops

![Hop's Post I-frames Height](https://i.vgy.me/VZ0HOO.png) ![Hop + Double jump cancel's Post I-frames Height](https://i.vgy.me/I4ZE1w.png) ```js 1 - airborne (can press button to attack) 2* - Buffer for jc (if hold for 2fr at least, tap 1fr doesn't work) 5 - first actionnable frame? - Last bufferable frame for full inv. djc (after th) (before I wrote 7?) 9* - DJ activation (if start holding UP frame 2-5 incl) 10 - End of iframes (9fr inv.) 14 - Apex (small hurtbox + coordinate) 15 - change animation (lower the hurtbox) 17 - Apex (visual) 18 - fall 26 - End of JC'able frames 33 - jA won't even trigger (start buffer for ground options) 37 - Land (hitbox airborn, 36 is airborn) 38 - Land → buffered HJ/hops/dash/backdash, buffered reversal, block 39 - Land → Normal attacks 40 - "Late" Reversal (5Y) 44 - Idle ```

High Jumps

![High Jump's Post I-frames Height](https://i.vgy.me/o4I9uS.png) ![High Jump's Apex](https://i.vgy.me/KeAics.png) ![High Jump + Double Jump cancel Post I-frames Height](https://i.vgy.me/fYYQzX.png) ```js 0 - first frame for jc buffer (99/-1 doesnt work) 1 - airborn 3 - Technically 1st actionable frame? - Z+A= nothing, Z→2fr[input delay?]→A then OK) - also last possible jc buffer 4 - If A pressed after Z = first actionable frame 5 - jc if buffered frame 0 (0→1) 7 - End iframes (1-6fr invincible) 21 - "Apex" (coordinates) 24 - Apex (actual one) 28 - small fall initiate 34 - fall 45* - Last JC'able frame (1-45) 53 - Land (hitbox air, 52 still count airborn) 54* - Land → if do air move, it's now the first actionnable frame 56 - 57* - Last "optimal" bufferable frame (HJ/hops/dash/backdash) 60 - Land → buffered HJ/hops/dash/backdash, buffered reversal 61 - Idle, normal attacks 62 - "late" reversal, walk/movement ```

    • "Fast fall"**

By holding down during part of your high jump, you will actually land faster... by only 4fr. It's very small but technically could have some uses... It's definitely not a Smash's fast fall.

```js 1-28 - hold down (at any point in this range for same max result) 49 - Land (hitbox air) 56 - Land → buffered HJ/hops/dash/backdash, buffered reversal 57 - Idle, normal attacks [-4fr] 58 - "late" reversal, walk/movement ```

Center | AS | CA | GE | KA | KI | KU | ME | NA | RY | SH | TA | TE | TO

----: | :----: | :----: | :----: | :----: | :----: | :----: | :----: | :----: | :----: | :----: | :----: | :----: | :----:

Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell | Cell