Yomi 2/Glossary

From Mizuumi Wiki
Jump to navigation Jump to search

Syntax

Turn

At the start of their turn, a player draws 2 cards and may then take up to 4 main phase actions.

Main Phase

During your main phase, you may do each of the following main phase actions once: Exchange, Ability, Power Up, and Gem Storm.

Exchange

When you take this main phase action, you may swap a card with the exchange symbol in your hand, with one in your discard pile.

Ability

When you take this main phase action, you may discard an ability card in your hand to activate its effects.

Power Up

When you take this main phase action, you may discard two cards in your hand that are the same to select one of three benefits. You may build 2 Super Meter, or build 1 Super Meter and add a copy of S1 or S2 from your discard to your hand. If you do not have a copy of S1 or S2 in your discard pile, you may not select that option.

Gem

In addition to selecting a character, you select one of six gems. Each gem has a burst move card, 2 special move cards, an ability move card, and a gem storm effect.

Gem Storm

When you take this main phase action, you gain a powerful effect that lasts two turns. You can only do it once per game and you cannot activate your gem storm while the opponent's is in effect.

Combat Card

You play a combat card EVERY turn, even on your opponent's turn. There are four types: attack, throw, block, or dodge.

Opener

The combat card you play and reveal after your main phase. Cards played after dodges are not openers.

Normal Moves

Normal moves include normal attacks, throws, blocks, and dodges. These cards all have the exchange icon in the lower right, allowing you to exchange one from your hand with one in your discard pile during your main phase. Normal attacks are notable because they can chain combo with each other to gain super meter.

Special

Each character has 3 different special moves, named X, Y, and Z.

Burst

Each gem has a burst move, that is a strike attack that does 1 damage and has 14 speed. If the burst hits, it also has a special effect.

Super

Each character has 2 different super moves, named S1 and S2. Super moves cost Super Meter to play.

Super Meter

Super Meter is required to play Super Moves. Each character can build a maximum of 3 meter.

Attack

Attacks beat throws.

Low

Low attacks hit high block.

High

High attacks hit low block.

Strike

Attacks that are not projectiles, are strikes. All normal and burst attacks are strikes.

Projectile

Projectiles range in level from 1 to 3. When both characters use a projectile, speed is ignored and the higher level projectiles beat lower level projectiles; if there is a tie, both projectiles cancel each other.

Throw

Throws beat blocks and dodges.

Block

Blocks stop attacks. All characters have a normal high and low block.

Dodge

Dodges avoid attacks. If you dodge a strike, you can hit back with a single attack or throw (it becomes an Ender).

Speed

Attacks and throws have a speed. Faster moves beat slower moves. You win speed ties on your own turn.

Damage

The amount of health that your opponent loses when hit by this move.

Block Damage

The amount of health that your opponent loses when they block this attack.

Combo Type

The possible types are Starter, Linker, Ender and Can't Combo. Normal attacks don't list a type, but are able to combo into each other with Chain Combos.

Combo Points

Each character has a set number of combo points that limits how big of a combo they can do in a turn. Each move shows how many combo points it uses.

Chain Combo

Normal attacks can combo in alphabetical order. Each time you do so, you build 1 Super Meter.

Starter

Starter moves can combo into more moves.

Linker

Linker moves can go anywhere in a combo.

Ender

Ender moves end your combo, even if you had more combo points left.

Can't Combo

Can't Combo moves are standalone; others moves can't go before or after them.

On Hit

A move hits when it inflicts non-block damage in combat. This can occur when it is used as an opener or if you combo into it.

Pump

A card or cards of the listed type can be discarded when this move hits for additional damage. Pumping is not a combo and can be done even with Ender or Can't Combo moves.

Knockdown

If a move with this attribute hits and does not combo into another move the opponent will be knocked down next turn. While knocked down, your dodges are disabled and your opponent's attacks and throws that are slower than speed 10 are sped up to 10.

Edge

If a move with this attribute hits or is blocked and does not combo into another move, you gain the Edge next turn. While you have the Edge, your attacks and throws gain 3 speed, to a max of 10.

Unsafe on Block

If a move with this attribute is blocked, the opponent can hit you back with any single attack or throw (it becomes an ender).

Recurring

A move with this attribute returns to hand if you open with it and don't get hit. Does not recur if used after dodge.

Lockdown

An attack with this attribute prevents the opponent from drawing a card if they block this attack.

Long Range

When a move activates Long Range, the next turn throws are disabled as openers for both players.

Armored

A move with this attribute beats faster normal and special attacks, but they damage you first. They can't knockdown or get the edge.

Light Armor

A move with this attribute beats A, B, and C normal attacks, but they damage you first. They can't knockdown or get the edge.

Symbol

Refers to Lum's unique Jackpot symbols. There are five types: watermelon, bell, dice, diamond, and wild. Wild can be used in place of any of the other four.

Item

Refers to the cards in Lum's unique Item deck.

Bleeding

A move with this attribute forces the opponent to discard a random card if it hits. This effect also triggers when used in a combo.

Unofficial Terms

Build Hand

Playing cards with recurring or that cause draw upon hit to try and increase the total number of cards in your hand.

Card Advantage

When an effect will result in your total cards in hand increasing compared to the opponent. Successfully blocking creates card advantage - your opponent will have 1 less card in hand and you will have 1 more.

Card Efficient

The amount of cards spent to inflict a certain amount of damage. The combo A>B deals 7 damage and costs 2 cards, while just E deals 7 damage - therefore, landing E is more card efficient than landing A>B.

Checkmate

A turn where you are able to play a combat card that cannot be beaten. More specifically used when this situation will result in winning the game.

Confirm

Using a safer or less valuable move to combo into a more expensive or riskier move, such as a Super. Typically done with normal attacks or dodges.

Fireball

A projectile attack with Recurring. Usually a variation on Red Gem's Fireball special.

Known Cards

Cards that are known for certain to be in hand. These can be viewed by clicking the cards in hand symbol, underneath either player's character icon.

Neutral

A situation where both characters do not have a significant advantage against each other. More specifically used when neither character has the edge or is knocked down.

Reversal

Attacks and throws that are speed 11 or higher. Reversals can be used while knocked down to outspeed an opponent using a speed 10 move.

Pseudo-Reversal

Attacks and throws that aren't reversals, but are still used like them. For example, armored moves such as Rook's Y (Landslide), or interrupting moves like Argagarg's Z (Rushing River).


General
System
Gems
Strategy
Glossary
Characters
Grave
Jaina
Argagarg
Geiger
Setsuki
Valerie
Rook
Midori
Bigby
Troq
Onimaru
River
Lum
DeGrey
Menelker