Pokemon: Close Combat/Mienshao: Difference between revisions

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| '''Archetype:''' || Rushdown/Zoner Hybrid
| '''Archetype:''' || Rushdown/Zoner Hybrid
|-
|-
| '''Health:''' || 27
| '''Health:''' || 36
|-
|-
| '''Guard Health:''' || 10
| '''Endurance:''' || 10
|-
| '''Endurance Refresh:''' || 3
|-
|-
| '''Walk Speed:''' || 2.5/-2
| '''Walk Speed:''' || 2.5/-2
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| '''Fastest Attack:''' || 623B (3f)  
| '''Fastest Attack:''' || 623B (3f)  
|}
|}
Mien catch fly with chopstick.
Mien catch fly with chopstick.  


==Introduction==
==Introduction==
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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 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 guard health 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.
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.
{{CharacterPickReasons
{{CharacterPickReasons
|tablewidth = 90
|tablewidth = 90
|intro = [[file:PKMNCC Mienshao NavboxIcon.png|40px|link=]] '''Mienshao''' is a glass cannon who trades off low HP and guard health in exchange for outstanding mobility and an extremely dangerous advantage state.
|intro = [[file:PKMNCC Mienshao NavboxIcon.png|40px|link=]] '''Mienshao''' is a glass cannon who trades off low health and endurance in exchange for outstanding mobility and a dangerous advantage state.
|pros=
|pros=
*'''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.
*'''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.
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*'''High Mobility:''' Mienshao has multiple options letting them move around the stage extremely quickly, making them tricky to lock down and deal with.
*'''High Mobility:''' Mienshao has multiple options letting them move around the stage extremely quickly, making them tricky to lock down and deal with.
|cons=
|cons=
*'''Agile but Very Fragile:''' Mienshao is tied with Toxicroak for the lowest guard health and HP in the game, meaning they both get blown up very easily for mistakes.  
*'''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 j.A loops off of 623B, Mienshao's average damage in neutral and from their mix is somewhat low.
*'''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.  
*'''Somewhat High Execution:''' A lot of Mienshao's kit relies on quick execution in order to be true.  
}}
}}
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{{MoveData
{{MoveData
|input  = 5A
|input  = 5A
|subtitle = [[File:PKMNCC_A.png]]
|image  = PKMNCC_Mienshao_5A.png
|image  = PKMNCC_Mienshao_5A.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 2
   |damage    = 3
   |grddamage  = 2
   |grddamage  = 2
   |guard      = Mid
   |guard      = Mid
   |cancel    = 5A4, C Cancel
   |cancel    = 5A4, C-Cancel
   |invul      =
   |invul      =
   |property  =
   |property  =
Line 59: Line 62:
   |startup    = 21
   |startup    = 21
   |active    = 8
   |active    = 8
   |recovery  = 42
   |recovery  = 38
   |advantage  = -13 [-18]
   |advantage  = 5 [-21]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 21
|startup        = 21
|active          = 8
|active          = 8
|recovery        = 42
|recovery        = 38
}}
}}
   |description= Mienshao extends their arms forward and hits anything in front of them.
   |description= Mienshao extends their arms forward and hits anything in front of them.
*Mien's longest poke, albeit very slow.
*Mien's longest poke, albeit very slow
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input  = 5A4
|input  = 5A4
|subtitle = [[File:PKMNCC_A.png]][[File:4.png]]
|image  = PKMNCC_Mienshao_5A4.png
|image  = PKMNCC_Mienshao_5A4.png
|caption =
|caption =
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}}
}}
   |description= Mienshao pulls their arms back, pulling the opponent in.
   |description= Mienshao pulls their arms back, pulling the opponent in.
*Notably links into Mienshao's 623B.
*Notably links into Mienshao's 623B
   }}
   }}
}}
}}
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{{MoveData
{{MoveData
|input  = 4A
|input  = 4A
|subtitle = [[File:PKMNCC4.png]][[File:PKMNCC_A.png]]
|image  = PKMNCC_Mienshao_4A.png
