Profile
- Name: M
- Character Voice: Satomi Moriya
- Sex: Female
- Age: ?
- Height: 150cm
- Weight: 40kg
- Blood: B
- Birthday: 1/2
- B.W.H.: 76.52.80
- Occupation: Unemployed
- Weapon: Humongous (Scrap Mace)
- Style: Middle Range - Tricky Type
M suffers from amnesia and cannot recall anything from the past few months, not to mention her childhood. Phantom approached M and suggested that there was a way to regain her memories, but she rejected Phantom. Nevertheless, unable to deny violent urges she felt welling up from inside of her, M decided to become a duelist simply for the joy of fighting. Most duelists view M as a little more than a scavenger, as she has shown no qualms about targeting duelists who were already injured from a previous fight.
Overview
M is a Close-range speed character who prefers to use her screen control projectile to cover her approaches, walking down her opponent to the corner.
Meteor Blast is M's projectile and is often used to support her neutral game. The medium version travels horizontally with fast recovery, while the light version sends out two projectiles for more coverage. In addition to Meteor Blast, M has Rubble Crash, a projectile with high durability to box out opponents. Ruble crash works great even as a combo ender since the initial attack has a hitbox that knockdown the opponent. Trash twirl has M spin around, making it a great reversal and anti-air that is hard to punish in most circumstances.
M's heavy chain is great at checking opponent approaches, with the last hit being a unique disjointed projectile that is perfect for a juggle starter. M's 6 Heavy can be canceled into an air counter burst or rubble crash for a frame. If in Quick or hard style she can use a double jump instead. In the air M also has a unique normal with a vacuum effect with 4 medium, a dive attack with 2 medium, and a dedicated cross-up button with 4 heavy.
M's gameplan can feel a bit incomplete at times, her mix ups and grabs lead have low rewards, and her string is poor at pressuring the opponent.
When played well M can gain the momentum
Playstyle
M is classified as Close Range Speed. She controls the space around her, having projectiles specifically tailored for a strong oki game.
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Strengths |
Weaknesses
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- Well Rounded : M has a versatile took kit like other shoto characters, her main difference is having unconventional DP and fireball that aids in pressure.
- Unique Normals: From a dive that causes hard knockdown, one that vacuums in for combo, dedicated cross-up normal, and one that low profiles.
- Okizeme: M's Rubble Crush and Meteor Blast are short-range projectiles that are good tech chasing and forcing opponents on the defense on their wake-ups.
- Trawsh Twirl: A fast special can either lock down the opponent or has high reward anti air into full juggle, ex version is one of the better get-off-me moves.
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- Weak Full-screen control: M's projectiles don't travel full screen with the exception of her Heavy Special, making it difficult for her to establish control beyond her mid-range.
- Awkward buttons : M's air buttons are great, but her ground one leaves a lot to be desired, mostly the fact they slow.
- Meter hungry : M's needs a resource to make her gameplay feel whole, namely in combating zoning, or converting off some of her pokes.
- Turtling : her fast overhead leads to no rewards (meterless), while the rest can be interrupted, and her throw can't be converted without out meter.
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Style Overview
Besides combo conversion, M really wants the meter build modifier to help maintain resources for her offense.
M has no meterless reversal so protection helps her deal with pressure, bonus: trash twirl gains guard points making them slightly better on defense.
Trash twirl as a guard cancel is..finicky but has its usage, though this is the most stable M with liberal use of ex moves.
Normal Moves
5A
5A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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M thrusts her mace forward. Standard short range jab. Can be reverse beat from 2A
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5AA
5AA
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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-
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Advancing knee strike. Slightly shorter reach than 5A
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5AAA
5AAA
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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M thrusts out with her mace. Longest reaching hit of M's light chain
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5B
5B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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M swings her weapon up and then down. Hits twice. First hit is a mid that reaches high but wiffs crouching opponents. Second hit is an overhead and can hit opponents OTG. Both hits can be jump cancelled on hit, but otherwise can only be cancelled on the second hit.
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5BB
5BB
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M strikes with her club then follows with a low kick. Hits twice. First hit is a mid. Second hit is low and has slightly shorter range than the first. Both can be jump cancelled on hit, but otherwise can only be cancelled on the second hit.
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5BBB
5BBB
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M performs a standard kick. Decent knockback on hit and sends the opponent into the air.
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6B
6B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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Universal Over Head. Hits twice, cancellable after either hit. Longest horizontal reach of M's grounded normals, but tends to whiff against jumps.
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4B
4B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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Hard style only. M essentially performs her 5BBB with out the needing to chain into it. Mostly useful as a combo tool.
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5C
5C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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M performs a huge upward swipe. Hits a decent area both vertically and horizontally. Critical hits opponents OTG.
