Ougon Musou Kyoku/George Ushiromiya: Difference between revisions
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=Introduction= | =Introduction= | ||
Oldest of the four cousins comes in with power of his love Shannon, Taekwondo practice and glasses pushing. All these give him surprisingly good damage without needing to use meter, and good jumping normals which makes him hard to anti air and contest on air in general. His 2SP is really good for combo extension without minimum scaling and snowballing, and his MetaSuper is good way to get out of pressure and force opponent to play more carefully anytime. If you don't mind getting stunned very easily or lacking dangerous mixups, George is a simple character to play especially and fun especially for parry enthusiasts. | |||
<big>''Strengths''</big> | |||
George | *'''Decent damage''': George can do quite alot damage with his 6C juggle conversions without needing to use meter. He also has alot options there to go for either knockdown, corner carry or damage. | ||
*'''Great SP2''': George has one of the best SP2s in game, offering combo extensions and disabling opponent's tag meter for 5 seconds, which is important to get that possible stun. | |||
*'''Very hard to contest on air''': George's jump normals are good to point he is hard to antiair or challenge in air, so he can abuse jumping quite alot | |||
*'''MetaSuper forces a mindgame''':His MetaSuper being 1f parry, it forces opponent to play more carefully everytime he has meter advantage, since reckless button pressing will get you parried to damaging parry which also be juggles from. | |||
<big>''Weaknesses''</big> | |||
*'''Lowest stun in the game''': George can get stunned by just one combo from many characters, which can be very bad for danged of getting snowballed. | |||
*'''Lackluster neutral in ground'''* George also has hard time picking up damage or poke on ground, so he is forced to jump in alot, which makes his gameplay predicteable | |||
*'''Lack of good mixups'''He cannot open people up easily without going for fake, risky options. | |||
=Ability= | =Ability= |
Revision as of 03:54, 17 March 2021
Wiki Status
STATUS: UNDER CONSTRUCTION
Background
George Ushiromiya is Eva's and Hideyoshi's son. He is an affable young man, and is liked by everyone in the family. He is an apprentice to his father's company, and it looks like he finally has dreams of independence. He is the oldest of the four cousins and often acts as a peacemaker.
Introduction
Oldest of the four cousins comes in with power of his love Shannon, Taekwondo practice and glasses pushing. All these give him surprisingly good damage without needing to use meter, and good jumping normals which makes him hard to anti air and contest on air in general. His 2SP is really good for combo extension without minimum scaling and snowballing, and his MetaSuper is good way to get out of pressure and force opponent to play more carefully anytime. If you don't mind getting stunned very easily or lacking dangerous mixups, George is a simple character to play especially and fun especially for parry enthusiasts.
Strengths
- Decent damage: George can do quite alot damage with his 6C juggle conversions without needing to use meter. He also has alot options there to go for either knockdown, corner carry or damage.
- Great SP2: George has one of the best SP2s in game, offering combo extensions and disabling opponent's tag meter for 5 seconds, which is important to get that possible stun.
- Very hard to contest on air: George's jump normals are good to point he is hard to antiair or challenge in air, so he can abuse jumping quite alot
- MetaSuper forces a mindgame:His MetaSuper being 1f parry, it forces opponent to play more carefully everytime he has meter advantage, since reckless button pressing will get you parried to damaging parry which also be juggles from.
Weaknesses
- Lowest stun in the game: George can get stunned by just one combo from many characters, which can be very bad for danged of getting snowballed.
- Lackluster neutral in ground* George also has hard time picking up damage or poke on ground, so he is forced to jump in alot, which makes his gameplay predicteable
- Lack of good mixupsHe cannot open people up easily without going for fake, risky options.
Ability
Patience - Amount of meter built while blocking is increased. The character on point also gains meter while blocking.
Move List
Normal Moves
【c.5A】
[ Mid | Damage - 66 | Startup - 6 | Active - 3 ] George sticks his fist forward, punching the opponent in the stomach.
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【f.5A】
[ Mid | Damage - 69 | Startup - 6 | Active - 3 ] George raises his leg, kicking the opponent in the waist area. | |
【2A】
[ Low | Damage - 54 | Startup - 4 | Active - 4 ] George punches downwards, aiming at the ground. | |
【6A】
[ Mid | Damage - 69 | Startup - 21 | Active - 5 ] George performs a quick hop forward then attacks with f.5A.