|image  = PKMNCC_Mienshao_4A.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 1
   |damage    = 2
   |grddamage  = 0
   |grddamage  = 0
   |guard      = Mid
   |guard      = Mid
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|recovery        = 22
|recovery        = 22
}}
}}
   |description= Mienshao sweeps(?) the air above them with their arms.
   |description= Mienshao whips the air above them with their arms.
-Mienshao's fastest abare.
*Mienshao's fastest abare
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input  = 4A6A
|input  = 4A6A
|subtitle = [[File:PKMNCC4.png]][[File:PKMNCC_A.png]][[File:PKMNCC6.png]][[File:PKMNCC_A.png]]
|image  = PKMNCC_Mienshao_4A6A.png
|image  = PKMNCC_Mienshao_4A6A.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 1, 1
   |damage    = 2, 2
   |grddamage  = 1, 1
   |grddamage  = 1, 1
   |guard      = Mid
   |guard      = Mid
   |cancel    = C Cancel
   |cancel    = C-Cancel
   |invul      =
   |invul      =
   |property  =
   |property  =
Line 164: Line 170:
   |active    = 12
   |active    = 12
   |recovery  = 21
   |recovery  = 21
   |advantage  = 1 [-8]
   |advantage  = 4 [-8]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
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|recovery        = 21
|recovery        = 21
}}
}}
   |description= Mienshao lunges forward and stabs the air in front of them with their ribbons(?)
   |description= Mienshao lunges forward and stabs the air in front of them.
*Mienshao's best metered combo filler.
*Mienshao's best metered combo filler
*Great in neutral because of how low-committal it is.
*Great in neutral because of how low-committal it is
   }}
   }}
}}
}}
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{{MoveData
{{MoveData
|input  = 6A
|input  = 6A
|subtitle = [[File:PKMNCC6.png]][[File:PKMNCC_A.png]]
|image  = PKMNCC_Mienshao_6A.png
|image  = PKMNCC_Mienshao_6A.png
|caption =
|caption =
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<!------------>
<!------------>
   |startup    = 7
   |startup    = 7
   |active    = 5
   |active    = 4
   |recovery  = 17
   |recovery  = 13
   |advantage  = -6 [-4]
   |advantage  = -1 [1]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
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}}
}}
   |description= Mienshao does a small kick in front of them.
   |description= Mienshao does a small kick in front of them.
*Great combo starter, usually the one you'll use the most.
*Great combo starter, usually the one you'll use the most
*Exceptional at stagger pressure because of how low the blockstun is.
*Exceptional at stagger pressure because of how low the blockstun is
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input  = 6AA
|input  = 6AA
|subtitle = [[File:PKMNCC6.png]][[File:PKMNCC_A.png]][[File:PKMNCC_A.png]]
|image  = PKMNCC_Mienshao_6A2.png
|image  = PKMNCC_Mienshao_6A2.png
|caption =
|caption =
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   |startup    = 10
   |startup    = 10
   |active    = 6
   |active    = 6
   |recovery  = 19
   |recovery  = 16
   |advantage  = -2 [-7]
   |advantage  = 1 [-4]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
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{{MoveData
{{MoveData
|input  = 2A
|input  = 2A
|subtitle = [[File:PKMNCC2.png]][[File:PKMNCC_A.png]]
|image  = PKMNCC_Mienshao_2A.png
|image  = PKMNCC_Mienshao_2A.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 1+1
   |damage    = 1, 1
   |grddamage  = 1+1
   |grddamage  = 0, 4
   |guard      = Mid
   |guard      = Mid
   |cancel    = Special, Jump
   |cancel    = Special, Jump
   |invul      =
   |invul      =
   |property  =
   |property  = Knockdown (2nd Hit)
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    = 9, 13
   |startup    = 9, 13
   |active    = 6, 6
   |active    = 6, 10
   |recovery  = 44
   |recovery  = 40
   |advantage  = +48 [-18]
   |advantage  = +48 [-11]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
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|active          = 6
|active          = 6
|inactive2      = 12
|inactive2      = 12
|active3        = 6
|active3        = 10
|recovery        = 60
|recovery        = 40
}}
}}


