SCP: Cross Containment/Reptile

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SCP:682 "Hard to Destroy Lizard"
Htdstats.png
Object Class: Keter
Risk Class: Danger
Disruption Class: Very
Engagement Style: Space control
Hume: Pressing 5x will cause H.T.D. Lizard to start flying. It can use this to extend combos or escape danger

Profile

(Das will probably come up with something funnier and better than this) Ok so, imagine if Orga was a edgy 19 year old and wanted to kill everything. It also has a child, Zorp. Zorp can destroy the whole multiverse if they wanted to but fortunately for everyone, he doesn't want to.


Gameplay

H.T.D. is best described as a shoto with everything. He has a puppet, flight, a command grab, a 8 way air dash, setplay, zoning, mixups and a reversal super. It doesn't really matter how you play it, as long as you know what you're doing you'll be fine.


Strengths Weaknesses
  • Great aerial mobility with it's flight, 8 way air dash and
  • Zorp
  • Access to great mid-range normals that can be made safe on block using flight cancels
  • Zorp
  • Zorp
  • Zorp can die
  • Ugly
  • IDK I don't play it enough

Normal Moves

5A
5A
"Shake"
"Shake"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
30 HL - 5 4 15 vs. Grounded 1 -1
vs. Airborne

good combo starter and good at catching opponents

Special Moves

Volcanic _Ash
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90,150 HL/H - 12 4(8)4 21 vs. Grounded Bounce -6
vs. Airborne

Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit.

110/150 HL - 18 6 19 vs. Grounded Launch, -8 -7
vs. Airborne

Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit.

110,150 HL - 15 11 20+ vs. Grounded Launch, -10 -13
vs. Airborne

Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block.

300 Unblockable - 15 3 47 vs. Grounded HKD +13
vs. Airborne

Standard combo ender, and Tian's only hard knockdown aside from Super. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw.

Throw

Forward Throw
Forward Throw
B+C / 6B+C
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 6 1 18 vs. Grounded KD
vs. Airborne

Standard throw. Allows for a combo afterwards.

Hume

Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Each magic stock takes about 5 seconds to generate.

5D
fly
x
x
x
214x
214x
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- HL - 16 30 12 vs. Grounded 15 -19
vs. Airborne

Moves straight down. Has some crazy crossup setups.

210 HL - 16 30 12 vs. Grounded 10 -20
vs. Airborne

Moves downwards and forwards, effectively a divekick. Useful in combos.

210 HL - 16 16 12 vs. Grounded 8 -13
vs. Airborne

Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into jA if it hits a standing opponent.

210 HL - 16 10 12 vs. Grounded 3 -15
vs. Airborne

Moves straight up. Doesn't seem to have much use.

210 HL - 16 12 12 vs. Grounded 13 -15
vs. Airborne

Moves up and forward. Can be used to cover distance and gain height at surprising speed.

Firecracker Flip
7/4/1D
Air OK
TFH Tianhuo Flip.png
speen
speen
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 0 18 28+ vs. Grounded
vs. Airborne

The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes.

- - - 4 5 27+ vs. Grounded
vs. Airborne

Similar to 7D, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a jB immediately after this results in an 18f overhead, so remember that this is one of your strongest mixup options.

- - - 4 5 39+ vs. Grounded
vs. Airborne

Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often.

Volcanic Dash
236D
TFH Tianhuo 236D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 28 - - vs. Grounded 4
vs. Airborne

Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block.

Flight
5D
TFH Tianhuo 5D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 14 0-72 5 vs. Grounded
vs. Airborne

Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options.

Super

Men Shao Ti
236XX
TFH Tianhuo 236XX1.png
"Smoldering kick!" (闷烧踢)
"Smoldering kick!" (闷烧踢)
TFH Tianhuo 236XX2.png
"Cyclone fire kick!"
"Cyclone fire kick!"
TFH Tianhuo 236XX3.png
"Sheng Ho Ti!" (旋火踢)
"Sheng Ho Ti!" (旋火踢)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
220,220,340 HL - 4+6 3 102+ vs. Grounded HKD +21 -38
vs. Airborne

Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum.

Combos

we ain't doin that shit

Colors

Links

Detailed Frame Data

General
Controls
Patch Notes
FAQ
HUD
System
SCP's
Reptile
Shy Guy
Old Man
Cain
Kumiho
Able
Sea Champion
The Doctor
MTF
Moon Warrior
Yule Man
Ultomaton
Clef
Andrianna
Krii'na
Daisuke
BRC
Uriel
Items