User:Crimefighter

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5A
Akatsuki 5a.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 2 12 -1 Se,Sp,Ex,Cs,(J) HL -
  • Self cancellable only on block by holding any upward direction

A quick standard jab with decent range and a staple combo starter.

5A ~again~
Akatsuki 5a.png
Move Startup Block Adv Guard Cancel CH
Properties
Notes
5A
Akatsuki 5a.png
- - HL Yes - put words here
2A - - HL Yes - put words here
5B - - HL Yes - put words here
2B - - L Yes - put words here
cl.C - - HL Yes Stagger put words here
5C - - HL No Stagger put words here
2C - - HL Yes Stagger put words here
cl.D - - HL Yes Stagger put words here
5D - - HL No Stagger put words here
2D - - L No Launch put words here
j.A - - H Yes - put words here
j.B - - H Yes - put words here
j.C - - H Yes Stagger put words here
j.D - - H Yes Stagger put words here

notation

7   8   9    The numeric directional input assumes that the player  
  \ | /    is facing right and corresponds to the number formation
4 - 5 - 6  on a keyboard's numpad. So in application, this makes 4
  / | \    act as "back", 5 - "neutral", 6 - "forward", and so on. 
1   2   3  All further directional notation follows this template.
  
  • bold text - indicates that the text is part of a combo
  • ABCD - indicates the button to be pressed, A, B, C, or D. when grouped together such as AB or A+B it means to press the buttons together.
  • lowercase words - indicates that whatever described is not literal inputs. Usually a note such as "delay" or a system mechanic such as "exceed"
  • cl. - stands for "close", indicates the version of the move that you get when close to the opponent
  • f. - stands for "far", indicates the version of the move that you get when away from the opponent. If neither cl nor f is specified then it is either unimportant to combo or both work
  • j. - stands for "jump", indicates the move must be done in the air
  • cs - stands for "chaos shift" done by pressing A+B during a super
  • ec - stands for "exceed cancel" done by pressing B+C
  • > - indicates the next move in the combo. Assume it's a cancel unless otherwise noted
  • ~ - indicates a followup to a move
  • [X] - indicates an input should be held
  • ]X[ - indicates an input should be released
  • (X) - if X is just a number it indicates how many hits of a multi-hit move should connect. If X is more notation in indicates an optional part of the combo, usually an extension with super
  • regular text - indicates that the text is not part of a combo, when following after bold text it's usually an explanation of the combo or notes about execution.