Pokemon: Close Combat/Mienshao: Difference between revisions
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| '''Health:''' || 36 | | '''Health:''' || 36 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 10 | ||
|- | |||
| '''Endurance Refresh:''' || 3 | |||
|- | |- | ||
| '''Walk Speed:''' || 2.5/-2 | | '''Walk Speed:''' || 2.5/-2 | ||
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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 | 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 | |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 | *'''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 | *'''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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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
|cancel = 5A4, C Cancel | |cancel = 5A4, C-Cancel | ||
|invul = | |invul = | ||
|property = | |property = | ||
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|startup = 21 | |startup = 21 | ||
|active = 8 | |active = 8 | ||
|recovery = | |recovery = 38 | ||
|advantage = | |advantage = 5 [-21] | ||
| | | | ||
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 21 | |startup = 21 | ||
|active = 8 | |active = 8 | ||
|recovery = | |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. | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 2, 2 | ||
|grddamage = 1, 1 | |grddamage = 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = C Cancel | |cancel = C-Cancel | ||
|invul = | |invul = | ||
|property = | |property = | ||
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|active = 12 | |active = 12 | ||
|recovery = 21 | |recovery = 21 | ||
|advantage = | |advantage = 4 [-8] | ||
| | | | ||
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
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<!------------> | <!------------> | ||
|startup = 7 | |startup = 7 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 13 | ||
|advantage = - | |advantage = -1 [1] | ||
| | | | ||
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
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|startup = 10 | |startup = 10 | ||
|active = 6 | |active = 6 | ||
|recovery = | |recovery = 16 | ||
|advantage = | |advantage = 1 [-4] | ||
| | | | ||
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 1 | |damage = 1, 1 | ||
|grddamage = 0 | |grddamage = 0, 4 | ||
|guard = Mid | |guard = Mid | ||
|cancel = Special, Jump | |cancel = Special, Jump | ||
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|startup = 16 | |startup = 16 | ||
|active = 6 | |active = 6 | ||
|recovery = | |recovery = 32 | ||
|advantage = | |advantage = 50 [-20] | ||
| | | | ||
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
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|startup = 12 | |startup = 12 | ||
|active = 31 | |active = 31 | ||
|recovery = | |recovery = 6 | ||
|advantage = + | |advantage = +24 [2] | ||
| | | | ||
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 12 | |startup = 12 | ||
|active = 31 | |active = 31 | ||
|recovery = | |recovery = 6 | ||
}} | }} | ||
|description= Mienshao does two kicks in the air. | |description= Mienshao does two kicks in the air. | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 11 | ||
|active = Until landing | |active = Until landing | ||
|recovery = | |recovery = 18 | ||
|advantage = + | |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 | ||
*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 | *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 | *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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|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. | ||
*Mien is mobile during this move, allowing them to fade back to counteract its 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 | |||
}} | }} | ||
}} | }} | ||
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|input = [[File:PKMNCC6.png]][[File:PKMNCC_B.png]] | |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 = | |damage = 5 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
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|active = 28 | |active = 28 | ||
|recovery = 21 | |recovery = 21 | ||
|advantage = | |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 | |description= 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 | *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) | *Punishable by any character with a far-reaching move (i.e. Blaziken 2B) | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1, 0, 0 | |grddamage = 1, 0, 0 | ||
|guard = High | |guard = High | ||
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|startup = 46 | |startup = 46 | ||
|active = | |active = | ||
|recovery = Until landing + | |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 a safety net if opponent blocks 6B | *Acts as a safety net if opponent blocks 6B | ||
*For one meter, can be upgraded to Star Shower | |||
}} | }} | ||
}} | }} | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = High | |guard = High | ||
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|advantage = | |advantage = | ||
|description= Mienshao <span style=color:#D005EC>'''soars'''</span> 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 Mienshao hits the wall, you can choose from 3 followup inputs: | *When Mienshao hits the wall, you can choose from 3 followup inputs: 8, 6 and 6B | ||
}} | }} | ||
}} | }} | ||
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|advantage = | |advantage = | ||
|description= Mienshao flips upward into the air. | |description= Mienshao flips upward into the air. | ||
*Mienshao is airborne after the animation ends, giving access to all of aerial moves | *Mienshao is airborne after the animation ends, giving access to all of their aerial moves | ||
}} | }} | ||
}} | }} | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
Line 613: | Line 617: | ||
|invul = | |invul = | ||
|property = Launch | |property = Launch | ||
|cost = | |cost = 1 | ||
<!------------> | <!------------> | ||
|startup = | |startup = | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3, 1, 1 | ||
|grddamage = 1, 0, 0 | |grddamage = 1, 0, 0 | ||
|guard = High, Mid | |guard = High, Mid | ||
|cancel = | |cancel = jBB | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 50 | ||
|active = | |active = | ||
|recovery = Until landing + | |recovery = Until landing + 23 | ||
|advantage = | |advantage = | ||
|description= Mienshao backflips and sends a star projectile downward. | |description= Mienshao backflips and sends a star projectile downward. | ||
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}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Thrusting Taillow | |name = Thrusting Taillow | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 2, 2 | ||
|grddamage = 1, 0 | |grddamage = 1, 0 | ||
|guard = Mid, High | |guard = Mid, High | ||
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|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. | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 14 | ||
|grddamage = 4 | |grddamage = 4 | ||
|guard = Mid | |guard = Mid |
Latest revision as of 23:13, 19 June 2024
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.
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Pick if you like | Avoid if you dislike |
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Normals
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Pick A God And Pray Pick A God And Pray
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Specials
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I hate neutral. I hate neutral.
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Hyper Moves
Screw your pressure *does 17 damage* Screw your pressure *does 17 damage*
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Super
Deleting health bars since demo.07 Deleting health bars since demo.07
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Throws
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