Mega Knockdown/M.M. Lewis: 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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|version=Normal | |version=Normal | ||
|damage=300 | |damage=300 | ||
|startup= | |startup=45 | ||
|range=2/ | |range=2/1 | ||
|guard=All | |guard=All | ||
|blockadv=<span style="color:blue">'''-10'''</span> | |blockadv=<span style="color:orange">'''-20'''</span> (close) '''->''' <span style="color:blue">'''-10'''</span> (far) | ||
|onhit=KD, Side Switch (if close) | |onhit=KD, Side Switch (if close) | ||
|push= | |push= | ||
|chip= | |chip=50 | ||
|description=Jump forward and do | |description=Jump forward and do a full stretch punch that knocks down on hit, and side switch on hit or block. Beats a lot of the same options that a j.B can, but it's even slower and won't hit most jumping attacks--except another j.C. | ||
}} | }} | ||
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|push= | |push= | ||
|chip= | |chip= | ||
|description=Stand still and throw. Opens up a blocking opponent. This type of throw also '''beats attacks''', as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range. | |description=Stand still and throw. Opens up a blocking opponent and throws them '''behind you.'''. This type of throw also '''beats attacks''', as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range. | ||
|attributes= | |attributes= | ||
}} | }} | ||
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|push= | |push= | ||
|chip= | |chip= | ||
|description=Step forward and throw. Opens up a blocking opponent, but '''loses to attacks.''' Use this if you're confident they will block. | |description=Step forward and throw. Opens up a blocking opponent and throws them '''behind you.''', but '''loses to attacks.''' Use this if you're confident they will block. | ||
|attributes= | |attributes= | ||
}} | }} | ||
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|push= | |push= | ||
|chip= | |chip= | ||
|description=Stand still and throw | |description=Stand still and throw. Opens up a blocking opponent, but '''loses to attacks.''' A risky way to commit to a throw but maintain screen position. | ||
|attributes= | |attributes= | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-MKD | {{AttackData-MKD | ||
|damage= | |damage=350 | ||
|startup=40 | |startup=40 | ||
|range=3/0 | |range=3/0 | ||
|guard=All | |guard=All | ||
|blockadv=<span style="color:red">'''Unsafe'''</span> | |blockadv=<<span style="color:orange">'''-20'''</span> '''or''' <span style="color:red">'''Unsafe'''</span> | ||
|onhit=KD | |onhit=KD | ||
|push=1 | |push=1 | ||
|attributes=Late-moving | |attributes=Late-moving | ||
|chip= | |chip=75 | ||
|description=Slip backward, and then swing forward to deliver a haymaker. Hard callout option that can whiff punish things very hard. Unsafe on block, even as a meaty. -20 on whiff. | |description=Slip backward, and then swing forward to deliver a haymaker. Hard callout option that can whiff punish things very hard. Unsafe on block, even as a meaty. -20 on whiff. | ||
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|range=3/0 | |range=3/0 | ||
|guard=Low | |guard=Low | ||
|blockadv=<span style="color:red">'''Unsafe'''</span> | |blockadv=<span style="color:orange">'''-20'''</span> '''or''' <span style="color:red">'''Unsafe'''</span> | ||
|onhit=KD | |onhit=KD | ||
|push= | |push= | ||
|attributes=Late-moving | |attributes=Late-moving | ||
|chip=100 | |chip=100 | ||
|description=Sliding trip attack. | |description=Sliding trip attack. Safe at max range only, but it hits low. Moves forward 2 spaces after the range check. Fastest up close, slowest at max range. Fairly slow, but the late movement property allows it to whiff punish stationary pokes. You can also use the slide to move forward on wakeup, but should you? | ||
}} | }} | ||
}} | }} | ||
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| charLink =Mega_Knockdown/Shotokan_Artist_Paul | | charLink =Mega_Knockdown/Shotokan_Artist_Paul | ||
| favorability ={{Property-UNI|Even}} | | favorability ={{Property-UNI|Even}} | ||
| data = | | data =Paul has good zoning tools to keep you out but Fist of Euphoria (4A) limits what Paulcano (5A) can usually beat. Note that Pile Debunker (4C) is the same speed as Firepaul (6C). | ||
