Asuka 120 LimitOver/Megumi Suzuki

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Megumi Suzuki
A120LO Megumi-Portrait.png
Colors
1 2 3 4
Color 1 for Megumi Suzuki
Color 2 for Megumi Suzuki
Color 3 for Megumi Suzuki
Color 4 for Megumi Suzuki

Profile

Personal Details
Gender Birthday Zodiac Height Weight Blood Type Likes Dislikes Dream / Goal
Female October 27 Scorpio 148cm 43kg B Iidabashi's Pumpkin Cake Bugs To be a idol singer.
Favorite Words

果報は寝て待て
Good things come to those who wait.

School Details
Year Class Attendance # Favorite Subject Disliked Subject Love Status Charm Point
2nd / Junior B 11 History (the teacher) English [grammar] Has a boyfriend Double tooth

Overview

Playstyle

Info
stun: 21
Playstyle
  • Rushdown,
  • Mid-range Zoning,
  • Hit & run,

Strength & Weakness

Playstyle
Megumi is a mix between rushdown & zoning. She excels at hit & run strategy thanks to her strong projectiles, while also keeping you in mixup hell thanks to her speed, various overheads & throw options.
Pros Cons
  • One of, if not the fastest character in the game.
  • Super effective at changing the tempo by switching between rushdown or zoning.
  • High air mobility due to j2B (dive butt), fast fall (j22) & Cheerleading flip (can be used as another jump).
  • Projectiles have 2 hits, which breaks running clashbox easily & makes them harder to clear.
  • Possible to combo from her projectiles if you hit them airborne.
  • Compact combos with possible side switch, good to avoid to corner tech.
  • If hit just right, 22C does crazy damage.
  • Low profile dash with clashbox covering almost all the front.
  • Has multiple ground infinite (they're extremely tight though).
  • Short range normals.
  • Overall Low damage without meter.
  • Lack really good anti-air.
  • A bit easier to stun (21 instead of the average 22 stun).

Move List

Standing Normals

5A
5A
A120LO Megumi 5A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Extremley fast & big jab.
Due to her height & the size of her jab, she can easily hit crouchers.
Outside as combo filler, it can be used to clash & react to their moves. losing to low or crossups.

6A
6A
A120LO Megumi 6A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
6A - - All - - - - - - - -

A bit slower than her regular jab, it has a longer reach and is more active.

Its active frame plus its lack of knockback makes it especially useful to pick up after regular air throws or Cheerleading flip throws.
Where a normal jab could be harder to time or push them out of 5B.

5B
5B
A120LO Megumi 5B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Decent anti-air/launcher uppercut.

It's not anti-air by itself, but it setup for good air unblockable.
Forcing an air block with 5B gives you 2 good options:

  • cancel into Cheerleading flip go for throw into combo or hit front/crossup.
  • cancel into 22C for big damage & combo after.

Other less conventional options would be using 5C to go through/clash with their GC attempts or using her other supers; 236C is air unblockable but deals less damage & 214C will catch their landing or cross under.
On hit, obviously you can jump into air series or use 66B, 22C etc.

Try to get used to its timing & hitboxes: aim to hit around their landing or early in their jump.
Due to her speed, dashing in with it (66 5B or 66 4~5B) is also a viable option. You can even sometimes hit crossup by runnign under them, though I wouldn't recommend aiming for this specifically.

Once you're warmed up to all this, it should be a good tool in your arsenal.

6B
6B
A120LO Megumi 6B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

The classic Ryu overhead punch, though way faster. Both hits are overhead.
Good for mixup but the followup options on hit are limited & unsafe on block.

If you hit, the best & most consistent you can do is 66B 22C.
The other options are less damaging (66A 22C) or won't work due to range (raw 22A/B/C whiff), or because they're crouching (214C whiff half-way throught).

If you don't have meter or just want to mix them up, jump cancel into j2B: you can hit them front/crossup or use it to land 2A.
And if for some reason you hit someone standing, j2B can now combo! With some timing you can link 5A/6A 5B (66B) into air series.

Technically, you have another option but -oh boy- it's tight... it's 6B 214A.
It's possible micro-dash after 2A and either you loop this again or you go into 66B 22C etc.
Sadly, 214B launches but they can tech out of it (you'd have to knockdown or launch them before it). You could use it to force an air tech and threaten with an air grab or anti-air.
I wrote all details in her tatsus description, go check it out.

