Mega Knockdown/Nick Beardguy: Difference between revisions
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|range=2/2 | |range=2/2 | ||
|guard=All | |guard=All | ||
|blockadv='''<span style="color:green">10</span> | |blockadv=<span style="color:blue">'''-10'''</span> (close) '''->''' <span style="color:green">'''10'''</span> (far) | ||
|onhit=Combo B | |onhit=Combo B | ||
|push=1 | |push=1 | ||
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|damage=300[400] | |damage=300[400] | ||
|startup=50 | |startup=50 | ||
|range= | |range=1/1 | ||
|guard=All | |guard=All | ||
|blockadv=<span style="color: | |blockadv=<span style="color:orange">'''-20'''</span> | ||
|onhit=KD, Side Switch (if close) | |onhit=KD, Side Switch (if close) | ||
|push= | |push= | ||
|chip=100 | |chip=100 | ||
|description=Jump forward and do a butt slam that | |description=Jump forward and do a butt slam that knocks down on hit, and side switch on hit or block. Shorter range and slightly slower than j.B but knocks down and causes chip damage. | ||
}} | }} | ||
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|push=1 | |push=1 | ||
|chip= | |chip= | ||
|description=Jump forward up to two spaces and attempt to grab an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, '''beats any air attack.''' Flashy hard read option to call out jumping. This is the only way Nick can KD a jumping opponent. | |description=Jump forward up to two spaces and attempt to grab an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, '''beats any air attack.''' Flashy hard read option to call out jumping. This is the only way Nick can KD a jumping opponent. Nick only pushes 1, letting him continue pressure. | ||
|attributes= | |attributes= | ||
}} | }} | ||
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Nick gets a bonus 100 damage when he counter hits an opponent. This only applies when a grounded move is beaten by faster startup. Anti air moves and trades do not add the bonus! | Nick gets a bonus 100 damage when he counter hits an opponent. This only applies when a grounded move is beaten by faster startup. Anti air moves and trades do not add the bonus! | ||
=== | ===Ordinary Guy=== | ||
Nick's normals have additional properties, and he can execute any of them together with any movement option without the input getting overriden by a special. | Nick's normals have additional properties, and he can execute any of them together with any movement option without the input getting overriden by a special. | ||
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Nick only has the basic move set, so he thrives off of fundamentally solid play but it is very important to track stage positioning in order to threaten Cheesy Dust Loops. His favorite place to be is just outside of the corner, the opponent needs to be in the last 2 spaces to trigger Cheesy Dust Loop. However, he can also thrive when cornered thanks to his unique back throw, Faith Smasher. This will act as a reversal and put the opponent in the corner, often one combo away from death. This gives Nick stronger than average ability to control stage positioning. The extra benefit given from pushing opponents to the corner gives a good incentive to jump in due to the space traveled. | Nick only has the basic move set, so he thrives off of fundamentally solid play but it is very important to track stage positioning in order to threaten Cheesy Dust Loops. His favorite place to be is just outside of the corner, the opponent needs to be in the last 2 spaces to trigger Cheesy Dust Loop. However, he can also thrive when cornered thanks to his unique back throw, Faith Smasher. This will act as a reversal and put the opponent in the corner, often one combo away from death. This gives Nick stronger than average ability to control stage positioning. The extra benefit given from pushing opponents to the corner gives a good incentive to jump in due to the space traveled. | ||
All that said, it is not wise to always push for the corner. This can be too predictable and Nick can make due in most matchups by chipping away with his attacks. Keep in mind that jump attacks and sweeps will do more chip damage than grounded A and B attacks. Nick also has no push on his throw, giving him very strong mid-screen throw loops off of neutral or back throws. | All that said, it is not wise to always push for the corner. This can be too predictable and Nick can make due in most matchups by chipping away with his attacks. Keep in mind that jump attacks and sweeps will do more chip damage than grounded A and B attacks. Nick also has no push on his throw and only 1 push on air throw, giving him very strong mid-screen throw loops off of neutral or back throws and continued pressure off of air throws. | ||
