Pokemon: Close Combat/Mienshao

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PKMNCC Mienshao Portrait.png
Archetype: Rushdown/Zoner Hybrid
Health: 36
Endurance: 10
Endurance Refresh: 3
Walk Speed: 2.5/-2
Prejump Frames: 6f
Fastest Attack: 623B (3f)

Mien catch fly with chopstick.

Introduction

Behold the graceful and elegant martial arts master known for its lightning-fast strikes and acrobatic combat style. The Mienfoo species are known for sparring deep in Unova's Victory Road, honing on their unique aerobatic maneuvers in hopes of one day becoming a master Mienshao. Mienshao is a dynamic character who uses high speed aerial options to bounce back and forth between strong pressure and mix up presence to a neutral heavy keep away character who uses their whip-like fur to control screen presence with moves such as 5A and Striking Seviper.

Mienshao has the widest variety of aerial options in the entire game due to being able to use Soaring Spearow to have complete control over their aerial approach. Mienshao relies heavily on a high low mix up due a unique dash mechanic: inputting jump whilst in the mid of a dash allows Mienshao to short-hop and use moves such as jA and j2A to approach and pressure the opponent respectively. With the combination of short-hop aerials, Leaping Liepard and Thrusting Taillow; Mienshao can easily close the gap when they decide to start their offense.

Mienshao's weaknesses only become apparent when they're not applying heavy pressure or able to zone properly: Mienshao's small health bar and exploitable low endurance makes any disadvantage potent. Mienshao's damage potential is also locked away behind meter and location-based combo routes and is not guaranteed to always get the most out of each punish. If Mienshao cannot snowball their advantage state: they'll have to win neutral several times over to compete with other offensive powerhouses who can deal more damage off stray hits and are less prone to guard breaks.

Playstyle
PKMNCC Mienshao NavboxIcon.png Mienshao is a glass cannon who trades off low health and endurance in exchange for outstanding mobility and a dangerous advantage state.
Pick if you like Avoid if you dislike
  • Strong 50/50 Mix: Mienshao has extremely strong mix, being able to force opponents to guess between a meaty low or an extremely fast overhead in instant j2A.
  • Great Metergain: Mienshao's main options usually lead to sweep, letting Mienshao gain meter more often than most other characters.
  • High Mobility: Mienshao has multiple options letting them move around the stage extremely quickly, making them tricky to lock down and deal with.
  • Agile but Very Fragile: Mienshao is tied with Toxicroak for the lowest endurance and health in the game, meaning they both get blown up very easily for mistakes.
  • Low Damage without Good Positioning: Outside of specific scenarios where you are able to get j5A loops off of 623B, Mienshao's average damage in neutral and from their mix is somewhat low.
  • Somewhat High Execution: A lot of Mienshao's kit relies on quick execution in order to be true.

Normals

5A
PKMNCC A.png
PKMNCC Mienshao 5A.png
PKMNCC Mienshao 5AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 Mid 5A4, C-Cancel - -
Startup Active Recovery Advantage Cost
21 8 42 -13 [-18] -
Total: 70

Mienshao extends their arms forward and hits anything in front of them.

  • Mien's longest poke, albeit very slow
Toggle Hitboxes
Toggle Hitboxes
5A4
PKMNCC A.png4.png
PKMNCC Mienshao 5A4.png
PKMNCC Mienshao 5A4Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 - Mid - - -
Startup Active Recovery Advantage Cost
- 3 24 7 [-7] -
Total: 27

Mienshao pulls their arms back, pulling the opponent in.

  • Notably links into Mienshao's 623B
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Mienshao 4A.png
PKMNCC Mienshao 4A1Hitbox.png
PKMNCC Mienshao 4A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 4A6A, Special - -
Startup Active Recovery Advantage Cost
8 14 22 1 [-18] -
Total: 43

Mienshao whips the air above them with their arms.

  • Mienshao's fastest abare
Toggle Hitboxes
Toggle Hitboxes
4A6A
PKMNCC4.pngPKMNCC A.pngPKMNCC6.pngPKMNCC A.png
PKMNCC Mienshao 4A6A.png
PKMNCC Mienshao 4A6A1Hitbox.png
PKMNCC Mienshao 4A6A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2 1, 1 Mid C-Cancel - -
Startup Active Recovery Advantage Cost
12 12 21 6 [-15] -
Total: 44

Mienshao lunges forward and stabs the air in front of them.

  • Mienshao's best metered combo filler
  • Great in neutral because of how low-committal it is
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Mienshao 6A.png
PKMNCC Mienshao 6AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 6AA, 3A, Special - -
Startup Active Recovery Advantage Cost
7 4 13 -1 [1] -
Total: 28

Mienshao does a small kick in front of them.