}} | }} | ||
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| charLink =Mega_Knockdown/Big_Billy | | charLink =Mega_Knockdown/Big_Billy | ||
| favorability ={{Property-UNI|Slight disadvantage}} | | favorability ={{Property-UNI|Slight disadvantage}} | ||
| data = | | data =He has a lot more health than you and a command grab. His Shiko Slam (5C) won't let you use Fist of Euphoria (4A) on wakeup. | ||
}} | }} | ||
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| charLink =Mega_Knockdown/Mahogany_Marv | | charLink =Mega_Knockdown/Mahogany_Marv | ||
| favorability ={{Property-UNI|Slight disadvantage}} | | favorability ={{Property-UNI|Slight disadvantage}} | ||
| data = | | data =Blazing Ent (6B) makes it very difficult to poke with backswing specials. Beware of Gravity Spike (8A) keeping him out of range of Fist of Euphoria (4A). | ||
You can knock him down by hitting the exposed hurtbox on his 6B. Don't be afraid to use Slippery Slope (6C) as a way in, it loses hard to 6B but gives you oki. | |||
At range 4 or 5 you can hit Blazing Ent (6B) with Pile Debunker (4C). | |||
}} | }} | ||
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| charLink =Mega_Knockdown/Noel | | charLink =Mega_Knockdown/Noel | ||
| favorability ={{Property-UNI|Slight Advantage}} | | favorability ={{Property-UNI|Slight Advantage}} | ||
| data = | | data =She clog up the screen with pokes and Fightning Flurry (6B) can catch your backswing. But, if you watch the advantage you can beat out Fighting Flurry. Also be on the look out for a very good trade opportunity: Pile Debunker (4C) trades massively in your favor with Fightning Flurry. | ||
You can use Slippery Slope on wakeup to catch far away Unusual Botanical (6C), though she will armor it she won't get the vine. If she has vine up, you can use late movement to your advantage to avoid the vine attack. | |||
}} | }} | ||
Latest revision as of 16:26, 13 June 2024
M.M. Lewis | ||||||||
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Introduction
M.M. Lewis is an up-close footsies character who uses his slippery movement to dodge and counter the opponent's pokes. On defense, he's hard to pin down, but he experiences immense psychological pain if he's forced to block.
Gameplan
Lewis wants to put himself at close-to-mid range where he can harass with his First of Euphoria and PileDebunker. Slippery Slope is a little risky, but it's a useful tool to force a whiff and close distance quickly, or to catch the opponent low. On wakeup, consider using your backward-moving specials to evade the opponent's oki. Remember, you can leave! You don't have to hold shit!
"There's no way you can outsmart me. I've seen almost two entire episodes of Cosmos." | |
Lore: | Lewis believes that the best way to win this tournament is through careful study and mental mastery. He's attempted the newspaper's sudoku puzzle every day, watched a lot of Jeopardy on TV, and has nearly finished one episode each of Cosmos: A Personal Voyage and Cosmos: Possible Worlds. He's also studied the frame data of this game extensively. If he wins, Lewis wants to buy a ticket to Sweden to continue his search for Stemmy the STEM Dog. |
Pros and Cons
Strengths | Weaknesses |
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Normal Moves
A
[5A/6A] |
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B
[4B/5B/6B] |
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C
[5C/6C] |
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j.A
[8A] |
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j.B
[8B] |
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j.C
[8C] |
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Universal Mechanics
Throw
[Any+T] |
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Block
[Any+G] |
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Special Moves
Fist of Euphoria
[4A] |
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PileDebunker
[4C] |
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Slippery Slope
[6C] |
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Unique Traits
Slippery Movement
Fist of Euphoria, Pile Debunker, and Slippery Slope still do their movement on wakeup, negating the some of the penalty for getting knocked down.
