Uchu Mega Fight/N-Utsuuji: Difference between revisions
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* '''"Ok" damage: ''' his combos, even in the best scenarios, don't reach higher damage than 33/35, with his best meter-less corner combo reaching 47, and even by using all his MC orbs, the max he can reach is 62. His combo potential is consistent but not as high as many other characters, meaning he needs to get in more often than most other characters. | * '''"Ok" damage: ''' his combos, even in the best scenarios, don't reach higher damage than 33/35, with his best meter-less corner combo reaching 47, and even by using all his MC orbs, the max he can reach is 62. His combo potential is consistent but not as high as many other characters, meaning he needs to get in more often than most other characters. | ||
* '''Terrible scaling: ''' N-Utsuuji Man has many hits in his combos, and adding that to the overal low damage of every hit, can easly end up making longer combo worse than shorter one, making his meter dumping at the end of a long combo very wastefull, and his confirms not very powerfull | |||
Revision as of 03:55, 1 March 2024
Normal Utsuuji Man | |
---|---|
Health | 100 |
Forward Walk Speed | 3 Px |
Backward Walk Speed | 2 Px |
Mega Cancel Orbs | 3 |
Weight | Normal |
Chain Type | Punch>Kick, Light>Heavy |
Introduction
Utsuuji Man is a super hero that arrived from space to defeat all the villains on planet earth.
In other words, if Uchu is the Ryu of the game, Utsuuji Man is the Ken of the game, more focused on strong offesive aproach, the best confirms in the game, lightning fast normals and a great but unsafe (kinda) dp
"In the name of peace, i will defend the galaxy!"
Strengths | Weaknesses |
---|---|
|
|
Movelist
Punch
5P |
---|
Kick
5K |
---|
Jump Punch
j.P |
---|
Jump Kick
j.K |
---|
Heavy Punch
6P |
---|
Crouch Punch
2P |
---|
Heavy Kick
6K |
---|
Crouch Kick
2K |
---|
Throw
c.4/6P |
---|
Utsu Upper
(j.)626P |
---|
Tobi-Masu (P)
(j.)24P |
---|
Tobi-Masu (K)
(j.)24K |
---|
Combo Routes
Basic route 5P->5K->6P->626P/214P + Mcc*
Corner only combo: 2P/5p->5k->6P->214K->J5P->J5K->626P
Max damage combos:
2P->5K->6P->626P + Mcc*
(from far away) 214P->J5P->J5K->5P->5K->6P->626P
- Mcc
the optimal Mega-cancel-combo is always 626Px3, often doing it alone can deal as much as any max damage combo