  • Great combo starter, usually the one you'll use the most
  • Exceptional at stagger pressure because of how low the blockstun is
Toggle Hitboxes
Toggle Hitboxes
6AA
PKMNCC6.pngPKMNCC A.pngPKMNCC A.png
PKMNCC Mienshao 6A2.png
PKMNCC Mienshao 6AAHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 3A, Special - -
Startup Active Recovery Advantage Cost
10 6 16 1 [-4] -
Total: 34

Mienshao does another kick forward.

Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Mienshao 2A.png
PKMNCC Mienshao 2A1Hitbox.png.png
PKMNCC Mienshao 2A2Hitbox.png.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1 0, 4 Mid Special, Jump - Knockdown (2nd Hit)
Startup Active Recovery Advantage Cost
9, 13 6, 10 40 +48 [-11] -
Total: 75

Mienshao balls their fists and punches the opponent twice.

  • Solid combo tool that can be forward or back jump cancelled on hit, linking into j2A and j5A
  • Very unsafe on block and not jump cancellable on block, but can be cancelled into 5B for non-commital pressure
  • Only first hit is cancellable into specials (excluding 5B which can cancel the second hit), and only the second into jump
  • Cannot use jB or jBB during the jump unless cancelled from j5A
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Mienshao 3A.png
PKMNCC Mienshao 3AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low Special - Knockdown
Startup Active Recovery Advantage Cost
16 6 32 50 [-20] -
Total: 47

Mienshao sweeps the ground.

  • Main combo ender for most grounded combos
  • Mien's only low, albeit a very strong one
  • Builds a bar on hit
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Mienshao J5A.png
PKMNCC Mienshao j5A1Hitbox.png
PKMNCC Mienshao j5A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1 0, 0 Mid j.B, j.BBB - -
Startup Active Recovery Advantage Cost
12 31 6 +24 [2] -
Total: 48

Mienshao does two kicks in the air.

  • Advantage assumes done at the lowest possible height
  • Main juggle for opponents in the air
  • Using dash jump in combination with a delayed jA allows for quick burst option in neutral
Toggle Hitboxes
Toggle Hitboxes
j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC Mienshao J2A.png
PKMNCC Mienshao j2AHitbox.png
Pick A God And Pray
Pick A God And Pray
Damage Endurance Damage Guard Cancel Invul Property
2 1 High - - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost
10 Until landing 19 +15 [-1] -

Mienshao divekicks.

  • Advantage assumes done at the lowest possible height
  • Being fast and a high allows for nasty 50/50s with j2A and 3A
  • Do not use this at the peak of Mienshao's jump, as you end up being in disadvantage if you do hit them; always try and use as low to the ground as possible
Toggle Hitboxes
Toggle Hitboxes

Specials

Striking Seviper
5B
PKMNCC B.png
PKMNCC Mienshao 5B.png
PKMNCC Mienshao 5B1Hitbox.png
PKMNCC Mienshao 5B2Hitbox.png
PKMNCC Mienshao 5B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 3 1, 1, 1 High - - -
Startup Active Recovery Advantage Cost
23, 6, 6 5, 5, 5 12 -16 [-14] -
Total: 49

Mienshao goes into the air and strikes in front of them 3 times.

  • Mien is mobile during this move, allowing them to fade back to counteract its poor advantage on both hit and block
Toggle Hitboxes
Toggle Hitboxes


Leaping Liepard
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Mienshao 6B.png
PKMNCC Mienshao 6BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 1 Mid jB - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost
9 28 21 -8 [-20] -
Total: 57

Mienshao darts forward and bounces off anyone hit.

  • Use as a check for certain moves in neutral such as Bewear 6B, as you can use it reasonably without getting immediately punished
  • Punishable by any character with a far-reaching move (i.e. Blaziken 2B)
Toggle Hitboxes
Toggle Hitboxes
Leaping Liepard (Swift Star)
B after 6B
PKMNCC6.pngPKMNCC B.pngPKMNCC B.png
PKMNCC Mienshao JB.png
Damage Endurance Damage Guard Cancel Invul Property
3 1, 0, 0 High - - -
Startup Active Recovery Advantage Cost
46 - Until landing + 11 - 1

Mienshao sends out a star projectile at a downward angle.

  • Acts as a safety net if opponent blocks 6B


Soaring Spearow
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Mienshao 2B.png
PKMNCC Mienshao 2BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 High 2B8, 2B6, 2B6B - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost
11 Until landing 17 - -

Mienshao soars back to the wall and then dives back down at an angle.

