Alice Senki 2/Menad

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Menad

Overview

Pros Cons
  • High speed mobility
  • Extremely big normal moves
  • Quite decent mixup game
  • Long jump arc
  • Can build up meter very easily
  • Good zoning game with fast proyectiles, big specials and normals
  • A nice reversal/anti-air attack, which is very safe if your opponent blocks it while airborne
  • Has many overhead attacks
  • Has an infinite on some characters
  • Lowest damage output in the game
  • Mediocre health bar
  • Bad priority on normals
  • Has to sacrifice A LOT of damage for mixup game
  • Her better combos can be tricky to master and won't add much damage to the table
  • Needs a lot of meter for damage and fearful mixups
  • Has only two real knockdown attacks, even on counter hit
  • Her install is the most expensive one in the game (although is very good)
  • Her performance is very matchup-dependent
  • Bad throw


Gameplan

Menad will persuade you to choose her over anybody else when you see she swinging her sword all over the place. But soon you will realize that no matter how many times you win the neutral with those big normals, no matter how many times you hit your opponent, your life bar is still lower than theirs. The biggest problem with Menad, is her damage output which is the lowest of the game. Many times it seems you're winning because you hit a character 4 times with C attacks, but then you just get hit once and suddenly you are losing the fight. And her normals, despite being amazing in range, they also extend Menad's hurtbox and can get damaged easily. She also has the most expensive install in the game, burning out 5 bars of super meter (install is great though). Low to average health helps her in being the worst character in the game in our humble opinion. Don't get me wrong, she is still an usable character because of her mobility and absurdly big and long ranged normals, most of the time you'll be controlling a big portion of screen space and if you can't do that whit Menad, i suggest stop playing her. You'll have to work your way around methodically and strenuously, and some matchups against the top tier characters can feel almost unwinnable. Still a strong character against many other toons (Shizuka, Rance or Nalzgis for example). A good strategy can be switching the rounds to ft3, so at least you can win the 3rd round with the install.

Move List

Normal Moves


Menat 5a.PNG
【5A】
  • Long recovery for an A attack.
  • Doesn't cover very well low profile attacks.
Menat2a.PNG
Menat2a1.PNG
【2A】
  • Can be chained into itself.
  • This is not a low profile move.
Menat 5b.PNG
Menat 5b1.PNG
【5B】
  • Admissible anti-air.
  • Can't be jump canceled
  • High hitbox and can be low profiled.
Menat 2B.PNG
Menat 2b1.PNG
【2B】
  • To low profile some carefree moves.
  • Can be chained into 5B-5B but needs to be close enough to combo.


Menat 5C Tiger5b.PNG
Menat 5C - tiger 5b1.PNG
【5C】
  • Long ranged normal that covers a lot of horizontal space.


Menat 2c.PNG
Menat 2C1.PNG
【2C】
  • This is the only knockdown attack she has, leads to some solid mixups.
  • Knockdowns guaranteed only against grounded opponents.
  • Highest damaging normal. Allways try to include this in your combos.


Menat ja.PNG
【J.A】
  • Nice attack if your opponent is grounded or below you.
  • Good instant overhead, but can only combo into Break (B+C), J.A,\/5A, etc... and is not easy to do.


Menat jb.PNG
【J.B】
  • Great crossup and has a followup which also crosses up.
Menat jc.PNG
【J.C】
  • Spam this move to control half of the screen.
  • Hits above, in fornt and below her.
  • Also a (not-so) instant overhead.

Dash Attacks


Menat 66a.PNG
Menat 66a1.PNG
【66A】
  • Shares similar properties with 5B-5B.
  • It is posible to cancel the 2nd hit into C attacks, and this is a good move to start block strings and combos from a deep jump in.
  • 2nd hit won't connect on small crouching characters like Satsu (she might be the only exception).
  • Great tool for pressure strings.
Menat 66b.PNG
【66B】
  • Wall bounces, but won't cause a knockdown, not even on counterhit.
  • Hitstun is long enough and this is the way to go for harder optimal combos, even if it only adds a little bit of damage compared to the easier alternatives.
  • This attack is fast enough to confirm into this from an air full screen fireball.
  • Very good move, but be aware that it will wiff at point blank.
Menat 66c.PNG
【66C】
  • Another great move for surprise assaults and mainly used for combos from 2C.
  • It also wiffs at point blank against many characters.


