Mega Knockdown/Nick Beardguy: Difference between revisions
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|description=Nick has full access to the A normals, so he can mash his 10-frame 5A, tied for the fastest normal attack in the game. He gets better reward on hit thanks to his passives, and on block he can build up chip damage, staying plus the whole time. Who needs specials anyway? | |description=A fast swing that functions as a jab. Nick has full access to the A normals, so he can mash his 10-frame 5A, tied for the fastest normal attack in the game. He gets better reward on hit thanks to his passives, and on block he can build up chip damage, staying plus the whole time. Who needs specials anyway? | ||
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|damage=300[ | |damage=300[550] | ||
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|description=Three-hit follow up combo. Automatically triggers on a clean A hit. In the corner, Nick does more damage thanks to his unique Cheesy Dust Loop corner combo. | |description=Three-hit follow up combo. Automatically triggers on a clean A hit. In the corner, Nick does more damage thanks to his unique Cheesy Dust Loop corner combo extension. | ||
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|description= | |description=A high kick, and a powerful space control option that covers both the air and the ground. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2. Just as fast as other characters' B attacks, but with juiced up damage potential. | ||
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{{AttackData-MKD | {{AttackData-MKD | ||
|version=Combo B | |version=Combo B | ||
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|damage=200[ | |damage=200[450] | ||
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|description=Two-hit follow up combo. Automatically triggers on a clean B hit. More damage in the corner. | |description=Two-hit follow up combo. Automatically triggers on a clean B hit. More damage and hits in the corner. | ||
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|description=Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals. | |description=Nick dives to take out the opponents' legs. Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals. | ||
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|description= | |description=Jump forward up to two spaces and launch into an air-to-air uppercut. Not a DP or a reversal, and does not hit grounded opponents. More damage and easier to land than an air throw, but doesn't knock down. | ||
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|damage=300[ | |damage=300[550] | ||
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|description=Three-hit follow up combo. Automatically triggers on a clean j.A hit. | |description=Three-hit follow up combo. Automatically triggers on a clean j.A hit. More damage and hits in the corner. | ||
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|description=Reliable jump-in option. Jump forward up to two spaces and do a | |description=Reliable jump-in option. Jump forward up to two spaces and do a headbutt. Gains ground quickly and has a long reach, but will be interrupted by most ground attacks. Plus on block. Good for challenging long-range zoning, sweeps, or punishing throw attempts. Decent amount of chip as well. | ||
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|damage=200[ | |damage=200[350] | ||
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|description=Two-hit follow up combo. Automatically triggers on a clean j.B hit. | |description=Two-hit follow up combo. Automatically triggers on a clean j.B hit. More damage and hits in the corner. | ||
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|description=Jump forward and do | |description=Jump forward and do a butt slam that can KD 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. As Nick, it also deals a reasoanble amount of chip. | ||
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|description= | |description=Latch on to the opponent and repeatedly headbutt them. 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. | ||
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|description=Step forward and | |description=Step forward, then latch on to the opponent and repeatedly headbutt them. Opens up a blocking opponent, but '''loses to attacks.''' Use this if you're confident they will block. | ||
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|description=Jump forward up to two spaces and attempt to | |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. | ||
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|description= | |description=latch on to the opponent and repeatedly headbutt them, then '''switch sides.''' Like a standard 4T, opens up a blocking opponent but Nick's will also '''beat attacks!''' One of the best side switch options, it can help you corner an opponent to unlock huge combo damage with your Cheesy Dust Loops. | ||
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Revision as of 18:21, 19 January 2024
Nick Beardguy | |
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Playstyle: | All-rounder, Footsies |
HP: | 1500 |
Unique Traits: |
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Introduction
Nick Beardguy is a dead simple footsies character. He has no active abilities, but he has several passive buffs that boost his damage potential.
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 |
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Normal Moves
- Damage values in [ ] refer to damage boosted by Nick's passives.
A
[4A/5A/6A] |
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B
[4B/5B/6B] |
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C
[4C/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
[5T/6T/8T] |
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Block
[Any+G] |
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Special Moves
Faith Smasher
[4T] |
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Unique Traits
Counter hits
Nick gets a bonus 100 damage when he counter hits an opponent. This only applies when a grounded move is beaten by faster startup. Air moves and trades do not add the bonus!
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.
Normals do Chip damage
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.
No special attacks
Nick doesn't have to trade away any of his movement options, he just gets helpful extra properties added on to his moves.
Matchups
Coming Soon
Colors