Ougon Musou Kyoku/George Ushiromiya

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George Ushiromiya

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


George-c.5A.png
【c.5A】
[ Mid | Damage - 66 | Startup - 6 | Active - 3 ]

George sticks his fist forward, punching the opponent in the stomach.

  • Whiffs on certain crouching opponents.
George-f.5A.png
【f.5A】
[ Mid | Damage - 69 | Startup - 6 | Active - 3 ]

George raises his leg, kicking the opponent in the waist area.

George-2A.png
【2A】
[ Low | Damage - 54 | Startup - 4 | Active - 4 ]

George punches downwards, aiming at the ground.

George-6ABC-hop.png
George-f.5A.png
【6A】
[ Mid | Damage - 69 | Startup - 21 | Active - 5 ]

George performs a quick hop forward then attacks with f.5A.

  • Holding the A button will cancel the attack after the top.


George-c.5B.png
【c.5B】
[ Mid | Damage - 150 | Startup - 6 | Active - 10 ]

George knees the opponent in the gut.

George-f.5B.png
【f.5B】
[ Mid | Damage - 135 | Startup - 8 | Active - 8 ]

George performs a step-kick forward at the opponent's head level.

George-2B.png
【2B】
[ Low | Damage - 165 | Startup - 8 | Active - 3 ]

George spins his leg forward, kicking the opponent's feet.

George-6ABC-hop.png
George-f.5B.png
【6B】
[ Mid | Damage - 174 | Startup - 23 | Active - 8 ]

George performs a quick hop forward then attacks with f.5B.

  • Holding the B button will cancel the attack after the top.


George-c.5C-1.png
George-c.5C-2.png
【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.

  • 2nd hit is an overhead.
  • The first hit is be canceled into another move
  • Cannot cancel the 2nd hit into another normal or special.


George-f.5C.png
【f.5C】
[ Mid | Damage - 240 | Startup - 11 | Active - 5 ]

George performs a roundhouse kick.

George-2C.png
【2C】
[ Low | Damage - 210 | Startup - 14 | Active - 3 ]

George crouches down, moves forward and trips the opponent with a spin kick.

  • George's hitbox gets significantly lower during the animation.


George-6ABC-hop.png
George-6C.png
【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.

  • Holding the C button will cancel the attack after the top.


George-3C-1.png
George-3C-2.png
【3C】
[ Low | Damage - 75xN | Startup - 13 | Active - 2(11)3 ]

George crouches and trips the opponent with break-dance kicks.

  • C can be held to have George attack 3 times.
George-j.A.png
【j.A】
[ High | Damage - 60 | Startup - 4 | Active - 6 ]

George sticks his knee out.

George-j.B.png
【j.B】
[ High | Damage - 135 | Startup - 7 | Active - 9 ]

George sticks his leg out.

George-j.C-1.png
George-j.C-2.png
【j.C】
[ High | Damage - 237 | Startup - 10 | Active - 11 ]

George spins in the air, kicking downwards.

George-j.2C-1.png
George-j.2C-2.png
【j.2C】
[ High | Damage - 54 | Startup - 4 | Active - 5 ]

George kicks in front of him twice while jumping.

George-taunt.png
【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.

  • Switches positions with the opponent.

Special Moves


George-236-1.png
George-236-2.png
King's Heel 「王者の踵」 ― 236A/B/C

George hops forward with an ax kick that hits twice.

  • 2nd hit is an overhead.
  • George hops farther depending on button is pressed.
George-214-1.png
George-214-2.png
George-214-3.png
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.

  • Amount of kicks and launch distance is dependent on which button is pressed.
  • All kicks whiff on most crouching opponents.
George-22.png
Transmigration of the Body 「輪廻転身」 ― 22A/B/C

George rolls forward a certain distance.

  • Roll distance is dependent on which button is pressed.
  • Invincible on startup.
  • George can pass through the opponent with this movie.


George-j.214A.png
George-j.214B.png
George-j.214C.png
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.

  • Angle of descent is determined by whichever button is pressed.
  • A Button - 25 degrees // B Button - 45 degrees // C Button - 65 degrees

SP Supers


George-236SP-1.png
George-236SP-2.png
Tyrant's Heel 「暴君の踵」 ― 236A+B

George hops forward with an more powerful ax kick that hits three times.

  • 3nd hit is an overhead.
George-214SP-1.png
George-214SP-2.png
George-214SP-3.png
George-214SP-4.png
George-214SP-5.png
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.

George-22SP.png
Surging Transmigration Kick 「輪廻波濤脚」 ― 22A+B

George performs a powerful cartwheel kick.

  • Whiffs on crouchers
  • Invincible on startup
George-j.214SP.png
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.

  • Invincible during the entire animation



Level 2 Super


George-SP2.png
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.

  • Does not apply damage scaling.
  • Prevents the opponent's touch meter from being usable for a limited amount of time.

Meta Super


George-meta.png
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.

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