Mega Knockdown/Nick Beardguy

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MKD Nick Portrait.png
Nick Beardguy
Playstyle: All-rounder, Footsies
HP: 1500
Unique Traits:
  • Counter hits do more damage.
  • Corner combos do more damage.
  • Normals do chip damage.
  • No special attacks.

Introduction

Nick Beardguy is a dead simple footsies character. He has no active abilities, but he has several passive buffs that boost his damage potential.

Gameplan

There's an upside to Nick's lack of specials: he has full access to every possible normal attack + movement combination. He has boosted counter-hit damage, and if he manages to corner the opponent, he can unleash the deadly Cheesy Dust Loop. What's more, he can play a frustrating pressure game or turn oki into a checkmate situation thanks to the chip damage on his normals. He does need to get in close to do any of this, since he doesn't have any zoning tools to speak of. You'll need to make good use of walk+block or do a well timed jump to get the party started.


"Ugh, my mom is kicking me out of the house if I don't win this thing."
Lore:Around seven years ago, Nick won the first Mega Knockdown tournament, pocketing the coveted one hundred dollar prize. He hopes to make it a two-peat, because if he does, then he'd have two hundred dollars. Nick also starred in the developer's first Steam title, Nick Beard: The Fedora of Destiny.

Pros and Cons

Strengths Weaknesses
  • Balanced Normals - While everyone else lacks at least a few normals, as Nick has no specials attacks, he has access to every basic move.
  • Damage - With specific conditions, such as hitting someone in the corner or with a counter hit, Nick can do really good damage.
  • Scary Pressure - Being minus against Nick is terrifying. He has good, plus on block A attacks that do chip damage. Trying to escape pressure with abare is still pretty scary as you might get counter hit which leads into Real Nerd Damage. If you want to get out of his pressure, you often HAVE to commit, like Neutral Throw, or an invincible attack.
  • Bad Range - Nick has virtually no ranged play, and he has no specials to help him out in neutral. This means he has to get in, which can be a drag against certain characters who outrange him. You have to work hard to get in.
  • No Specials - While having access to all normals is nice, this means he has no specials to help him in neutral, punishes, mixups, etc.

Normal Moves

  • Damage values in [ ] refer to damage boosted by Nick's passives.

A
[4A/5A/6A]
MKD Nick A.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 100[200] 10 1/1 All 10 Combo A 1 50 -

A fast swing that functions as a jab. Nick has full access to the A normals, so he can mash his 10-frame 5A, tied for the fastest normal attack in the game. He gets better reward on hit thanks to his passives, and on block he can build up chip damage, staying plus the whole time. Who needs specials anyway?

Combo A 300[550] - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean A hit. In the corner, Nick does more damage thanks to his unique Cheesy Dust Loop corner combo extension.

B
[4B/5B/6B]
MKD Nick B.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 100[200] 20 2/2 All Unsafe (close) -> -20 (far) Combo B 1 50 -

A high kick, and a powerful space control option that covers both the air and the ground. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2. Just as fast as other characters' B attacks, but with juiced up damage potential.

Combo B 200[450] - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean B hit. More damage and hits in the corner.

C
[4C/5C/6C]
MKD Nick C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
200[300] 30 2/0 Low Unsafe KD - 100 -

Nick dives to take out the opponents' legs. Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals.

j.A
[8A]
MKD Nick jA.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 200[300] 30 0/1 All - Combo A 1 - -

Jump forward up to two spaces and launch into an air-to-air uppercut. Not a DP or a reversal, and does not hit grounded opponents. More damage and easier to land than an air throw, but doesn't knock down.

Combo A 300[550] - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean j.A hit. More damage and hits in the corner.

j.B
[8B]
MKD Nick jB.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 200[300] 40 2/2 All 10 Combo B 1 100 -

Reliable jump-in option. Jump forward up to two spaces and do a headbutt. Gains ground quickly and has a long reach, but will be interrupted by most ground attacks. Plus on block. Good for challenging long-range zoning, sweeps, or punishing throw attempts. Decent amount of chip as well.

Combo B 200[350] - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean j.B hit. More damage and hits in the corner.

j.C
[8C]
MKD Nick jC.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 300[400] 50 2/0 All -10 KD, Side Switch (if close) - 100 -

Jump forward and do a butt slam that can KD on hit, and side switch on hit or block. Beats a lot of the same options that a j.B can, but it's even slower and won't hit most jumping attacks--except another j.C. As Nick, it also deals a reasoanble amount of chip.

Universal Mechanics

Throw
[5T/6T/8T]
MKD Nick Throw.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Throw (5T) 300 - 1/0 Unblockable - KD - - -

Latch on to the opponent and repeatedly headbutt them. Opens up a blocking opponent. This type of throw also beats attacks, as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range.

Forward Throw (6T) 300 - 1/0 Unblockable - KD - - -

Step forward, then latch on to the opponent and repeatedly headbutt them. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.

Air Throw (8T) 400 - 0/1 - - KD 1 - -

Jump forward up to two spaces and attempt to grab an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, beats any air attack. Flashy hard read option to call out jumping. This is the only way Nick can KD a jumping opponent.

Block
[Any+G]
MKD Nick Block.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Block (5G) - - - - - - - - -

Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.

Walk and Block (4G/6G) - - - - - - - - -

Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground and put yourself back into close range.

Backflip (8G) - - - - - - - - -

Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks.

Special Moves

Faith Smasher
[4T]
MKD Nick Throw.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
300 - 1/0 Unblockable - KD, Side Switch - - -

latch on to the opponent and repeatedly headbutt them, then switch sides. Like a standard 4T, opens up a blocking opponent but Nick's will also beat attacks! One of the best side switch options, it can help you corner an opponent to unlock huge combo damage with your Cheesy Dust Loops.

Unique Traits

Counter hits

Nick gets a bonus 100 damage when he counter hits an opponent. This only applies when a grounded move is beaten by faster startup. Air moves and trades do not add the bonus!

Cheesy Dust Loop

Cheesy Dust Loop does 250 damage. If Nick performs a combo when the opponent is in the last 2 spaces of the stage he will perform the Cheesy Dust Loop.

Normals do Chip damage

Every normal attack Nick has does a little damage on block, with the slower attacks doing extra chip damage. This gives Nick a unique ability to safely force damage.

No special attacks

Nick doesn't have to trade away any of his movement options, he just gets helpful extra properties added on to his moves.

Matchups

Coming Soon

Colors

Default
Greenscreen
P1 Abstract
P2 Abstract


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