   |description= Mienshao balls their fists and punches the opponent twice.
   |description= Mienshao balls their fists and punches the opponent twice.
*Solid combo tool that can be forward or back jump cancelled on hit, linking into j.2A and j.5A
*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.
*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, and only the second into Jump.
*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
   }}
   }}
}}
}}
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{{MoveData
{{MoveData
|input  = 3A
|input  = 3A
|subtitle = [[File:PKMNCC3.png]][[File:PKMNCC_A.png]]
|image  = PKMNCC_Mienshao_3A.png
|image  = PKMNCC_Mienshao_3A.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 2
   |damage    = 1
   |grddamage  = 1
   |grddamage  = 1
   |guard      = Low
   |guard      = Low
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   |startup    = 16
   |startup    = 16
   |active    = 6
   |active    = 6
   |recovery  = 26
   |recovery  = 32
   |advantage  = 56 [-14]
   |advantage  = 50 [-20]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
Line 315: Line 326:
}}
}}
   |description= Mienshao sweeps the ground.
   |description= Mienshao sweeps the ground.
*Your main combo ender for most grounded combos.
*Main combo ender for most grounded combos
*Also your ONLY low, albeit a very strong one.
*Mien's ''only'' low, albeit a very strong one
*Builds a bar on hit
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|name    = j5A
|name    = j5A
|subtitle=
|subtitle = [[File:PKMNCC_A.png]] [[File:PKMNCC_J.png]]
|input  =  
|input  =  
|image  = PKMNCC_Mienshao_J5A.png
|image  = PKMNCC_Mienshao_J5A.png
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 1, 2
   |damage    = 1, 1
   |grddamage  = 0, 0
   |grddamage  = 0, 0
   |guard      = Mid
   |guard      = Mid
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   |startup    = 12
   |startup    = 12
   |active    = 31
   |active    = 31
   |recovery  = 8
   |recovery  = 6
   |advantage  = +21 [-5]
   |advantage  = +24 [2]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
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}}
}}
   |description= Mienshao does two kicks in the air.
   |description= Mienshao does two kicks in the air.
*Advantage assumes done at the lowest possible height.
*Advantage assumes done at the lowest possible height
*Your main juggle for opponents in the air.
*Main juggle for opponents in the air
*Using dash jump in combination with a delayed j.A allows for a very quick burst option in neutral.
*Using dash jump in combination with a delayed jA allows for quick burst option in neutral
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|subtitle=
|input  = j2A
|input  = j2A
|subtitle = [[File:PKMNCC2.png]][[File:PKMNCC_A.png]] [[File:PKMNCC_J.png]]
|image  = PKMNCC_Mienshao_J2A.png
|image  = PKMNCC_Mienshao_J2A.png
|caption = Pick A God And Pray
|caption = Pick A God And Pray
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 1
   |damage    = 2
   |grddamage  = 1
   |grddamage  = 1
   |guard      = High
   |guard      = High
   |cancel    =
   |cancel    =
   |invul      =
   |invul      =
   |property  =
   |property  = Knockdown (Air Hit)
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    = 10
   |startup    = 11
   |active    = Until landing
   |active    = Until landing
   |recovery  = 19
   |recovery  = 18
   |advantage  = +15 [-1]
   |advantage  = +10 [-6]
   |description= Mienshao divekicks.
   |description= Mienshao divekicks.
*Advantage assumes done at the lowest possible height.
*Advantage assumes done at the lowest possible height
*Being EXTREMELY fast and also being a high allows for extremely nasty 50/50s with j2A and 3A.
*Mienshao is required to reach a height minimum to use, triggered after 6 frames of jumping
*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 this as low to the ground as possible.
*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
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|name    = Striking Seviper
|name    = Striking Seviper
|subtitle=
|subtitle = <big>5B</big>
|input   = 5B
|input = [[File:PKMNCC_B.png]]
|image  = PKMNCC_Mienshao_5B.png
|image  = PKMNCC_Mienshao_5B.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 1, 1, 2
   |damage    = 1, 1, 3
   |grddamage  = 1, 1, 1
   |grddamage  = 1, 1, 1
   |guard      = Mid
   |guard      = High
   |cancel    =
   |cancel    =
   |invul      =
   |invul      =
Line 427: Line 440:
}}
}}
