Windjammers/Hiromi Mita

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File:Xxx.jpg
Hiromi Mita

Introduction

Hiromi Mita (commonly referred to only as "Mita") is a BLAH BLAH BLAH

Gameplay

Mita does things like BLAH BLAH BLAH

I'm leaving this sample here b/c we can do this on the JTW YT Akira Gameplay Sample

Pros

  • Goober

Cons

  • Goober

Stats

Stat 1 Stat 2 Rage duration Throw startup Deflect advantage Deflect disadvantage modifier
105% 98.05% 4 sec 14f +26 ±0

Move List

L = Low, H = High, A = Air, UNB = Unblockable
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel

Startup includes the first active frame.

Curves in Numpad notation

Chusui
「冲捶」

5A
DFC.Akira.5A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 5 2 15 -4
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

A simple jab punch.

Housui
「崩捶」

2A
DFC.Akira.2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 5 2 14 -3 SC, EX, ISC, TCC, CAC LA -

A simple crouching side jab punch. This can be rapid fired.

Rimon Chouchu
「裡門頂肘」

5B
DFC.Akira.5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 9 4 16 -5
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

One of Akira's famous attacks, an elbow strike. This move juggles opponents and is jump cancellable.

Souka Housui
「捜下崩捶」

2B
DFC.Akira.2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 11 3 18 -6
+10 (JC)
JC, SC, EX, ISC, TCC, CAC L -

A lower crouching punch. It does not sweep the opponent.

Chouzan Housui
「跳山崩捶」

5C
DFC.Akira.5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 14 4 19 -6 SC, EX, ISC, TCC, CAC HL -

A double fist strike. It does not strike knock down the opponent, even during juggles.

Chouzan Housui (MAX)
「跳山崩捶 (MAX)」

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 20 16 19 -6 SC, EX, ISC, TCC, CAC HLA -

The Extend Action version of Chouzan Housui's damage properties is the same as its 3D fighting game counterpart causing strike knockdown. Additionally however, it can also wallbounces opponents in the corner.

Maho Shoukou
「馬歩衝靠」

2C
DFC.Akira.2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 4 22 -9 SC, EX, ISC, TCC, CAC HLA -

A crouching shoulder charge that launches the opponent in a short momentum.

Zesshou Daiden Housui/Maho Shoukou (MAX)
「絶書大電崩捶」/「馬歩衝靠 (MAX)」

2[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
900 18 4 22 -9 SC, EX, ISC, TCC, CAC HLA -

Although this move is known as Zesshou Daiden Hosui (a side-stepped version of Maho Shoukou from Dead or Alive 5), it uses the same sprite as 2C/Maho Shoukou and launches the opponent higher.

Touku Rakushou
「投句洛書」

j.A
DFC.Akira.jA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 8 3 X+2 Varies JC, SC, EX HA -

A simple aerial side jab punch.

j.B
DFC.Akira.jB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 10 3 X+3 Varies JC, SC, EX HA -

An unnamed aerial lower roundhouse kick.

Tankyaku/Utankyaku
「端脚」/「右端脚」

j.C
DFC.Akira.jC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
650 12 2 X+4 Varies JC, SC, EX HA -

An aerial upward kick. Although the sprite resembles Utankyaku (which is a jumping side kick) than Tankyaku, it does not launch a grounded opponent to the air. It's also good as an "anti-air" against aerial opponents. Before Version 1.21 (console release), it was Renkantai until it changed to Tankyaku/Utankyaku, while Renkantai is now a command move.


Command Normal

Rimon Chouchu Lv.2/Yakuho Chouchu
「裡門頂肘・二式 」/「薬舗頂肘」

666B
DFC.Akira.666B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
650 10 4 20 -5
+14 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

Otherwise known as Yakuho Chouchu (a side stepped version of Rimon Chouchu), it uses the same sprite as 5B and doesn't launch the opponent forward, but it still is jump cancellable and can chain to another normals.


Special Moves

Mouko Kouhazan
「猛虎硬爬山」

236A
DFC.Akira.236A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1000 13 3 14 -2 SC, EX, TCC, CAC HLA -

A palm fist: this move causes knockdown, and very fast against guarded opponent, so Akira able to guard from opponent's attacks quickly. Originally before Version 1.21 (Console Version), it was one of only two special moves.

Byakko Soushouda
「白虎双掌打」

236B
DFC.Akira.236B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1300 11 3 27 -13 SC, EX, TCC, CAC HLA -

One of Akira's famous attacks, a double palm strike. It causes wall bounce in the corner or if the opponent is airborne.