5C
5C
A120LO Megumi 5C-1.png
A120LO Megumi 5C-2.png
A120LO Megumi 5C-3.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Megumi spins around & strikes a doki doki cutsie winking pose. As any C-attack, the startup is fully invincible.

The first hitbox comes out 2fr before the invincibility end and is preceded by 2 clashboxes (during the "flash" & before the first hit). Add the ones on her 2 hits, for a total of 4 clashboxes!
Making this move is a good guard cancel option, as you'll have 3 clashes while being invincible to react & cancel accordingly into a special/super if you can win or backdash/jump away if not.

Note that if you hit, you won't be able to special cancel, only super or jump cancel.
But rejoice! It's actually a good launcher: it sends them at high enough & they can't air-tech but keep in mind that only the kick launches.

In most cases, Megumi moving in is enough to guarantee the followup but in some clashes/weird knockback it could still whiff.
If it happens, as you just hit or clashed, you should still be able to confirm into super or jump away / in (for reset/mixups). You just pay attention during clashes to be sure to react accordingly.

If the uppercut hit an airborne opponent, it's similar to the kick: they won't be able to air-tech.

Crouching Normals

2A
2A
A120LO Megumi 2A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 4fr 5fr 10fr - -

Standard low kick with decent range, fast & renda cancellable.
It's really useful for mixups or in 214A 2A loops.

She has a small clashbox on her upper hand, protecting her from hops and mid.

3A
3A
A120LO Megumi 3A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 6fr 7fr 10fr - -

Straight crouching punch.
Suprisingly, it has a longer reach than her 2A, better damage but it is a bit slower.

As it's a better starter than 2A, it should replace it when you're a bit further away where being 2fr slower isn't a problem or when you don't need a renda cancellable low.
Dash 3A is also a great option.

2B
2B
A120LO Megumi 2B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 7fr 3fr + 5fr 40fr - -

Megumi puts her weight on her arms and swing her legs upward. This move... is infuriating.

Let's go over the few good point: good 2BB... when it REA- \*cough\* sorry my bad let's try again...
2BB launches at the perfect height to combo, deals decent damage, technically has a better range than 2A, reaches up & is air unblockable!

Wow sounds great, what the problem then? It should be your launcher of choice... And you'd be right normally BUT this move is straight up unreliable... Why?

  • it's one of the few 2BB where you cannot cancel the first hit with your launcher (2BB). So you have to 'time' your second B press or it could just not come out.
  • Only the second hitbox has better reach than 2A, the first is very similar (2px more...). If you confirm only the 2nd hit, the launcher won't connect.
Heck, even if you connect the 2 hits, it still won't launch correctly sometimes!
  • It enters recovery a bit sooner than you'd expect, meaning: don't ldeay your 66A/B, specials or supers cancel.


Does that mean you shouldn't use this move? Sadly no... Megumi lacks other solid launchers:

  • 3B knockdown but sends low & away,
  • 5C uses meter,
  • 66B doesn't launch by itself,
  • 22A/B have shorter range than 2A,
  • 214B doesn't knockdown so they can air-tech.

So no matter what you'll have to use this move at some point.
Try to warm up to its range and when you can or cannot followup with 2BB. Cancel into 66B when unsure, it will connect.
Lastly, as its first hit doesn't launch it could be used in corner combos for some added damage/stun.

2B
3B
A120LO Megumi 3B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 8fr - - - -

Normal looking sliding kick. Has a small clashbox on her upper elbow.
Decent starter thanks to its damage/stun & because it disable air-teching, it's limited by its launch angle (low & away) to only a few followups or situations.

Surprinsingly it's also has 2 different hitboxes, the first is what you'd imagine, but second is actually shorter (start around her ankle).
It's a problem when you're hitting a max range 6A/2A/3A, as you'll either whiff or hit the second hitbox late enough that they won't get knockdowned (they will stay standing).

As hinted earlier, it's possible to combo it from any lights but it forces you to followup with either 66B or if close enough 22C/214C.
The rest will whiff or isn't worth it, though take notes that 3A 3B 22B work if you have dash momentum.

If you hit raw (& close), you can combo into 22B (jc after 2 hits) which seems like it would be a great starter for damage & more so for stun.
As using it raw in close range isn't recommended (slow & negative on block), it could be used for post-stun starter but it negates its stun potential (no stun gained for a set timer post dizzy)...