   |description= Mienshao goes into the air and strikes in front of them 3 times.
   |description= Mienshao goes into the air and strikes in front of them 3 times.
*You are mobile during this move, allowing you to fade back to counteract it's poor advantage on both hit and block.
*Mien is mobile during this move, allowing them to fade back to counteract its poor advantage on both hit and block
*Knocks down air opponents
  }}
  }}
}}
}}
Line 433: Line 447:
{{MoveData
{{MoveData
|name    = Leaping Liepard
|name    = Leaping Liepard
|subtitle=  
|subtitle = <big>6B</big>
|input   = 6B
|input = [[File:PKMNCC6.png]][[File:PKMNCC_B.png]]
|image  = PKMNCC_Mienshao_6B.png
|image  = PKMNCC_Mienshao_6B.png
|caption = https://clips.twitch.tv/DiligentEagerMacaroniTBTacoRight-U1phgX1Mxti1MjC3
|caption = [https://clips.twitch.tv/DiligentEagerMacaroniTBTacoRight-U1phgX1Mxti1MjC3 High-level gameplay]
|hitbox  = PKMNCC_Mienshao_6BHitbox.png
|hitbox  = PKMNCC_Mienshao_6BHitbox.png
|hitboxcaption =
|hitboxcaption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 3
   |damage    = 5
   |grddamage  = 1
   |grddamage  = 1
   |guard      = Mid
   |guard      = Mid
   |cancel    = jB
   |cancel    = jB
   |invul      =
   |invul      =
   |property  =
   |property  = Knockdown (Air Hit)
   |cost      =
   |cost      =
<!------------>
<!------------>
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   |active    = 28  
   |active    = 28  
   |recovery  = 21
   |recovery  = 21
   |advantage  = -8 [-20]
   |advantage  = 6 [-20]
|
|
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
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|recovery        = 21
|recovery        = 21
}}
}}
   |description= Mienshao darts forward and bounces off anyone hit.
   |description= Mienshao darts forward and bounces off its opponent.
*It is deceptively safe in neutral, meaning that it is VERY punishable by any character with a far-reaching move (i.e Blaziken 2B).
*Use as a check for certain moves in neutral such as Bewear 6B, as you can use it reasonably without getting immediately punished
*Mainly use it as a check for certain moves in neutral like Bewear 6B, as you can reasonably use it without getting immediately punished.
*Punishable by any character with a far-reaching move (i.e. Blaziken 2B)
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|name    = Leaping Liepard (Swift Star)
|name    = Leaping Liepard (Swift Star)
|subtitle=  
|subtitle = <big>B after 6B</big>
|input   = B after 6B
|input = [[File:PKMNCC6.png]][[File:PKMNCC_B.png]][[File:PKMNCC_B.png]]
|image  = PKMNCC_Mienshao_JB.png
|image  = PKMNCC_Mienshao_JB.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 2
   |damage    = 3
   |grddamage  = 1, 0, 0
   |grddamage  = 1, 0, 0
   |guard      =
   |guard      = High
   |cancel    =
   |cancel    =
   |invul      =
   |invul      =
Line 490: Line 504:
   |startup    = 46
   |startup    = 46
   |active    =  
   |active    =  
   |recovery  = Until landing + 11
   |recovery  = Until landing + 23
   |advantage  =
   |advantage  =
   |description= Mienshao sends out a star projectile at a downward angle.
   |description= Mienshao sends out a star projectile at a downward angle.
*Acts as some sort of "safety net" if your opponent blocks a bad 6B.
*Acts as a safety net if opponent blocks 6B
*For one meter, can be upgraded to Star Shower
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|name    = Soaring Spearow
|name    = Soaring Spearow
|subtitle=
|subtitle = <big>2B</big>
|input   = 2B
|input = [[File:PKMNCC2.png]][[File:PKMNCC_B.png]]
|image  = PKMNCC_Mienshao_2B.png
|image  = PKMNCC_Mienshao_2B.png
|caption =
|caption =
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 2
   |damage    = 3
   |grddamage  = 1
   |grddamage  = 1
   |guard      =
   |guard      = High
   |cancel    = 2B8, 2B6, 2B6B
   |cancel    = 2B8, 2B6, 2B6B
   |invul      =
   |invul      =
   |property  =
   |property  = Knockdown (Air Hit)
   |cost      =
   |cost      =
<!------------>
<!------------>
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   |recovery  = 17
   |recovery  = 17
   |advantage  =
   |advantage  =
   |description= Mienshao jumps back to the wall and then dives back down at an angle.
   |description= Mienshao <span style=color:#D005EC>'''soars'''</span> back to the wall and then dives back down at an angle.
*When you hit the wall, you can choose from 3 followups depending on the input you do. Doing nothing will give you the downward dive, useful for countering very committal options (if a bit extra).