Blocking Allergy
When Lewis blocks any normal attack he will take chip damage. By default, he takes 75 chip damage but if another passive ability causes normals to do chip he will take whichever is greater.
Strategy
General
Lewis is a short ranged rushdown character. You can use your slippery late moving attacks to go in and punish their whiffed attacks. Your specials will leave you somewhat vulnerable afterwards, so you may find yourself using 8G to move back to safety or counting on 5A/5T to beat their attacks. Fist of Euphoria (4A) is particularly useful for getting in their face and punishing them for hitting a button. Pile Debunker (4C) is a strong option on wakeup or in neutral to beat either mixup attempts or pokes keeping you out. Slippery Slope (6C) will stop any standard midscreen pokes (such as 5B) or it can form a powerful 2 prong approach of 6C or 8B/8C to get in.
If they play passively enough or start trying to walk and block to punish Fist of Euphoria (4A), open up your deadly throw game.
Playing disrespectfully
Tilt your opponents with your ability to be in and out. Lewis can benefit from playing in a way that could be described as "ignorant" by using his moves at times that could be deemed "unsafe" by less adventurous players. For instance Fist of Euphoria (4A) will lose to a 6A if Lewis is at neutral advantage or worse. Or perhaps they will try to 6G to get a punish. Going by frame data, you should never use 4A when you aren't plus (though you should definitely also use it when plus), but by taunting your opponent with your blatant disregard for their advantage you force them to counter. This allows you to employ throws, because 5T will beat the options they need to punish your 4A.
Likewise, merely representing the threat of Fist of Euphoria (4A) or Pile Debunker (4C) when you are knocked down forces them to weaken or at least change their offense against you. (Mostly makes you hard to throw)
Okizeme
Fist of Euphoria (4A) is extremely strong as an oki option. Sure it doesn't do a ton of damage but it is near impossible to beat and blocking it only leaves Lewis at minor disadvantage. Rotate in 5A to cover fewer options but better damage and advantage or 5T to beat the block and repeat the scenario.
Matchups
Paul (Even) |
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Paul has good zoning tools to keep you out but Fist of Euphoria (4A) limits what Paulcano (5A) can usually beat. Note that Pile Debunker (4C) is the same speed as Firepaul (6C). |
Billy (Slight Disadvantage) |
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He has a lot more health than you and a command grab. His Shiko Slam (5C) won't let you use Fist of Euphoria (4A) on wakeup. |
Lewis (Even) |
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This can be a wild one. Anything goes. Do you gamble big or passively deny your own special attacks? |
Marv (Slight Disadvantage) |
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Blazing Ent (6B) makes it very difficult to poke with backswing specials. Beware of Gravity Spike (8A) keeping him out of range of Fist of Euphoria (4A).
You can knock him down by hitting the exposed hurtbox on his 6B. Don't be afraid to use Slippery Slope (6C) as a way in, it loses hard to 6B but gives you oki. At range 4 or 5 you can hit Blazing Ent (6B) with Pile Debunker (4C). |
Noel (Slight Advantage) |
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She clog up the screen with pokes and Fightning Flurry (6B) can catch your backswing. But, if you watch the advantage you can beat out Fighting Flurry. Also be on the look out for a very good trade opportunity: Pile Debunker (4C) trades massively in your favor with Fightning Flurry.
You can use Slippery Slope on wakeup to catch far away Unusual Botanical (6C), though she will armor it she won't get the vine. If she has vine up, you can use late movement to your advantage to avoid the vine attack. |
Nick (Slight Advantage) |
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Nick does extra chip to you with his slower normals but with no ranged attacks it is easy to make Nick's attacks whiff safely. If you can force him to walk and block by wearing him down with Fist of Euphoria, then Slippery Slope or Throw become strong threats. Most of your general strategy works here but definitely don't let yourself get backed into a corner. |
Colors