I'm sure this move has potential, even if it's maybe only for dash 3A 3B conversion, but it'd require more training & testing in matches than I can do right now.

Jumping Normals

j.A
jA
A120LO Megumi jA.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 6 - - - -

Megumi points her PomPoms in a 45° downward angle. Active till landing, renda cancellable.

Pretty good jA, perfect to pickup after launches, it can even connect on standing opponent after 66B (or any jump cancellable move that let them grounded) for stylish TAS corner combos.

j.6A
j6A
A120LO Megumi j6A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 5 18 - - -

Megumi points her PomPoms straight in front of her.
Similarly to any j6A, it stops aiborn opponent's momentum which allows to do relaunch combos and this j6A works perfectly for this.

Compared to jA, it's 1 frame faster but only active for "just" 18 frames! So depending your need, j6A might be better to use than jA first. It's also worth nothing you can crossup crouchers (eg. hop j6A) to convert into full combo.

j.B
jB
A120LO Megumi jB.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 8 - - - -

This cheerleading drop kick, it reaches far forward & has 2 hits.
It's not only a good far air-to-air & air chain filler but also a way to dodge projectiles and even gimmicky 'crossover tool'.
I think the first 2 are obvious enough I don't need to explain them.
The dodge is also easy to understand as she lying in the air, her hurtbox is only on a line. Easily dodging horizontal projectiles or some moves.

Now what about the last point?
Sometimes, when dashing & mashing jA, you'll get enough momentum to crossover them.
But you cannot followup, j2B would be your best bet but the timing is awkward... And that's where jB comes out!
Due to its horizontal shape/collision box, you slide over people easily!

Making setup like this: dash jump jA xx jB xx j2B, consistent & practical.
It's invisible 50/50 with combo after in certain condition.

It's gimmicky, but it has potential to be annoying to deal with and just overall fun to do.
I'll talk about it a bit more in j2B.

j2B
j2B
A120LO Megumi j2B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Megumi mixes her previous dive kick & butt press into one move: the dive butt.

Outside its funny appearance, this move is actually super useful in a lot of ways.
You can use it as movement/fast fall, bait, mixup/combo starter or if you have TAS execution: a new way to cancel & combo on the ground.

How to use it as movement is pretty obvious overall, don't forget you can use it cancels j6A to land faster too.
In the same vein, you can use it to bait anti-air or even clash with some. Remember you can double jump/whiff cancel aerials at any time too.

The mixup part is I think also intuitive, it's overhead and you can combo after it if you hit them low enough ( hitting crossup sometimes help too).

The last one is more of a joke than an advice... but if you do have ridiculous execution: it's technically possible to jump cancel some move, j2B, land and combo after it.
Best use case would be 66B, it keeps them grounded, and you can even combo midscreen. You could do it instead of 214A md 2A loops if it's *somehow* easier for you.

Note on the "dash jump jA xx jB xx j2B" setup

In the previous move (jB) I talked quickly about this setup: it's an invisible 50/50 with combo after.
But it's also a setup for auto-guard unblockable.

If if you hit first jA on block (front), dive butt close to their center point hitting them crossup & lastly if you hit them again fast enough, this last attack will be auto-guard unblockable!
It can be easily done by cancelling j2B with jC or land & jab※ on the other side.
jC is easy to setup but hard to followup (still possible with md 5A, 66B), while guard breaking with a jab is the opposite: tight to setup but easy to followup. You can litteraly go for anything.

※ Note on j2B jab unblockable:
Technically it could be any attack that's fast enough.
So while you can unblockable with 5B, 6B, 5C, 22A/B/C, 214A/B...Jabs are faster, making it more consistent while still having lot of followup options.

j.C
jC
A120LO Megumi jC-1.png
A120LO Megumi jC-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 9fr - - - -

Due to the usual jC iframes & its upward hitbox, it's a decent rising anti-air or air-to-air but also a good air guard cancel.
Sadly it's an ender, the knockback & angle don't allow for any real conversions (j236C or low jC > md 5A/3A will hit once/can't be followup).

Throws

Neutral Throw
Throw
A120LO Megumi Throw.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
14 2 Throw - - - - - - - -

Throw the opponent in the air, you can combo pretty much anything you want from there.
Be cautious, sometimes you can miss the grab or whiff the launching kick; it happens most of the time, when you dash at them or if you're in the corner?