==Matchups== | ==Matchups== | ||
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| image =MKD_Paul_icon.png | | image =MKD_Paul_icon.png | ||
| charLink =Mega_Knockdown/Shotokan_Artist_Paul | | charLink =Mega_Knockdown/Shotokan_Artist_Paul | ||
| favorability = | | favorability ={{Property-UNI|Slight disadvantage}} | ||
| data = | | data =He's got a fireball and an invincible uppercut, both tools that will give Nick some trouble. Get in close. But maybe not too close, try to bait out Paulcano (5A). | ||
}} | }} | ||
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| image =MKD_Lewis_icon.png | | image =MKD_Lewis_icon.png | ||
| charLink =Mega_Knockdown/M.M._Lewis | | charLink =Mega_Knockdown/M.M._Lewis | ||
| favorability = | | favorability ={{Property-UNI|Slight disadvantage}} | ||
| data = | | data =You get to do extra chip damage to him thanks to his passive but it is very difficult to actually hit Lewis. Be wary of his Fist of Euphoria (4A). There are few ways to stop it, walk+block and punish, block and make Lewis whiff, or using 6A or 6B to beat the move by hitting before he swings back. | ||
If you can push him to the corner, Fist of Euphoria (4A) and Pile Debunker (4C) lose their evasive property because Lewis can't move back, severely handicapping Lewis' moveset. | |||
Frame advantage matters a lot in this matchup because at major advantage (+20), you can use 8B on Lewis and win or trade against everything but Air Throw. | |||
}} | }} | ||
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| image =MKD_Marv_icon.png | | image =MKD_Marv_icon.png | ||
| charLink =Mega_Knockdown/Mahogany_Marv | | charLink =Mega_Knockdown/Mahogany_Marv | ||
| favorability = | | favorability ={{Property-UNI|Slight advantage}} | ||
| data = | | data =Marv tends to naturally move into the corner and has weak wakeup options. Get close to him and force him to stand his ground or risk getting a Cheesy Dust Loop to the face. Aiming for trades or knockdowns here is very strong. Landing airthrow against Marv's Gravity Spike (8A) is very rewarding, giving damage, oki, and stage position. | ||
}} | }} | ||
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| charLink =Mega_Knockdown/Noel | | charLink =Mega_Knockdown/Noel | ||
| favorability ={{Property-UNI|Slight disadvantage}} | | favorability ={{Property-UNI|Slight disadvantage}} | ||
| data =Your goal should be to get in close, because at far distance, Fightning Flurry can stuff most of your attacking options. If you respect this option enough, she might sweep to beat attempts to walk in and block, or try and sneak in a vine. Jumping in beats these two choices, but she can punish you very hard for jumping--her anti airs knock down, and if you're knocked down at round start distance, she can set a vine or get some extra chip damage for free. | | data =Your goal should be to get in close, because at far distance, Fightning Flurry (6B) can stuff most of your attacking options. If you respect this option enough, she might sweep to beat attempts to walk in and block, or try and sneak in a vine. Jumping in beats these two choices, but she can punish you very hard for jumping--her anti airs knock down, and if you're knocked down at round start distance, she can set a vine or get some extra chip damage for free. | ||
}} | }} | ||
Latest revision as of 11:29, 17 May 2024
Nick Beardguy | ||||||
|
Introduction
Nick Beardguy is a dead simple footsies character. He only has the basic set of moves with no added no active abilities. Instead, he thrives off of boosted damage potential from passive buffs, of which he has several.
Gameplan
There's an upside to Nick's lack of specials: he has full access to every possible normal attack + movement combination. He has boosted counter-hit damage, and if he manages to corner the opponent, he can unleash the deadly Cheesy Dust Loop. What's more, he can play a frustrating pressure game or turn oki into a checkmate situation thanks to the chip damage on his normals. He does need to get in close to do any of this, since he doesn't have any zoning tools to speak of. You'll need to make good use of walk+block or do a well timed jump to get the party started.
"Ugh, my mom is kicking me out of the house if I don't win this thing." | |
Lore: | Around seven years ago, Nick won the first Mega Knockdown tournament, pocketing the coveted one hundred dollar prize. He hopes to make it a two-peat, because if he does, then he'd have two hundred dollars. Nick also starred in the developer's first Steam title, Nick Beard: The Fedora of Destiny. |
Pros and Cons
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
- Damage values in [ ] refer to damage boosted by Nick's passives.
