(last updated: 08/19/20)

Combat on MotM is fairly involved, with many different commands. A brief summary follows, along with a list of more informative entries.

As on most roleplay-oriented MU*, the concept of "pose order" is enforced on MotM: generally, once it's your turn in combat, no one else should be making reactions or actions. Your "turn" is broken up into three phases: Reaction, Pose, and Action.

Reaction Phase: In this phase, you react to the attacks in your defense queue. You can use a reaction-based command Ability or a Dramatic Moment if you choose. React to all attacks in your defense queue before proceeding to the Pose phase of your turn.

Pose Phase: Here, you type a pose explaining how you reacted and what you're about to do. If you succeeded in a 'dodge', did you jump out of the way of the attack, or simply duck? If you failed a 'block', how did your character attempt to block the attack? The combat system may display 'Ken successfully hits Kyo with Shoryuken' -- not everyone knows what a Shoryuken looks like, so it's up to Ken's player to explain that.

If you Interrupted in the Reaction phase, your turn ends after the Pose phase. Otherwise, it continues with the Action Phase.

Action Phase: If you did not Interrupt in the Reaction phase, you can take an Action after your Pose phase. You can use a command Ability or a Dramatic Moment if you choose. Performing an Action (attacking, focusing, resting, passing, etc.) signals the end of your turn.

Multiple-person fights: You should wait until it is your turn before reacting, posing, or taking action. If there are multiple attacks in your reaction queue, you can only Interrupt one attack, and it must be the last attack.

Easy enough for starters, right? If you're new to the combat system, please read Combat Intro for a full walkthrough of the major features!

Combat Info Files

Introduction: New to the combat system? Start here first!

Combat Intro     - A walkthrough and example of the CSYS features

Commands: Combat commands fall into four basic categories.

Joining          - Commands used to join a fight
Status           - Get information on your characters during a fight
Reactions        - The different ways you can react to an attack
Interrupts       - The different ways you can interrupt an attack
Actions          - The different actions you can take during a fight
Non-Actions      - Other options in a fight
Knocked Out      - When you've hit a brick wall and can't go on

Basic Combat: These files explain what combat is all about.

Stats            - Combat statistics which make each character unique
Attacks          - The anatomy of an attack
Types            - The different forms an attack can take
Effects          - Special properties an attack can have
Normals          - General-purpose attacks
Globals          - Environmental damage attacks
Abilities        - Special options your character can use many times
Dramatic Moment  - Limited options your character can use in a fight
Traits           - Similar to Abilities but less powerful

Advanced Combat: The combat system is moderately complex. These Advanced Combat info files may make more sense once you've been in a few fights.

Variable         - Variable attacks and how to use them
Block Penalty    - Explains how block penalty and Crush attacks work
Fatigue          - Explains how the Fatigue system works
TOP              - Explains the benefits obtained with 100% Super
Predictable      - Certain attacks can be less effective when overused
Overdrive        - Supers can gain additional attack effects
Team Ups         - Join with your partners for devastating attacks
Attributes       - Certain characters have specific Attributes
Items            - CSYS Items extend your character
Weakening        - Weaken your character for IC reasons

Reference: Here is some useful reference information.

QuickRef         - "Cheat sheet" summary of combat options
                          (A bit out of date, sadly)
Stacking         - A list of the bonuses that do not stack together