Twinkle Star Sprites/Tinker & Linker

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Revision as of 21:10, 24 March 2024 by JacobDRAG (talk | contribs) (Created page with "{| class="wikitable" style="float:right; margin-left: 10px;" |- ! align="center" colspan="2" | Tinker & Linker |- | align="center" colspan="2" |center|frameless|350px |- | '''Speed''' || 2 Stars |- | '''Shot''' || 2 Stars |} ==Story== Tinker and Linker are two of the many servants in Wonder Land who serve the queen. They are tasked with multiple tasks and act as the bodyguards, mentors, maids, cooks, and housekeepers of the royal family. Wh...")
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Tinker & Linker
TSS TinkerLinker.png
Speed 2 Stars
Shot 2 Stars

Story

Tinker and Linker are two of the many servants in Wonder Land who serve the queen. They are tasked with multiple tasks and act as the bodyguards, mentors, maids, cooks, and housekeepers of the royal family. When they are not busy preparing one of Queen Memory's hefty meals, they are charged with being Ran's watch keepers.

Gameplay Overview

Tinker and Winker have a Speed of Shot and 2 stars. They are Loyal servants to the queen and hard workers. They try their best to keep a good eye on Ran. their fly and fight as themselves.


Strengths Weaknesses
  • Example 1
  • Example 2:
  • Example 3:
  • Example 1:
  • Example 2:
  • Example 3:

Normals

Standing

5LP
DKG kazuya 5LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 4 5 +4 +2 HL N - Reset

Standard mashable jab. Prone to being low profiled, limiting its usefulness.
Crouched by Wulong, Liza.

n.5LP
DKG kazuya nLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 4 5 +4 +2 HL Y - Reset

Same as above, but the hitbox is slightly higher.
Crouched by Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca.
Max activation range is 66px

5MP
DKG kazuya 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 4 4 8 +6 +4 HL N - Reset

Fine ground poke, has good disjoint but pretty lame range.
Crouched by Liza (crouch blocks it).

n.5MP
DKG kazuya nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 32 2 2 14 +2 ±0 HL Y - Reset

Kazuya does a sideways chop. Generally outclassed by n.5LK and n.5MK, but it might catch people jumping.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
Max activation range is 77px

5HP
DKG kazuya 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 4 8 16 -2 -4 HL N - Reset

This has disjoint which is rare for a standing HP. Quick startup makes it a great anti-air for lower angles and a decent committal counter-poke. It can also be low profiled by some crouching pokes.
Crouched by Wulong, Liza.

n.5HP
DKG kazuya n5HP.png
DKG kazuya n5HP2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
8+4(5) 128+32 6 2+8 12 +2 ±0 HL Y/N - Reset (x2)

A 2-hit punch that's pretty outclassed by n.5MK (better frames and cancellable for ground use) and f.5HP (gives you a reset instead of a KD on anti-air). Chances are you should only see this on accident.
Crouched by Wulong, Liza.
Max activation range is 66px

5LK
DKG kazuya 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 4 4 4 +5 +3 HL N - Reset

Kazuya leans back and kicks, mashable and pretty disjoined. Rarely comes out to contact due to n.5LK's large activation range, which is the normal you want for combos/pressure.

n.5LK
DKG kazuya nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 32 3 3 4 +6 +4 HL Y - Reset

Kazuya does a knee that's chainable and stupid plus. Link it into 2MK xx Genroudan, and apply liberally in pressure. By far his best light and arguably his best button up close.
Max activation range is 78px

5MK
DKG kazuya 5MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 32 5 6 8 +4 +2 HL N - Reset

Kazuya does a funny-looking kick. This is his farthest reaching disjointed normal, only outranged by 2MK and 2HK. It's not all too rewarding, though.
Crouched by Liza (crouch blocks it).

n.5MK
DKG kazuya nMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 32 4 5 6 +7 +5 HL Y - Reset

A good meaty and all-purpose close normal. It's more active and vertical than n.5LK with a somewhat shitty grab OS, all in return for not being self-chainable.
Max activation range is 78px

5HK
DKG kazuya 5HK.png
DKG kazuya 5HK2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15* 128 6 3/3 16 ±0 -2 HL N - Reset

Your standard shoto standing HK. Can be used as an emergency anti-air - the more vertical close version helps with this. Don't even try to make this work as a poke. Usually won't hit for the first part, since n.5HK will activate, so it's usually +3/+1.
Crouched by Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Liza, Lihua, J. McCoy, Marco, Azteca.

n.5HK
DKG kazuya n5HK.png
DKG kazuya n5HK2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
9+3(4) 128+32 5 6+2 15 +5 +3 HL N - Reset (x2)

Kazuya does an axe kick, see above. No reason to press this vs a grounded opponent whatsoever.
Crouched by Liza (crouch blocks it).
Max activation range is 78px



Strategy

How Should someone play as Tinker & Linker? [NEEDS EDITS]


General
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Controls
Glossary
FAQ
Formations
Characters
Arthur Schmitt
Griffon
Kim
Load Ran/Dark Ran
Macky & Pentell
Nanja Monja
Really Till
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Tinker & Linker
Yan Yang
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Mevious
Memory