Spectral vs Generation/Earth

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Earth
Spectral VS Generation Earth Image.jpg
Health 500
Play Style Grappler
Dash Type Run

Character Background

Race: Holy God
Motivation: To discover if the world should be ended or not
Weapon: Evil Spear Alpha Beld
Likes: A pure world
Dislikes: An evil world

Character Info

Strengths Weaknesses
  • Very fast and far-reaching IAD.
  • Doesn't rely on meter for damage, and can expel such with very little resources
  • Easy short BnB's and great damage output.
  • Has some really long-ranged normals.
  • Fast advancing unblockable that mechanically confirms his extremely damageing level 3 on hit. Essentially, 'A raging demon that only costs meter on hit.'
  • Frame 1 Command Grab.
  • Extremely good Oki and 50/50
  • Full screen teleport.
  • Great Supers at Close Range
  • Extremely fast and somewhat far-reaching sweep that compliments his Oki.
  • Really scary Burst game.
  • No Projectile.
  • Normals don't allow for consistent openings.
  • Can't handle being pressured himself.
  • Not very good ground mobility or jump speed.


Strategy

Being the Grappler of the game, Earth's gameplan heavily consists of creating fear within the opponent at close range, even if only for a miniscule period of time, so he can eventually throw them to the floor and restart his vortex of grabs. As Earth, you'll want do anything for an HKD. One knockdown can mean a guessing game for the enemy that lasts forever and luckily his combos and normals compliment his gameplan to a great extent. His okizeme (Meaty 5c/cl.5d and 5d) is very vital to his pressure as it safely covers his options on the opponent's wakeup, not allowing the opponent to move, only to force them to guess what you're going to do next, usually being his 41236D, 236x, 214x or cl.5B. He even has a fair share of anti-airs to get the opponent in his tick zone aswell. Earth is free to fend himself off from afar with his 5B and 2C, and to an extent guard his space with J.C, but if the enemy catches you lacking in the corner, you're a goner. Earth CANNOT handle being pressured. He needs to be the one conditioning the opponent at all times or else he's fundamentally lost the match. His aggressive play is definitely the way to go here. In burst, he'll become even scarier. In this state you're going to want to try everything in your power to tick grab the opponent with 214x at odd times as it confirms into his extremely good Level 3,and given that he has a magnitude of guard breaking strings in this form it shouldn't be too difficult of a task to complete.

Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
General
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