  • When Mienshao hits the wall, you can choose from 3 followup inputs: 8, 6 and 6B
Toggle Hitboxes
Toggle Hitboxes
Rise (Soaring Spearow)
8 at wall after 2B
PKMNCC8.pngPKMNCC Soaring.png
PKMNCC Mienshao 2B8.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - -
Startup Active Recovery Advantage Cost
- - - - -

Mienshao flips upward into the air.

  • Mienshao is airborne after the animation ends, giving access to all of their aerial moves
Plane (Soaring Spearow)
6 at wall after 2B
6.pngPKMNCC Soaring.png
PKMNCC Mienshao 2B6B.png
Damage Endurance Damage Guard Cancel Invul Property
- - - 2B6B - -
Startup Active Recovery Advantage Cost
- - - - -

Mienshao goes across the stage to the other wall before diving downward.

  • Useful for escaping the corner in a pinch
  • Because of how the engine handles interactions in the corner, can be used to stick to opponents after a 6B ender instead of being sent nearly fullscreen
Slice (Soaring Spearow)
6B at wall after 2B
PKMNCC6.pngPKMNCC B.png PKMNCC Soaring.png
PKMNCC Mienshao 2B6B.png
I hate neutral.
I hate neutral.
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid 2B6B - Launch
Startup Active Recovery Advantage Cost
- Until reaching other wall - - 1

Mienshao goes to the other wall extremely fast, hitting anything in their way before diving.

  • Arguably the neutral skip tool. Mienshao is sent to the wall with a giant moving hitbox that is somewhat hard to stop, and then is close enough to start blockstrings
  • Punishable by projectiles or DPs


Swift Star
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Mienshao JB.png
Damage Endurance Damage Guard Cancel Invul Property
3, 1, 1 1, 0, 0 High, Mid jBB - -
Startup Active Recovery Advantage Cost
46 - Until landing + 11 - -

Mienshao backflips and sends a star projectile downward.

  • Hitting with the first hitbox of jB means the opponent will only be hit by that single hit instead of the normal three
  • Useful as oki because of how much blockstun it has, although somewhat hard to capitalize on

Hyper Moves

Thrusting Taillow
623B
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC Mienshao 624B.png
PKMNCC Mienshao 623BHitbox.png
Screw your pressure *does 17 damage*
Screw your pressure *does 17 damage*
Damage Endurance Damage Guard Cancel Invul Property
3, 2 1, 0 Mid, High - - Launch
Startup Active Recovery Advantage Cost
3 - 17 - 1

Mienshao darts upward rapidly to the wall in front of them before diving back.

  • Mienshao's best metered option
  • Acts as a DP (despite having no invulnerability unlike other metered DPs), a combo starter and a pressure extender
Toggle Hitboxes
Toggle Hitboxes


Star Shower
jBB
PKMNCC B.pngPKMNCC B.png PKMNCC J.png
PKMNCC Mienshao JB.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2, 2 1, 1, 0, 0, 0 High - - -
Startup Active Recovery Advantage Cost
- - - - 1

Mienshao backflips and sends a multitude of star projectiles downward.

  • Good for catching mash after a blocked dashjump jA

Super

Qi Blast
624B
PKMNCC6.pngPKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Mienshao 2626B.png
PKMNCC Mienshao 2626BHitbox.png
Deleting health bars since demo.07
Deleting health bars since demo.07
Damage Endurance Damage Guard Cancel Invul Property
14 4 Mid - Full invul (frames 1-48) -
Startup Active Recovery Advantage Cost
48 [-44 Super Freeze] 12 52 29 [-25] 2
Total: 111

Mienshao charges up a powerful projectile before sending it forward.

  • Travels about 2/3rds of screen
  • Can end combos or to call out risky options
  • Combos well out of 3A
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Mienshao 6C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

Mienshao spins around before throwing the opponent away.

  • Standard throw, keeps the opponent in the corner


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Mienshao 4C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

Mienshao spins the opponent around and kicks them away.

Combos

A = normal attack, B = special attack, cc = C-cancel, xx = cancel

j.2A 6A 6AA xx 3A (5 damage, grants 1 meter and hard knockdown)

j.2A 6A 6AA xx 3A xx 6B (8 damage)

5A4 632B (8 damage, costs 1 meter)

6A4 cc 6A 6AA xx 3A xx 624B (13 damage, costs 3 meter, easy meter dump combo)

6A4 cc 6A 6AA xx 3A (9 damage, meter neutral, requires 2 meter do to)

2A j.A 6A 6AA 623B (14 damage, slightly delay j.A after the jump, costs 1 meter)

Colors

A
B
C
D


General
Controls
FAQ
HUD
Training Mode
Netplay
Gallery
System
Patch Notes
Links
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Characters
Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Toxicroak