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5CC
5CC
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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Similar animation and range to M's 6B Overhead, but hits mid.
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5CCC
5CCC
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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M shoots out a huge blast of flame. Hits 4 times. Only cancellable on the last hit. Knocks opponents into the air for air combo/juggle potential. Be careful when using in Hard Style as the style's damage scaling from the multiple hits will cause the combos damage to drop below the Quick or Omnia Styles.
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6C
6C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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M jumps into the air swinging her mace upward. Hits twice. Hitbox extends a bit behind M so this move can be used to hit opponents attempting to cross up from above. When in Quick or Omnia Style this move can be jump cancelled even on whiff. All styles can cancel this move into air special or j.SP.
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5SP
5SP
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M swings her mace in front of her in a wide arc. Has standard Counter Burst properties. Hits twice but usually only one hit will connect. Critical hits opponents OTG and will bounce them off the ground putting them back in a hard knockdown allowing for additional an OTG hit. Quick Style can also use Counter Burst cancel from an OTG hit to go for a air combo after a hard knockdown.
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2A
2A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M's crouching jab. Hit's low and can OTG.
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2B
2B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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M performs a crouching swing. Hits low and can OTG. M's longest reaching low.
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2C
2C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M performs an upward swing while crouched. Hits low and is air unblockable in the early frames of the attack. When in Hard Style this move causes a hard knockdown, in Quick or Omnia style this move only causes a hard knockdown when on a Critical hit.
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j.A
j.A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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M's air jab. Remains active until M hits the ground.
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j.B
j.B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M does a small swing front of her while in the air. Multi use air move, can be used for air to air or air to ground pokes as well as air combos.
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j.B
j.2B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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M thrusts her mace below her going straight down. Stop M's air momentum. Will cause a hard knockdown on Critical hit or against airborne opponents, Hard Style can also cause a knockdown against standing opponent but needs to get a Critical against crouchers. This move can only be cancelled into Enhanced air specials and Overdrive. It can technically be cancelled into j.SP but M will hit the ground before the attack has a chance to come out.
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j.C
j.C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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Similar animation to j.B but with added effects. Basically a slower version of j.B with slightly more reach and better damage.
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j.C
j.2C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M swings her mace directly below her. Very good for cross-ups.
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j.SP
j.SP
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M swigs her mace around her. Has standard Air Counter Burst properties. Hits all around M and can even be used for cross-ups. Causes hard knockdown on Critical.
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66A
66A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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M performs a low sliding kick. Hit twice, but the first hit will only connect if the opponent is close during the start-up. Critical hits opponents OTG
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66B
66B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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M slides forward swinging her mace upward. Hits twice. Launches the opponent on hit making this move ideal for starting an air combo. Critical hits opponents OTG
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66C
66C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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M swings her mace downward. Hits overheard. Causes hard knockdown on Critical. Critical hits opponents OTG
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Throws
5/6B+C
Throw 4/6C When Close
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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-
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Throw
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Throw
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M's Throw. Cause hard knockdown. While in Clock Up this grab can be looped into itself.
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j.B+C
Air Throw j.4/6C When Close
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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Throw
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Throw
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M's air throw. Causes a hard knockdown.
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Special Moves
6SP
Meteor Blast/Volcanic Blast [Enhanced] 6SP(Air Ok)
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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Light
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-
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-
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-
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-
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M shoots two fire balls at two upwards arcs. In Quick and Omnia style each projectile hits twice for a total of 4 hits if both connect. In Hard style each projectile hits once. If the projectile closer to M hits it will push the opponent back into the second guaranteeing both projectiles hit. Useful for deterring opponents from jumping and some oki situations. Biggest weakness is the steep arcs of the projectiles won't hit grounded opponents anywhere near you and are very easy for most characters to dash under. However when used in conjunction with M's other moves (such as her Rumble Crush special) this attack can help make M difficult to approach for many characters.
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Medium
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-
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M shoots a single fire balls straight forward. Hits twice in Quick and Omnia Styles. Hits once in Hard. Doesn't go full screen making it less useful as zoning tool. Outside of this though it is a very versatile tool for pressure, oki, general screen control and a covering M's own approach.
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Heavy (100%BG)
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-
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AUB
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M shoots two large fireballs, the first goes lows to the ground and the follows directly above. In Quick and Omnia style each projectile hits 6 time for a total of 12 hits. In Hard style they each hit 4 times for a total of 8 hits. M's only full screen move outside of her Phantom Breakers. The low projectile can Critical hit opponents OTG. If the low projectile hits it will knock the opponent up into the high projectile, even off of an OTG hit. Good in combos or for blocking of an opponents movement.
