Uchu Mega Fight/N-Uchuzine: Difference between revisions

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==Glitches and Trivias==
==Glitches and Trivias==
As of 1.2.0


N-Uchuzine can perform a "Throw storage" off a back hit of Uchu-Copter(P) into MC Uchu-Ball(4) , then making the opponent jump forward and throwing them onto the projectile
N-Uchuzine can perform a "Throw storage" off a back hit of Uchu-Copter(P) into MC Uchu-Ball(4) , then making the opponent jump forward and throwing them onto the projectile
[[File:N-Uchu Throw Storage.gif]]
By shooting from fullscreen a slow Uchu-Ball and using Uchu-Copter to close the distance with the opponent, it's possible to throw on the exact frame that the Uchu-Ball hits, making it into a combo
[[File:UMB N-Uchuzine Uchu-Ball Throw.gif]]


{{Template:Navbox-UMF}}
{{Template:Navbox-UMF}}


[[Category:Uchu Mega Fight]]
[[Category:Uchu Mega Fight]]

Revision as of 11:33, 7 March 2024


Normal Uchuzine
Umf NUchu PortraitB.png
Health 120
Forward Walk Speed 2 Px
Backward Walk Speed 2 Px
Mega Cancel Orbs 3
Weight Normal
Chain Type Punch --> Kick

Introduction

Uchuzine is the main character of UMF! He's an alien that after arriving on earth had his bodyparts separated and become disjointed from him.

Normal Uchuzine is a basics first character, well rounded and covers all the basic mechanics that UMF offers, even if it's overall damage can be slightly underwhelming outside of metered combos, but makes up for it with an ease of use and good combo potential.

“to kill some time i'll pretend to play sf2”

Strength and Weaknesess

Strengths Weaknesses
  • Well rounded: Uchuzine's moveset covers all the basics, a DP, a confirm, a projectile, air combo, tic throws setups, a good sweep, many combos on all the characters thanks to it's knockdown specials, that also gives him oki. He can do something in every situation.
  • High health: he's the second most resilient character in the game at 120 HP, so he can do mistakes and survive most TOS combos at full health.
  • Great mobility: thanks to both his Uchu-Copter special moves being AirOk, he can quickly cross the screen and escape pressure in the corner or be unpredictable in the air
  • Fast moves: all his toolkit apart from his 6K comes out very quickly and can be somewhat safe by canceling all moves to his fireball or Uchu-copter k
  • Combo potential: thanks to his Air MC fireball, he can get a fullcombo from most stray hits of his or confirms of his K Uchu-copter
  • TOS: with a specific hit or carefully use of his Mega cancels he can get a "Touch of stun" combo on all standard characters, or easily get one after a couple of pokes and a good combo.
  • MC escape: most of his moves can be MC after the opponent blockstun, giving you a chance to use MC orbs to escape a punish scenario
  • Low meter-less damage: if uchuzine wastes all his 3 Mega-cancel orbs, his combo damage will be very limited
  • Unsafe Uchu-Kopter: his main combo and neutral tool, Uchu-copter k is -7 on block so an opponent on point, depending on the character, can deal a combo, making it risky to approach. Obiviously his DP is unsafe too at -8

Movelist

Punch
5P
Umf-NUchu-5P.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
3 2 2 2 7 5 +3 +1 0 N/A
  • Standard jab, good for starting combos and confirms
Kick
5K
Umf-NUchu-5K.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
6 3 3 5 3 5 -5 -3 0 N/A

Quick chain from any P move,good enough if 6K won't combo, like after 5P at mid range. Always cancel since it leaves -5 in the worst case

Jump Punch
j.P
Umf-NUchu-jP.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
5 2 17 0 7 6 -10/+7 -11 0 N/A
Jump Kick
j.K
Umf-NUchu-jK.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
7 2 17 0 7 6 -10/+7 -12 0 N/A


Heavy Punch
6P
Umf-NUchu-6P.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
8 3 9 3 10 8 -2 -4 0 N/A

Good poke, can combo into 6K and Uchu-Copter, usually 2P is faster the first hitbox is behind uchu, so in actuality it's 2 frames slower, but can be converted into his MC loops, making thismove qite deadly on a player who's ready to do the TOS combo.