A
[4A/5A/6A] |
---|
B
[4B/5B/6B] |
---|
C
[4C/5C/6C] |
---|
j.A
[8A] |
---|
j.B
[8B] |
---|
j.C
[8C] |
---|
Universal Mechanics
Throw
[5T/6T/8T] |
---|
Block
[Any+G] |
---|
Special Moves
Faith Smasher
[4T] |
---|
Unique Traits
Cheesy Dust Loop
Cheesy Dust Loop does 250 damage. If Nick performs a combo when the opponent is in the last 2 spaces of the stage he will perform the Cheesy Dust Loop.
Studied the Blade
Every normal attack Nick has does a little damage on block, with the slower attacks doing extra chip damage. This gives Nick a unique ability to safely force damage.
Nothing Personal
Nick gets a bonus 100 damage when he counter hits an opponent. This only applies when a grounded move is beaten by faster startup. Anti air moves and trades do not add the bonus!
Ordinary Guy
Nick's normals have additional properties, and he can execute any of them together with any movement option without the input getting overriden by a special.
Strategy
Nick only has the basic move set, so he thrives off of fundamentally solid play but it is very important to track stage positioning in order to threaten Cheesy Dust Loops. His favorite place to be is just outside of the corner, the opponent needs to be in the last 2 spaces to trigger Cheesy Dust Loop. However, he can also thrive when cornered thanks to his unique back throw, Faith Smasher. This will act as a reversal and put the opponent in the corner, often one combo away from death. This gives Nick stronger than average ability to control stage positioning. The extra benefit given from pushing opponents to the corner gives a good incentive to jump in due to the space traveled.
All that said, it is not wise to always push for the corner. This can be too predictable and Nick can make due in most matchups by chipping away with his attacks. Keep in mind that jump attacks and sweeps will do more chip damage than grounded A and B attacks. Nick also has no push on his throw and only 1 push on air throw, giving him very strong mid-screen throw loops off of neutral or back throws and continued pressure off of air throws.
Matchups
Paul (Slight Disadvantage) |
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He's got a fireball and an invincible uppercut, both tools that will give Nick some trouble. Get in close. But maybe not too close, try to bait out Paulcano (5A). |
Billy (Slight Advantage) |
---|
Try to avoid getting right in his face on the ground because of the Big Billy Buster. In other words, don't get thrown. Your normals are faster than his, so you can harass him effectively at about B range to chip or create counter hits. Just don't let him walk up and punish your B on block or you'll be hurt very badly. |
Lewis (Slight Disadvantage) |
---|
You get to do extra chip damage to him thanks to his passive but it is very difficult to actually hit Lewis. Be wary of his Fist of Euphoria (4A). There are few ways to stop it, walk+block and punish, block and make Lewis whiff, or using 6A or 6B to beat the move by hitting before he swings back.
If you can push him to the corner, Fist of Euphoria (4A) and Pile Debunker (4C) lose their evasive property because Lewis can't move back, severely handicapping Lewis' moveset. Frame advantage matters a lot in this matchup because at major advantage (+20), you can use 8B on Lewis and win or trade against everything but Air Throw. |
Marv (Slight Advantage) |
---|
Marv tends to naturally move into the corner and has weak wakeup options. Get close to him and force him to stand his ground or risk getting a Cheesy Dust Loop to the face. Aiming for trades or knockdowns here is very strong. Landing airthrow against Marv's Gravity Spike (8A) is very rewarding, giving damage, oki, and stage position. |
Noel (Slight Disadvantage) |
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Your goal should be to get in close, because at far distance, Fightning Flurry (6B) can stuff most of your attacking options. If you respect this option enough, she might sweep to beat attempts to walk in and block, or try and sneak in a vine. Jumping in beats these two choices, but she can punish you very hard for jumping--her anti airs knock down, and if you're knocked down at round start distance, she can set a vine or get some extra chip damage for free. |
Nick (Even) |
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May the best Nick win. This is Mega Knockdown fundamentals at it's finest.
Going to the corner is riskier than usual here for Nick because of his own ability to side switch and break out the cheesy poofs. |
Colors