Throws


[[image:|200px|thumb|left]] 【Ground throw - Close 6C】
  • Nothing to write about
[[image:|200px|thumb|left]] 【Air throw - close 6C】
  • Equal. Nothing to write about

Command Moves

Menat b-b.PNG
【5B-B】
  • Just like 66A but without the forward movement.
  • Can't be done if wiffed.
Menat j6a.PNG
Menat j6a1.PNG
【J6A】
  • Nice priority and has active frames until you reach the ground.
  • Can be self canceled.
  • Has crossup properties.
Menat jb-b.PNG
【JB-B】
  • The second B is also a crossup attack, so you can confirm easily from this situation into 66A for optimal combos.


Special Moves


Menat 236a.PNG
Menat 236a1.PNG
Menat 236a air.PNG
Menat 236b.PNG
Menat 236C.PNG
【Kaze No Ken - 236X】
  • Menad shoots a fast fireball.
  • At close range, her sword swing also hits.
  • A version has guard advantage and travels low to the ground, so it can be high profiled.
  • B version is designed to catch jumpy players and wiffs on most of the cast while standing, only hits Nalzgis, Patton and Maria on very specific distances and situations.
  • C version can be light broken (B+C). Has invincible frames on startup.
  • Can also be done in the air with a bit of recoil movement. 236B while airborne can be light broken after the swing.
Menat DpB.PNG
Menat DpB fail.PNG
Menat DPC fianl.PNG
【Rising Blade - 623X】
  • Great anti air attack and A version is very safe on air block.
  • Be aware, doesn't have amazing priority at a distance and some moves can beat this clean (Ex: Seed's J.236X).
  • 623C is one good and easy way to earn some extra damage in your combos. Can follow up after this.
Menat 214A.PNG
center200px
Menat 214C 3rd swing.PNG
Menat 214C 4rth swing.PNG
Menat 214C 5th swing.PNG
【Baila, güey - 214X】
  • A version:
    • Is an overhead.
    • Ground bounces.
    • Disadvantage on block but quite safe.
    • Covers a lot of space over Menad's head.
    • Air unblockable
  • B does 3 hits and the first one is an overhead as well.
  • C version:
    • Lvl2 attack
    • 3rd swing is an overhead.
    • Can keep the combo going on.
Rance 214AB.png
【Slash Sword - 421X】
  • Another good anti air, but isn't an unblockable, unless it hits very deep.
  • Low invulnerability frames.
  • 421B wiff on crouching characters and some standing ones as well (like Fanel).
  • 421C is another good way to extend your combos and a good corner carry.
Menat J214.PNG
【Assault Dive - J214X】
  • Important move. Mixup tool and leads to infinites against certain standing characters.
  • On counterhit, J.214A/B can be followed up (hard).
  • 214C: 2nd hit is a knockdown and advantageous on block.
  • Both B and C versions are crossups.
  • You can tiger knee this move to buld up your super meter fast.

LV3/Legendary Sword


Menat lvl3.PNG
Menat lvl31.PNG
Menat lvl32.PNG
【Scarlet Strike/Maximum Menat - 624C】
  • Invincible until she jumps off the wall.
  • You can choose the way she jumps. Hold A to go to the gound, B for an horizontal leap, C to reach the stars... or just do nothing and she'll go after her prey by herself.
  • It is possible to keep the combo going, but depends on how the last attack ends (which is very random).

Special Activation


Menat 22D.PNG
【Never Give Up! - 22D】
  • Active for 20 secs.
  • 10 seconds of cooldown but after wasting 5 bars, who cares.
  • All supers won't cost any meter and Menad can chain super and ex moves as much as you want.
  • Invincibility time becomes shorter.
  • The effect will last until the timer goes down or if you use the Legendary Sword.

Miscellaneous

Light Break

  • 236C on swing
  • air 236a on swing.
  • 623B after 3rd hit

Break Style (B+C)

  • Bully/Super

Special Defense

  • Push block/Advancing guard

Notes

  • Long jump arc, especially while dashing.
  • 'Health REcovery:' Recover 40% gradually. This action last for too long to be useful. As an useless side note, this move has a very low hurtbox and can go under many attacks and projectiles.