Crouch Punch
2P
Umf-NUchu-2P.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
8 4 7 5 10 8 -2 -4 0 N/A

Main grounded combo starter, sends at a nice angle and is fast enough, good AA too.

Heavy Kick
6K
Umf-NUchu-6K.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
10 5 3 15 10 8 -8 -10 0 N/A
Crouch Kick
2K
Umf-NUchu-2K.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
5 0 4 13 KD 5 KD -12 - N/A

Technically this move comes out in 0.5 frames, but while playing it appears as a frame 1 move. This makes it useful as catch all button if the opponent is inside you, since the first hitbox is behind uchu.


Throw
c.4/6P
Umf-NUchu-Throw.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
16 19 17 2 KD - KD Grab - N/A


Uchu Ball
26P
Umf-NUchu-26P.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
8 6 0 11 10 8 -1 -3 4 N/A

Ok projectile, nothing too crazy in neutral but leaves only -1 even point blank,usualy safe to throw out and start your approach, and the main move for your MC loops

Uchu Copter (P)
(j.)24P
Umf-NUchu-24P.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
10+8+8+8 4 9 8 7/KD 8 -10/KD -9 2x4 Invul 1-5

Good DP, can trade but has a really good first hitbox, great for corner combos, and can be converted into a loop if fully connected.

Uchu Copter (K)
(j.)24K
Umf-NUchu-24K.png
Damage Startup Active Recovery Hitstun Blockstun On Hit On Block Chip Property
5+14+8 4 9 6 6/KD 5-8 -9/KD -7 2x4 N/A

Good tool to finish your mid-range combos and if hit early enough, nice screen carry and can start your MC loops too.

Combo Routes

5p->5k->Uchu-Ball\Uchu-Copter(K)+MC

Air combo J5P->J5K->Uchu-Copter(P-K)+MC

Corner combo 2P->6K->Uchu-Copter(P)+MC

Mid-Screen MC loop

2P->6K->Uchu-Copter(K)->(close to the ground)Uchu-Ball->repeat

TOS\TOD 91 Dmg combo - Requires 3 MC Orbs

6P->Uchu-Copter(K)->MC-Uchu-Ball->6P->6K->Uchu-Copter(K)->MC-Uchu-Ball->6P->6K->Uchu-Copter(P)->MC-Uchu-Ball->6P->6k->Uchu-Copter(P)->Throw


+MC means that this combo can be repeated with a Mega Cancel into Uchu-Ball

Glitches and Trivias

As of 1.2.0

N-Uchuzine can perform a "Throw storage" off a back hit of Uchu-Copter(P) into MC Uchu-Ball(4) , then making the opponent jump forward and throwing them onto the projectile

N-Uchu Throw Storage.gif


By shooting from fullscreen a slow Uchu-Ball and using Uchu-Copter to close the distance with the opponent, it's possible to throw on the exact frame that the Uchu-Ball hits, making it into a combo

UMB N-Uchuzine Uchu-Ball Throw.gif


General
Controls
Notation
HUD
System
FAQ
Normal Characters
N-Uchuzine
N-Utsuuji
N-Hasshi
N-Maou
N-Shippo
N-Kuse
N-JKamen
N-Rei
N-B.Moon
N-Autofive
N-Maru
Joy-Mega Characters
J-Uchuzine
J-Utsuuji
J-Hasshi
J-Maou
J-Shippo
J-Kuse
J-JKamen
J-Rei
J-B.Moon
J-Autofive
J-Maru
Choy-Mega Characters
C-Uchuzine
C-Utsuuji
C-Hasshi
C-Maou
C-Shippo
C-Kuse
C-JKamen
C-Rei
C-B.Moon
C-Autofive
C-Maru