Immaterial and Missing Power/Controls

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Notation

7 8 9

4 5 6    A  B  C  D

1 2 3

A = Punch Attack
B = Kick Attack
C = Bullet Attack
D = Movement

The 9-point numerical direction system refers to the directions in which your pad or stick can be moved, with 7 8 9 being up left, up, and up right, 4 5 6 being left, neutral, and right, and 1 2 3 being down left, down, and down right.

j.A means "jumping A", which will be 7/8/9A, while j.[A] means "jumping and holding down A".

f.A means "far A", with "far" denoting the bullet version of A or B as the distance required is dependent on the attack used.

Universal Commands

These are moves that all characters can perform, though with differing effects. Note that there are no "different" versions of normals up-close, nor are there different versions of jump attacks when jumping straight up.

Melee Attacks

5A: Standing punch attack.

5B: Standing kick attack.

6A: Command attack #1. You can chain into this off any variation of A or B except 6A/B.

6B: Command attack #2. You can chain into this off any variation of A or B except 6A/B.

2A: Crouching punch attack.

2B: Crouching kick attack.

j.A: Jumping punch attack.

j.B: Jumping kick attack.

j.2A: A downwards-angled punch attack. Characters with this attack: Yukari Yakumo, Suika Ibuki.

j.2B: A downwards-angled kick attack. Characters with this attack: Yukari Yakumo.

j.6A: A forwards punch attack. Characters with this attack: Patchouli Knowledge.

j.6B: A forwards kick attack. Characters with this attack: Patchouli Knowledge.

66A: Graze attack #1. All graze attacks have graze property during the attacking frames. Can also be done as 6DA.

66B: Graze attack #2. All graze attacks have graze property during the attacking frames. Can also be done as 6DB.

33A: Graze attack #1 crouching. All graze attacks have graze property during the attacking frames. Can also be done as 3DA.

33B: Graze attack #2 crouching. All graze attacks have graze property during the attacking frames. Can also be done as 3DB.

Bullet Attacks

5C: Standing bullet attack.

5[C]: Standing bullet attack with different densities depending on how long you hold the button. Characters with this attack: Reimu Hakurei, Marisa Kirisame.

6C: A bullet attack with a different angle. Characters without this attack: Youmu Konpaku, Hong Meirin.

6[C]: A differently-angled bullet attack with different densities depending on how long you hold the button. Characters with this attack: Reimu Hakurei, Marisa Kirisame.

2C: Crouching bullet attack.

j.C: Jumping bullet attack.

j.2C: A downwards-angled bullet attack. Characters without this attack: Patchouli Knowledge, Youmu Konpaku, Yuyuko Saigyouji, Suika Ibuki, Hong Meirin.

j.6C: A forwards bullet attack. Characters with this attack: Suika Ibuki.

f.5A: Bullet attack #1.

f.5B: Bullet attack #2.

f.5[A]: Bullet attack #1 with different densities depending on how long you hold the button. Characters with this attack: Reimu Hakurei, Remilia Scarlet.

f.5[B]: Bullet attack #2 with different densities depending on how long you hold the button. Characters with this attack: Reimu Hakurei, Patchouli Knowledge, Remilia Scarlet. Suika has a variant which is done tapping B instead of holding it.

f.6A: Bullet attack #1 angled upwards. Characters without this attack: Marisa Kirisame, Alice Margatroid, Yukari Yakumo, Hong Meirin.

f.6B: Bullet attack #2 angled upwards. Characters with this attack: Sakuya Izayoi.

f.2A: Bullet attack #1 crouching. For some characters this is a different attack entirely.

f.2B: Bullet attack #2 crouching. For some characters this is a different attack entirely.

f.j.A: Bullet attack #1 in the air.

f.j.B: Bullet attack #2 in the air.

f.j.[A]: Bullet attack #1 in the air with different densities depending on how long you hold the button. Characters with this attack: Reimu Hakurei, Remilia Scarlet.

f.j.[B]: Bullet attack #2 in the air with different densities depending on how long you hold the button. Characters with this attack: none, but Suika has a variant which is done tapping B instead of holding it.

f.j.2A: Bullet attack #1 in the air angled downwards. Characters with this attack: Reimu Hakurei, Sakuya Izayoi, Remilia Scarlet, Suika Ibuki.

f.j.2B: Bullet attack #2 in the air angled downwards. Characters with this attack: Marisa Kirisame, Sakuya Izayoi, Remilia Scarlet.

f.j.2[A]: Bullet attack #1 in the air angled downards with different densities depending on how long you hold the button. Characters with this attack: Reimu Hakurei, Remilia Scarlet.

f.j.2[B]: Bullet attack #2 in the air with different densities depending on how long you hold the button. Characters with this attack: none.

Movement and Metagame

Block: Hold back or down-back, which will be 4 or 1 if facing right and 6 or 3 if facing left.

Auto-block: Block back against a low-hitting attack or down-back against a high-hitting attack. Your character will flash red briefly if they auto-block and there will be significant spirit loss. Note that mid-hitting attacks can be blocked either way without penalty.

Superjump: A jump that goes farther and lower than usual. Can be done as 27 or 7D to jump back, 28 or 8D to jump straight up, or 29 or 9D to jump forward (facing right).

Graze: Any state where your character has trailing blue shadows is considered a graze state, in addition to graze attacks and certain special moves which possess graze frames. The following states will universally graze: ground dash (both), air dash (both), recovery frames of airtech, superjump (all).

Airtech: Press any button in the air once hitstun has ended. If you do not attempt to attack, the game will auto-block for you until blockstun ends, regardless of the airtech's direction.

Groundtech: Hold D and press 4 to roll back or 6 to roll forward (facing right), after hitting the ground and before you recover. If you cross up by groundteching past your opponent, directions will not reverse immediately; Wake up moves are executed as if you are still facing the direction you were as you began the groundtech.

Declare Spellcard: Once per round, you may press 22D to make your character's chosen spellcard (super) available for use, while also replenishing all dark red health on the edge of your current health. There is a vulnerable start up before the flash and background change, after which you will be temporarily invincible.

Use Spellcard: 236D. Some characters can do 214D: Marisa Kirisame, Sakuya Izayoi, Yukari Yakumo.

Immaterial and Missing Power
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Mods NetplayRollcasterth075toolEnglish TranslationColor EditorFramedata DisplayerReplay Renamerth075boosterBGM Changer
Characters Reimu HakureiMarisa KirisameSakuya IzayoiAlice MargatroidPatchouli KnowledgeYoumu KonpakuRemilia ScarletYuyuko SaigyoujiYukari YakumoSuika IbukiHong Meirin
General Mechanics MovementMixupBombSpell Card
Specific Mechanics EsotericsAutoguardCommand InterpreterAttack LevelsStagger SystemHitboxes
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