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【c.5B】
[ Mid | Damage - 150 | Startup - 6 | Active - 10 ] George knees the opponent in the gut. | |
【f.5B】
[ Mid | Damage - 135 | Startup - 8 | Active - 8 ] George performs a step-kick forward at the opponent's head level. | |
【2B】
[ Low | Damage - 165 | Startup - 8 | Active - 3 ] George spins his leg forward, kicking the opponent's feet. | |
【6B】
[ Mid | Damage - 174 | Startup - 23 | Active - 8 ] George performs a quick hop forward then attacks with f.5B.
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【c.5C】
[ Mid -> High | Damage - 126 -> 114 | Startup - 9 | Active - 4(14)4 ] Two hit normal where George kicks upwards and as the leg is raised does a heel kick.
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【f.5C】
[ Mid | Damage - 240 | Startup - 11 | Active - 5 ] George performs a roundhouse kick. | |
【2C】
[ Low | Damage - 210 | Startup - 14 | Active - 3 ] George crouches down, moves forward and trips the opponent with a spin kick.
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【6C】
[ Mid | Damage - 219 | Startup - 23 | Active - 10 ] George performs a quick hop forward then kicks straight up into the air, launching the opponent into a juggle state.
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【3C】
[ Low | Damage - 75xN | Startup - 13 | Active - 2(11)3 ] George crouches and trips the opponent with break-dance kicks.
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【j.A】
[ High | Damage - 60 | Startup - 4 | Active - 6 ] George sticks his knee out. | |
【j.B】
[ High | Damage - 135 | Startup - 7 | Active - 9 ] George sticks his leg out. | |
【j.C】
[ High | Damage - 237 | Startup - 10 | Active - 11 ] George spins in the air, kicking downwards. | |
【j.2C】
[ High | Damage - 54 | Startup - 4 | Active - 5 ] George kicks in front of him twice while jumping. | |
【B+C】
[ Throw | Damage - 300 | Whiff - 32 ] George places his legs on the opponent's shoulders, then flips backwards, ramming their head into the ground.
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Special Moves
King's Heel 「王者の踵」 ― 236A/B/C
George hops forward with an ax kick that hits twice.
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Supreme King's Whirlwind Kick「覇王旋風脚」 ― 214A/B/C
George launches forward with spin kicks, knocking back the opponent in the last hit.
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Transmigration of the Body 「輪廻転身」 ― 22A/B/C
George rolls forward a certain distance.
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Flying Meteor Kick 「飛翔流星脚」 ― j.214A/B/C
Must be performed at the wall in mid-air, and only above George's height. George dive kicks off the wall behind him.
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SP Supers
Tyrant's Heel 「暴君の踵」 ― 236A+B
George hops forward with an more powerful ax kick that hits three times.
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Imperial King's Whirlwind Kick 「龍王旋風脚」 ― 214A+B
George launches forward and does five spin kicks with the last one knocking the opponent away. | |
Surging Transmigration Kick 「輪廻波濤脚」 ― 22A+B
George performs a powerful cartwheel kick.
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Flying Comet Kick 「飛翔彗星脚」 ― j.214A+B
Must be performed at the wall in mid-air, and only above George's height. George dive kicks off the wall behind him at an 80 degree angle engulfed in dragon-shaped flames.
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Level 2 Super
Nirvana Kick 「涅槃蹴り」 ― 236236C
George dashes forward, faking out the opponent with a feint kick if the dash connects. The hitstun lasts long enough for George to continue his combo.