Renkantai
「連環腿」

236C
DFC.Akira.236C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1059 9 4 49 -22 (1 hit)
-13 (both hits)
SC, EX, TCC, CAC HLA -

One of Akira's famous attacks, an anti-air double kick. It causes wall bounce in the corner or if the opponent is airborne. Originally before Version 1.21 (Console Release), it was an Air C normal.

Renkantai (Air Version)
「連環腿(空中可)」

j.236X
DFC.Akira.j236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 959 10 4 X+14 -11 or worse SC, EX HLA -

The air version of Renkantai is a knockdown set-up and has various attack version ranges. It's akin to the previous Air C from pre-Version 1.21 (Console Release).

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 996 11 4 X+14 -11 or worse SC, EX HLA -

Slightly more jump momentum than j.236A on start-up.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1035 12 4 X+14 -11 or worse SC, EX HLA -

Higher jump momentum than both the A and B versions.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1135 10 4 X+14 -11 or worse SC HLA -

Higher jump momentum than the non-EX versions, plus it moves forward quicker.

Shura Haoh Koukazan
「修羅覇王靠華山」

236A+B
DFC.Akira.236AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1570 10 2 57 -20 SC, TCC, CAC HLA -

This EX move references Akira's very first three-hit command combo since Virtua Fighter 3. It starts from Saiten, goes to Rimon Chouchu, then ends with Tetsuzankou.

Jouho Senshou
「上歩川掌」

214A
DFC.Akira.214A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
800 8 2 17 -4 SC, EX, TCC, CAC HLA -

A forward palm stun that causes knockdown. It can combo into other moves freely as an OTG-like move. Before the Version 1.21 (Console Version) update, it was one of only two special moves.

Kaiko
214B
「開跨」
DFC.Akira.214B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1853 8 1 20 +50 (hit) N/A UNB -

An unblockable uppercut-like move. It ONLY hits standing opponents. If the standing opponent is hit, Akira performs the Teishitsu Dantai launcher and Shura Haoh Ko'kazan juggle combo. It cannot be cancelled into anything else.

Koboku
「虎撲」

214C
DFC.Akira.214C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 22 5 19 -7 SC, EX, TCC, CAC HLA -

A rise-and-push down attack, which has the same command direction input and damage properties on causing ground bounce against airborne opponents like its 3D fighting game counterpart.

Koboku (MAX)
「虎撲 (MAX)」

214[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1200 28 5 17 -3 SC, EX, TCC, CAC HA -

A charged, overhead version of Koboku that can ground bounce the opponent whether they're in the air or on the ground.

Youhou
「揚炮」

214A+B
DFC.Akira.214AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1400 12 2 19 -3 SC, TCC, CAC HLA -

One of Akira's famous attacks, a fist launcher. It causes hard knockdown.


Universal Mechanics

Throw
Shin'iha
「心意把」

6C or 4C
DFC.Akira.64C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 60 +55 (hit) SC, EX, ISC, TCC, CAC N/A -

A shoulder charge throw. It knocks down the opponent.

Impact Skill
Tenzankou
「貼山靠」

5A+B
DFC.Akira.5AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 12 2 42 -27 SC, EX, TCC, CAC
(on hit)
HLA -

A side step shoulder strike. Although since this is a 2D fighting game, it only goes forward.

Impact Skill
Teishitsu Dantai
「提膝弾腿」

2A+B
DFC.Akira.2AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1200
1300 (white flash)*
13 6 39 -28 SC, EX, TCC, CAC
(on hit)
HLA -

This is Akira's knee launcher, which is widely known in 3D fighting games for its infamous 1 frame tap G command set-up. However, it's neither jump cancellable nor does it cause hard knockdown, but good as a first hit like Impact Break, then an air combo followup. Before Version 1.21 (Console Version), it was the only Impact Skill.

  • Input A two frames after A + B to increase the attack power to 1300 (you'll see a white flash on Akira to indicate you did it correctly).
Impact Break
4A+B
DFC.Akira.4AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
First Hit: 900
Launcher: 800
First Hit: 22
Launcher: 9
First Hit: 8
Launcher: 2
First Hit: 14
Launcher: 50
First Hit: -2
Launcher: -37
First Hit: N/A
Launcher: SC, EX, TCC, CAC
(on hit)
First Hit: HA
Launcher: HLA
-

Akira goes to Touku Rakushou then Youhou.

Trump Card
Tetsuzankou
「鉄山靠」

5A+C
DFC.Akira.5AC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3000 25 2 29 -16 N/A H -

One of Akira's famous attacks, a shoulder strike. It hits overhead and is air unblockable.


Custom Super

Combos

What combos?

Colors

P1 P2


General
Controls
FAQ
Glossary
System
Characters
H.Mita
S.Miller
J.Costa
L.Biaggi
G.Scott
K.Wessel
Courts
Beach
Lawn
Tiled
Concrete
Clay
Stadium