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2SP
Trash Twirl 2SP
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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Light
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-
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-
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M spins with her weapon while moving a short distance forward, if the last spin hits or is blocked M will perform an upward swing that knocks the opponent into the air on hit. Hits a total of 4 times. M's momentum when using this attack either be increased by holding 6 or decreased by holding 4. Quick and Omnia styles move forward the same distance, but Hard style has shorter range. Lower damage and range than the medium version and doesn't end in an overhead, but is slightly faster and air unblockable during the first hit.
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Medium
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Similar to the light version but travels further and the final hit is an overhead that knocks down. Hits a total of 6 times. The momentum of this move can be controlled the same way as the light version, however 6 will also increase it's total number of hits to 8. The Hard style version still moves the shortest distance of the three. Decent reversal option against grounded opponents, but has trouble hitting jumpers. Also the final overhead hit leaves a bit of a gap before it connects that leaves it vulnerable to guard cancel options. Note that in Hard style this gap can occasionally cause the combo drop potentially letting the opponent block after being hit, however this does not seem to happen when 6 is held during the attack.
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Heavy (100%BG)
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-
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-
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AUB
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The Enhanced version travels the farthest and ends in a hit that causes a hard knockdown. Unlike the medium version the final hit is a mid. The momentum can still controlled by holding 6 or 4 and the Hard style has the shortest range. The momentum from the Quick and Omnia version can occasionally cause the attack go under the opponent after knocking them up resulting in a dropped combo, however this can avoided by holding 4 as soon as the attack connects. M's strongest reversal as long as you have the meter to spend. Also a good combo tool and the hard knockdown from the final hit can easily be followed into one of M's many OTG option. Be warned that in Hard style the damage scaling from this attack will reduce the damage of any OTG hit to virtually nothing, however it still provides a good opportunity to go for an oki set up.
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4SP
Rumble Crush
/Earthquake[Enhanced] 4SP (Air OK)
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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Light
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-
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-
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M rises into the air before slamming down with her mace causing several chunks of rumble (one small, two medium) to burst from the floor in front of her acting as a type of stationary projectile. The air version is essentially the same minus the rising part, instead having M slam straight down. The rising part of this attack is air unblockable and the mace slam causes a hard knockdown and can also Critical hit OTG opponents. Both of these hits will go over crouches if they are right in front of you. The "rubble projectiles" remain on screen for decent amount of time making them good for oki, blocking your opponent's approach and acting as a shield against the opponent's own projectiles. The rubble can also occasionally hit opponents OTG.
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Medium
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-
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-
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-
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-
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-
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-
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-
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Similar to the light version however the initial rising portion of the attack goes slightly further and the rubble projectiles it creates are different, creating one small, one medium and one large a short distance away from M. The air version also skips the the rising part of the move and has M slam straight down. The rising and falling parts of the attack have essentially the same properties as the light version, however the second hit has a tendency to whiff after the first in this version. The large rubble chunk this move creates does more damage and cover more space than the ones created by the light version. However this move creates a small gap between M and the projectile, potentially leaving her vulnerable if the opponent ends up in that gap. So be mindful of spacing when using this move, especially in the corner.
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Heavy (100%BG)
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-
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-
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-
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-
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-
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-
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The Enhanced version of this move has M rise about the same distance as the medium version, but instead creates six large rubble chunks that each hit 2 times. The air version of this move has M move a short distance forward before slamming down. When the falling part of the attack hits it will knock the opponent up into most if not all of the projectiles and will do this even on an OTG hit. Note that despite being an Enhanced special only the first two hits of the grounded version are air unblockable, the projectiles themselves can always be blocked in the air.
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Phantom Breakers
Quick Super Attack
Descartes Wanderers 5H+SP (200%BG)
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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-
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-
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-
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-
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AUB
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M summons a horde of bomb caring rabbit plushes that parachute from the sky before charging at the opponent. This move is an extremely powerful pressure tool as the rabbits keep coming for a good period of time and M is free to act as she wants for most of it. This attack is air unblockable, but a jumping opponent will only really need to worry about rabbits still falling from the sky. It is possible to hit the rabbits before they can get to close, but between the number of rabbits and still needing to defend against M most characters may want to focus on defending.
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Hard Super Attack
Tidal Wave 5H+SP (200%BG)
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancel
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Guard
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Attribute
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-
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-
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-
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-
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-
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-
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-
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-
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M performs what is essentially a super version of her Rubble Crush special. Unlike Rubble Crush however the rising part of this move is not an attack. This move creates a wave of large rubble chunks that extends the full screen in front of M. Like the projectiles created by Earthquake these chunks each hit twice, however the projectiles this attack creates are air unblockable. Similar to Rubble Crush the falling part of this move can hit opponents OTG.
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