Air Throw
Air Throw
A120LO Megumi AirThrow.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
10-14 3-5 Throw - - - - - - - -

One of the best air throw in the game!
Huge forward/upward range; perfect to anti-air & leads to damaging/stun combo.

Optimal routes will generally start with 22B(2) jc, but if it's too hard or you aren't ready, 5A/6A/5B j6A into relaunch will do the job.
6A in particular is easy due it active frame and how it moves forward.

⚠ dislaimer: problems with 22B routes

Weight problem

22B might be tighter or out right not work (mainly after 22C) on heavy weight like Cathy, Genichirou, etc.
5A will be the only other way, but it won't offer much leniency (jab's startup is 5fr vs 6fr for 22B).

Momentum

Sometimes your momentum can mess your throw arc / landing. 22B should still work just fine, but it might be worth to consider using 5A/6A/5B instead when this happen.

Special Moves

66A
66A
A120LO Megumi 66A-1.png
They see me rollin'
They see me rollin'
A120LO Megumi 66A-2.png
Recovery
Recovery
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - 9fr - - - -

Megumi rolls in a ball at high speed for a maximum of 5 hits, then backdash out of the situation.
She's invincible until her first active frame and during her backdash (until she lands). Speaking of the backdash, you can hold left or right to choose its direction.

Sadly even with all these iframes, her loliroll is pretty underwhelming: mainly due to its poor cancel options, low damage & drop possibilities (if they're airborne by example).
It's only use I could see is during clash or GC if you know their move hits above her hurtbox so you could roll under to confirm into super.
Even then, it still isn't the best/optimal solution for this situation imo, but it's an easy.
Now that we know when to use it, let's sum up its limited cancel options:

  • Before 2 hits: you cancel into any supers for combo opportunity (only with 22C or 214C) or jump cancle on the 2nd hit to mixup (or do TAS "j2B 2A" combo) but none of these options help or work on block.
  • Post 2 hits: it limits her followup to only j236C, which at least it's overhead so might open their guard once with it.


If you get blocked, the best option might be to try to mixup your landing (left/right) then either block or 5Z away. Use cancel into super as only a wild card as any of her supers is punishable.

66B
66B
A120LO Megumi 66B-1.png
A120LO Megumi 66B-2.png
A120LO Megumi 66B-3.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

Megumi dashes in while kicking 3hits. One of your go to post-2B launcher!
Post-2B only as it doesn't launch by itself, which is useful for corner combo though.

All kicks are jump cancellable & send to a similar angle, though it's worth noting the last kick sends a bit lower/further away from you.
Which in most case it won't make a differences, but depending how far away they are & their weight, consider cancelling on the 1st or 2nd kick instead.

Even if it isn't the most optimal in all situations, it will be your main confirm after any 2B; as 2BB or 22B are close range only & inconsistent in comparison.
Also any early 66B confirm into 22C will be an easy & very damaging combo.

As an added bonus, it's positive on block! Plus if their GC option clashes with you, you should be able to react and either contest their GC, jump away or backdash!
Be cautious to not overuse it though, as any GC 5C or invincible GC move will beat it (→ no clashes) and any GC into a big anti-air hitbox should cover most of your options.

66B j2B TAS Loop:

As mentioned in j2B's description, 66B can be used in ground loop/infinite, close to TAS only though (or for hitbox players).
It goes like this:

  1. 66B
  2. Jump cancel on any kicks
  3. Immediately go into j2B
  4. Land into 2A 2B(1) & repeat

The 3 kicks are jump cancellable & have the same hitstun (25fr, if you jump cancel asap), so just pick your favorite.
It's technically possible to land & link a 2B if done close to frame perfect, you avoid wasting 1 hit if you intend to juggle/use any supers later... but you make it even harder for yourself.

⚠️In NO way I recommend going for this, the damage per loop is awful & at this point the 214A md 2A might be a bit easier to learn.

Pompom Attack
Pompom Attack
236A/B
A120LO Megumi 236A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
1 hit: 6 (boomerang: 5-9)
2 hits: 10-12
1 hit: 1
2 hits: 2
All - - - 15fr - - - -

Megumi throws her PomPom forward.
Classic looking fireball at first, it actually is a "PomPomrang" that also hit on the way back... But there's more!
Thanks the power of Satsui no Cheerleading, Megumi can call back her pompoms at any time by pressing an attack button!
It doesn't change her recovery, but it can help to get the pompom hitting on the way back someone that tries to punish her.
All versions can do it except the 236C super (it doesn't travel forward in the first place).