*When Mienshao hits the wall, you can choose from 3 followup inputs: 8, 6 and 6B
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|name    = Rise (Soaring Spearow)
|name    = Rise (Soaring Spearow)
|subtitle=
|subtitle = <big>8 at wall after 2B</big>
|input  = 8 at wall after 2B
|input = [[File:PKMNCC8.png]][[File:PKMNCC_Soaring.png]]
|image  = PKMNCC_Mienshao_2B8.png
|image  = PKMNCC_Mienshao_2B8.png
|caption =
|caption =
Line 551: Line 566:
   |advantage  =
   |advantage  =
   |description= Mienshao flips upward into the air.
   |description= Mienshao flips upward into the air.
*You are airborne after the animation ends, giving you access to all of your air moves.
*Mienshao is airborne after the animation ends, giving access to all of their aerial moves
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|name    = Plane (Soaring Spearow)
|name    = Plane (Soaring Spearow)
|subtitle=
|subtitle = <big>6 at wall after 2B</big>
|input   = 6 at wall after 2B
|input = [[File:6.png]][[File:PKMNCC_Soaring.png]]
|image  = PKMNCC_Mienshao_2B6B.png
|image  = PKMNCC_Mienshao_2B6B.png
|caption =
|caption =
Line 579: Line 594:
   |advantage  =
   |advantage  =
   |description= Mienshao goes across the stage to the other wall before diving downward.
   |description= Mienshao goes across the stage to the other wall before diving downward.
*Because of how the engine handles interactions in the corner, you can use this to stick to opponents after a 6B ender instead of being sent nearly fullscreen.
*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
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|name    = Slice (Soaring Spearow)
|name    = Slice (Soaring Spearow)
|subtitle=
|subtitle = <big>6B at wall after 2B</big>
|input  = 6B at wall after 2B
|input = [[File:PKMNCC6.png]][[File:PKMNCC_B.png]] [[File:PKMNCC_Soaring.png]]
|image  = PKMNCC_Mienshao_2B6B.png
|image  = PKMNCC_Mienshao_2B6B.png
|caption = I fucking HATE neutral.
|caption = I ''hate'' neutral.
|hitbox  =
|hitbox  =
|hitboxcaption =
|hitboxcaption =
Line 595: Line 611:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 2
   |damage    = 3
   |grddamage  = 0
   |grddamage  = 1
   |guard      =
   |guard      = Mid
   |cancel    = 2B6B
   |cancel    = 2B6B
   |invul      =
   |invul      =
   |property  = Launch
   |property  = Launch
   |cost      =
   |cost      = 1
<!------------>
<!------------>
   |startup    =
   |startup    =
Line 608: Line 624:
   |advantage  =
   |advantage  =
   |description= Mienshao goes to the other wall extremely fast, hitting anything in their way before diving.
   |description= Mienshao goes to the other wall extremely fast, hitting anything in their way before diving.
*This is arguably THE neutral skip tool. You are sent to the other wall with a giant moving hitbox that is somewhat hard to stop, and then you now are close enough to start your blockstrings.
*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
*Be careful when you use it, as you can easily get punished by any projectile (or DP) for careless usage.
*Punishable by projectiles or DPs
  }}
  }}
}}
}}
Line 615: Line 631:
{{MoveData
{{MoveData
|name    = Swift Star
|name    = Swift Star
|subtitle=
|subtitle = <big>jB</big>
|input   = jB
|input = [[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]]
|image  = PKMNCC_Mienshao_JB.png
|image  = PKMNCC_Mienshao_JB.png
|caption =
|caption =
Line 626: Line 642:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 2, 1, 1
   |damage    = 3, 1, 1
   |grddamage  = 1, 0, 0
   |grddamage  = 1, 0, 0
   |guard      = High, Mid
   |guard      = High, Mid
   |cancel    = jBBB
   |cancel    = jBB
   |invul      =
   |invul      =
   |property  =
   |property  =
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    = 46
   |startup    = 50
   |active    =
   |active    =
   |recovery  = Until landing + 11
   |recovery  = Until landing + 23
   |advantage  =
   |advantage  =
   |description= Mienshao backflips and sends a star projectile downward.
   |description= Mienshao backflips and sends a star projectile downward.
*Hitting them with the first hitbox of jB means that they will ONLY be hit by that single hit instead of the normal 3.
*Hitting with the first hitbox of jB means the opponent will only be hit by that single hit instead of the normal three
*Very useful as oki because of how much blockstun it has, although it is somewhat hard to capitalize on.
*Useful as oki because of how much blockstun it has, although somewhat hard to capitalize on
  }}
  }}
}}
}}