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Meta Super
The King's Precepts 「王者の教え」 ― 641236C
George goes into a counter stance. If hit by a melee attack, he goes through a series of feint kicks, then finishes with a big soccer ball kick that launches the opponent into a juggle state. |
Frame Data
KD = Knockdown | Frames | Frame Advantage | Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 300 | 0-1 | ? | ? | UKD | |Switches Sides; 32 Duration on Whiff Normals ------------------------------------------------------------------ c.5A | 66 | 6 | 3 | 7 | +0 | +0 | f.5A | 69 | 6 | 3 | 6 | +1 | +1 | 2A | 54 | 4 | 4 | 4 | +2 | +2 | c.5B | 150 | 6 | 10 | 7 | -1 | -3 | f.5B | 135 | 8 | 8 | 10 | -2 | -4 | 2B | 165 | 8 | 3 | 17 | -4 | -6 | c.5C |126,114| 9 | 4(14)4 | 15 | +6 | +3 | f.5C | 240 | 11 | 5 | 17 | +3 | +0 | 2C | 210 | 14 | 3 | 14 | UKD | +5 | j.5A | 60 | 4 | 6 | 6 | | | j.5B | 135 | 7 | 9 | 7 | | | j.5C | 237 | 10 | 11 | 4 | | | Command Normals ------------------------------------------------------------------ 6A | 69 | 21 | 5 | 13 | -1 | -1 | 6[A] | | 22 | - | 3 | | | 6B | 174 | 23 | 8 | 17 | -2 | -4 | 6[B] | | 22 | - | 5 | | | 6C | 219 | 23 | 10 | 25 | launch| -6 | 6[C] | | 22 | - | 3 | | | 3C | 75,75 | 13 | 2(11)3 | 21 |TKD,UKD| -15/-2 | 3[C] | 75x4 | 13 | Note J | 21 |TKD,UKD| -15/-2 | 3[C] | 75x6 | 13 | Note K | 21 |TKD,UKD| -15/-2 | j.2C |150,150| 8 | 3(6)3 | 12 | | | Specials ------------------------------------------------------------------ 236A | 270 | ? | ? | ? | KD | ? | 236B | 294 | ? | ? | ? | KD | ? | 236C | 315 | ? | ? | ? | KD | ? | j.214A | 360 | ? | ? | ? | KD | ? | j.214B | 360 | ? | ? | ? | KD | ? | j.214C | 360 | ? | ? | ? | KD | ? | 214A | 207 | ? | ? | ? | KD | ? | 214B | 294 | ? | ? | ? | KD | ? | 214C | 351 | ? | ? | ? | KD | ? | 22A | -- | ? | ? | ? | -- | -- | 22B | -- | ? | ? | ? | -- | -- | 22C | -- | ? | ? | ? | -- | -- | SPs and Meta ------------------------------------------------------------------ 236A+B | 537 | ? | ? | ? | KD | ? | 22A+B | 330 | ? | ? | ? | KD | ? | j.214A+B | 360 | ? | ? | ? | KD | ? | 214A+B | 525 | ? | ? | ? | KD | ? | 236x2C | 0 | ? | ? | ? | -- | -6 | 641236C | 750 | ? | ? | ? | KD | -- | Note J: Identical to 3C, has a second set of identical active frames 13F after the second hit. Note K: Identical to 3[C], has a third set of identical active frames 13F after the fourth hit.
Strategy
Feel free to edit this part of the wiki with your tips/strats on how to use George and his strategy vs specific characters. Remember I'm watching you.
Coming Soon
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for George to use. Remember I'm watching you.
Rosa
Rosa and George do have pretty interesting synergy, seeing how they both have access to lock out opponent's touch meter. With enough meter, this can create a snowball effect where opponent cannot burst out/tag out of combos and pressure. Rosa has good zoning too, which makes her a good main character for the team. This strategy is pretty expensive tho, and running Rosa alone can be little limiting still.
Ange
Coming Soon
Battler
Coming Soon
Beatrice
Beatrice's ability nullifies the need for meter to use George's 2SP, making her the best partner for George. Getting one bar is not too difficult, and once Beato gets hit in, he can tag out George, do optimal 6c loops from metadeclaration into 2SP thanks to InfinitySP, leading to stun where you tag out Beato during it and potentially repeat this. Like Rosa, Beatrice works well as main on the team due to her superb zoning.
Lucifer
Coming Soon
Virgilia
Coming Soon
Willard
Coming Soon
Kanon
Coming Soon
Shannon
'Coming Soon
Black Battler
Coming Soon
Chiester 410
Coming Soon
Ronove
Coming Soon
LambdaDelta
Coming Soon
Jessica
Coming Soon
Eva
Coming Soon
Erika
Coming Soon
Dlanor
'Coming Soon
Bernkastel
Coming Soon
Sample Combos
2A > 5B > 2B > 2C > 6C > 236A - Simple BnB that gives you easy okizeme with 22.
2A > 5B > 2B > 2C > 5A > c5.C - Simple reset that sets up the opponent for an overhead mixup.
- Make sure the first hit of c.5C whiffs.
2A > 5B > 2B > 2C > 5A > 5B > j.9C > j.9B > 22A+BxN - Simple metered combo that lands you a hard knockdown.
- xN = You can keep using 22A+B as long as you have enough meter.
2A > 5B > 2B > 2C > 6C > 236x2C > 2A > 5B > 2B > 5C > Attack Touch - Excellent stun builder that also gives your partner an unburstable combo.