Combos

Sarters


  • J.B-B(crossup), 66A,5C,2C:
  • 2B,5B-5B,5C,2C:

Enders (after any starter)


  • 66C, J.B-B,C,DJ.B-B,C,214A. Easy universal route.
  • 66B,J.*,B-B,*,C,\/ J.B,C,DJ.B,C,214A. Universal route in the corner and works on almost everyone midscreen. Can't be done on Satsu.
  • Mid screen Vs Rance, Patton, Tiger Joe, Seed: 66B,236A, 66C, J.B-B,etc... Go for this when the above one doesn't work.
  • Corner against Rance, Patton, Tiger, Seed 236A,66B, J.B-B, etc...
  • Corner or near the corner: 214B (2 hits),Break, 66A, 236A, 2A,5B,5C,2C,66B, etc...
  • Mid screen only Vs Rance, Patton, Tiger, Seed, Makutsudo(?): 236A, 66B, J.B-B,etc...
  • 66C,214A,Break, 66C, J.B-B, etc... A good way to do more damage with one bar.
  • Corner: 66C,623C, 2C,66C,J.B-B... This does a bit more damage than the above one.
  • 2 bars standard combo: 66C,214A,Break, 66C,214A,623C,\/, (2C if in the corner),66C,J.B-B,C,etc...

Other advanced combos


  • Corner vs Maria, Patton, Tiger, Nalzgis, Makutsudo and maybe others: 66A,5C, J.9-214A,\/2A,B,C,214B(2),break, 66A(2 hits), 236A, 2A,5B,5C, 2C, 66B, J.B,C,etc...
  • Corner: Any starter into 5C, 214B(2 hits), 214C, 5B,66B, J.*,B-B,C,\/ J.B,C,etc...
  • 623B,Light Break,\/ J.B,DJ.B,C,214A. Nice reversal conversion for half a bar. You can add a pair of hits depending on the character. Impossible to do on Fanel.
  • 2A,5B-5B, 236C, Light Break, 66C, J.B-B,etc... This is more useful when you do 236C directly, taking advantage of the invincible frames at startup.
  • J.A (instant overhead),Break,A,\/2A,etc... If you do this from a block string the difficulty will escalate and you have to do 5A after landing.
  • Install combo after 22D: 2B,5B-5B,5C,214B(2 hits), 214C(all hits), 623C, corner 2C,66C,214A, 421C, 66B,214A,break, 66C,214A, 214C(2 hits),623C, 66C,214A,421C, 66B,623B(2),624C. Very similar to this combo video.
  • Corner vs non small characters: J.B,B/C,\/66A, 236A, 2A,5B,5C,214B(2), break, 66A, 236A, 2A,5B,5C,2C,66B,etc...
  • Corner vs non small characters while standing: J.B,C,\/66A,5C, J.9214a,\/2A,B,C,214b(2),break, 66a,236a, etc... 42 aprox igual que el anterior, un poco menos parece al menos en maría. Cualquier combo con j.214a no funca vs chicocas como Satsu.
  • Corner vs Patton while standing: 66A,5C,J.9214A,\/2A,5B,5C,J.9214A,\/,5A,5B,5C,2C,66B,etc... Maybe others..?
  • Corner vs Patton: 66A,5C,J.C,214C,\/ 2C,66C etc... Quite useless but you might find something with it.
  • Vs Makutsudo and many others like Tiger Joe, Maria or Patton: J.B-B\/66A, 5C,J.9C, 214B,214C,\/, ender. Another non-optimal combo, but a good idea for mixups and resets if you delay a bit the air inputs.
  • Infinite vs Rance, Shizuka, Hatsune and Seed while standing: 66A,5C,J.9-214A,\/,66A,5C,J.9-214A, etc... Who would've thought the worst character in the game has the only infinite i know of. Needs more testing on other characters.

Pressure

  • 66A(2),236A, etc...
  • 66A(2),5C,J.A etc...
  • With install: 214C,623C(2 hits),214C, etc...


Meterless for setups

Usually her Mixup game involves doing frame traps and overheads in between block strings. When you want to make your opponent guess after a knockdown, Menad will give up a lot of damage. Useful in some situations, for example when you know your best combo won't kill your rival and you just need a a bit more of damage.

  • Close 2A,5B-5B,2C, jump cancel ①
    • J.B. Safe jump. There are a few characters that delay their wakeup for one or two frames and this won't work (Fanel, Nalzgis). You can fake this and do an empty low. Or do J.B,\/,J.A(instant overhead),214C(cross up).
    • J.214B, 214C,\/*,2C,66C. Double crossup. Difficult to block if they don't see it coming.

These are just a few examples, but remember she has two other overheads.

Alice Senki 2
General

FAQControls and NotationHUD, Menus and Training ModeNetplayMechanics

Characters

RanceSatsuHatsunePattonTiger JoeSeedRaysenEscalayerAriaMariaMakutsudoShizukaFanelAliettaMikiMenadNalzgisHanny KingDemons RanceLittle PrincessTADA