==EX Moves==
==Hyper Moves==
{{MoveData
{{MoveData
|name    = Thrusting Taillow
|name    = Thrusting Taillow
|subtitle=
|subtitle = <big>623B</big>
|input   = 623B
|input = [[File:PKMNCC6.png]][[File:PKMNCC2.png]][[File:PKMNCC3.png]][[File:PKMNCC_B.png]]
|image  = PKMNCC_Mienshao_624B.png
|image  = PKMNCC_Mienshao_624B.png
|caption = Fuck your pressure *does 17 damage*
|caption = Screw your pressure *does 17 damage*
|hitbox  = PKMNCC_Mienshao_623BHitbox.png
|hitbox  = PKMNCC_Mienshao_623BHitbox.png
|hitboxcaption =
|hitboxcaption =
Line 658: Line 674:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 3, 2
   |damage    = 2, 2
   |grddamage  = 1, 0
   |grddamage  = 1, 0
   |guard      =
   |guard      = Mid, High
   |cancel    = 2B6B
   |cancel    =  
   |invul      =
   |invul      =
   |property  = Launch
   |property  = Launch
Line 671: Line 687:
   |advantage  =  
   |advantage  =  
   |description= Mienshao darts upward rapidly to the wall in front of them before diving back.
   |description= Mienshao darts upward rapidly to the wall in front of them before diving back.
*Mienshao's best metered option.
*Mienshao's best metered option
*Acts as a DP (despite having no invul unlike other metered DPs), a combo starter, and a pressure extender.
*Acts as a DP (despite having no invulnerability unlike other metered DPs), a combo starter and a pressure extender
  }}
  }}
}}
}}
Line 678: Line 694:
{{MoveData
{{MoveData
|name    = Star Shower
|name    = Star Shower
|subtitle=  
|subtitle = <big>jBB</big>
|input   = j.BBB
|input = [[File:PKMNCC_B.png]][[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]]
|image  = PKMNCC_Mienshao_JB.png
|image  = PKMNCC_Mienshao_JB.png
|caption =
|caption =
Line 691: Line 707:
   |damage    = 2, 2, 2
   |damage    = 2, 2, 2
   |grddamage  = 1, 1, 0, 0, 0
   |grddamage  = 1, 1, 0, 0, 0
   |guard      =
   |guard      = High
   |cancel    =  
   |cancel    =  
   |invul      =
   |invul      =
Line 697: Line 713:
   |cost      = 1
   |cost      = 1
<!------------>
<!------------>
   |startup    =
   |startup    = 27
   |active    =
   |active    =
   |recovery  =
   |recovery  = Until Landing + 23
   |advantage  =
   |advantage  =
   |description= Mienshao backflips and sends a multitude of star projectiles downward.
   |description= Mienshao backflips and sends a multitude of star projectiles downward.
*You will mainly find use for this by catching mash after a blocked dashjump j.A.
*Good for catching mash after a blocked dashjump jA
  }}
  }}
}}
}}
Line 709: Line 725:
{{MoveData
{{MoveData
|name    = Qi Blast
|name    = Qi Blast
|subtitle=
|subtitle = <big>624B</big>
|input   = 624B
|input = [[File:PKMNCC6.png]][[File:PKMNCC2.png]][[File:PKMNCC4.png]][[File:PKMNCC_B.png]]
|image  = PKMNCC_Mienshao_2626B.png
|image  = PKMNCC_Mienshao_2626B.png
|caption = Deleting health bars since demo.07
|caption = Deleting health bars since demo.07
Line 720: Line 736:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 11
   |damage    = 14
   |grddamage  = 4
   |grddamage  = 4
   |guard      = Mid
   |guard      = Mid
Line 739: Line 755:
}}
}}
   |description= Mienshao charges up a powerful projectile before sending it forward.
   |description= Mienshao charges up a powerful projectile before sending it forward.
*The projectile doesn't go fullscreen.
*Travels about 2/3rds of screen
*Can be used as a combo ender or to call out risky options.
*Can end combos or to call out risky options
*Combos well out of 3A.
*Combos well out of 3A
  }}
  }}
}}
}}
Line 748: Line 764:
{{MoveData
{{MoveData
|name    = Forward Throw
|name    = Forward Throw
|subtitle=
|subtitle = <big>6C</big>
|input   = 6C
|input = [[File:PKMNCC6.png]][[File:PKMNCC_C.png]]
|image  = PKMNCC_Mienshao_6C.png
|image  = PKMNCC_Mienshao_6C.png
|caption =
|caption =
Line 777: Line 793:
}}
}}
   |description= Mienshao spins around before throwing the opponent away.
   |description= Mienshao spins around before throwing the opponent away.
*Pretty standard throw. This is the one you'll usually use in mix to keep the opponent in the corner.
*Standard throw, keeps the opponent in the corner
  }}
  }}
}}
}}
Line 783: Line 799:
{{MoveData
{{MoveData
|name    = Back Throw
|name    = Back Throw
|subtitle=
|subtitle = <big>4C</big>
|input   = 4C
|input = [[File:PKMNCC4.png]][[File:PKMNCC_C.png]]
|image  = PKMNCC_Mienshao_4C.png
|image  = PKMNCC_Mienshao_4C.png
|caption =
|caption =
Line 831: Line 847:


