Pokemon: Close Combat/Mienshao: Difference between revisions
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| '''Health:''' || 36 | | '''Health:''' || 36 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 10 | ||
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| '''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 | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 2+2 | ||
|grddamage = 1 | |grddamage = 1+1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = C Cancel | |cancel = C Cancel | ||
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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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|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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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = High | |guard = High | ||
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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 | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 14 | ||
|grddamage = 4 | |grddamage = 4 | ||
|guard = Mid | |guard = Mid |
Revision as of 22:17, 9 February 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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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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EX 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