==Colors==
==Colors==
 
{{ColorGallery | filePrefix=PKMNCC_Mienshao_Color | imagewidths= | imageheights =140 | colors=
<gallery>
{{ColorGallery/Color|1| text = A}}
PKMNCC_Mienshao_Color1.png|(A)
{{ColorGallery/Color|2| text = B}}
PKMNCC_Mienshao_Color2.png|(B)
{{ColorGallery/Color|3| text = C}}
PKMNCC_Mienshao_Color3.png|(C)
{{ColorGallery/Color|4| text = D}}
PKMNCC_Mienshao_Color4.png|(D)
}}
</gallery>
 




{{Navbox-PKMNCC|center|}}
{{Navbox-PKMNCC|center|}}
[[Category:Pokemon: Close Combat]]</noinclude>
[[Category:Pokemon: Close Combat]]</noinclude>

Latest revision as of 23:13, 19 June 2024

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 38 5 [-21] -
Total: 66

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 4 [-8] -
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
11 Until landing 18 +10 [-6] -

Mienshao divekicks.

  • Advantage assumes done at the lowest possible height
  • Mienshao is required to reach a height minimum to use, triggered after 6 frames of jumping
  • 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
  • Knocks down air opponents
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 6 [-20] -
Total: 57

Mienshao darts forward and bounces off its opponent.

  • 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 + 23 - 1

Mienshao sends out a star projectile at a downward angle.

  • Acts as a safety net if opponent blocks 6B
  • For one meter, can be upgraded to Star Shower


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
50 - Until landing + 23 - -

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
2, 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
27 - Until Landing + 23 - 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


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Characters
Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
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Poliwrath
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