The main difference between her ground A & B versions is the distance she throws her pompoms at:

  • A versions travels half screen
  • B versions travels full screen

I'm talking about normal screen length, not unzoomed.

Her pompoms have 2 hits: on the way "in" & the other on the way back.
They can be comboed if the pompoms are sent close enough (CQC for 236A, 2/3 of the way for 236B) or if they hit an airborne opponent -no matter the range- (except maybe at the upmost limit of their travel).
For this reason alone, I'd use her only B versions on the ground: same startup/recovery, same damage but it has more chance to break clashes (mainly when they run at you).

Speaking of which, if you hit an airborne opponents, if the 2 hits connect or at least the boomerang hit, it will launch them up, generally giving you enough time to dash in & start a combo.
It's what make Megumi's zoning actually scary & annoying to deal with. You need to pay attention to her Pompom at all time to not get clipped by them.

As a Megumi player, something you'll have to get used to is when you pompoms disappears.
Sadly they don't stay active all the way back to Megumi, but they stop around when coming back to where you threw them.
Once you know the distance, you'll be able to create more pressure / throw mixups.

Last Note:
Most of the time you will Tiger Knee them to have less recovery, but remember ground Pompom attacks are a bit faster compared to the TK version (because you don't have do go in the air).
Technically if you input it perfectly in TAS, a TK could be as fast as a ground version, but as a human player it will add around 5-10fr.
Read more about Tiger Knees in j236B description.

Air Pompom Attack
Air Pompom Attack
j236A/B
A120LO Megumi j236A.png
j236A - air-to-ground version
j236A - air-to-ground version
A120LO Megumi j236B.png
j236B - air-to-air version
j236B - air-to-air version
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 1 hit: 6 (boomerang: 5-9)
2 hits: 10-12
1 hit: 1
2 hits: 2
All - - - 12fr - - - -

The aerial versions have the same pro as the ground versions & more:

  • Still launches up airborne opponents.
  • 2 hits all the way through (236A: until the ground, 236B: until it twirls).
  • shorter startup (a perfect TAS TK will be the same startup as grounded, but realistically it will add 8-10fr).
  • Recovers when touching the ground: it has less recovery than the ground version if TKed (41fr vs 15-20fr if done as low as possible).
  • Pompoms still disappear before reaching Megumi.
  • Different angles depending the version!

Speaking of angles, j236A has a 45° downward angle: which is perfect to stop ground approaches!
It also breaks run's clashbox easily, due to how low it hits or because the 2 hits are close to each other.

It's also perfect for oki setups or pressure: jump above them j236A, and then run toward them. The pompom should be back around the time you reach them.
Depending where's your pompom at, you can go for regular 2A/6B/throw pressure or if you timed it just right: you should be able to either jump above them or use the side-switch dash to create an ambiguous crossup.

Combo wise, it still launches airborne opponents up; plus it knockdowns! They won't be able to tech until they touch the ground.
Meaning you can transform 5B starters or air-to-air exchanges into relaunch combos! The only problem is it needs to be done early to respect the juggle system and remember it adds 2 hits too.
Sadly it doesn't combo from any jumpins nor combo into anything on a grounded opponent.

B 1 hit: 6 (boomerang: 5-9)
2 hits: 10-12
1 hit: 1
2 hits: 2
All - - - 10fr - - - -

Send the pompoms straight forward. Your best option to stop air approaches.
It's also 2fr faster than j236A, making jB(1) j236B possible while the j236A can't connect.

Outside that, it has the same pro/con or oki/pressure uses as the light version, but the pompom will take a bit longer to come back, except if you pressed a button of course (j236A boomerang as soon as it touches the ground, j236B continue for its set distance).

Because I don't have many new things to say, let me add some details / techs that works for both aerial versions.


📝Notes for both aerial versions

About Tiger Knees

Due to the jump squat animation frames & how the buffer work, the fastest way to do a TK in LimitOver is, in order:

  • hop: 2Z j236X (4fr, 20fr/17fr)
  • jump: 8 j236X (6fr, 22fr / 19fr)
  • TK: 2369X (9fr, 25fr / 19fr)

What's between parenthesis is the earliest you can press the button followed by the actual startup & recovery.
The difference is minimal, but as the fastest option is easier to input, might as well use it! As an added bonus, it also help for the next point/technique~

Knockback cancel

You've surely realized you get pushed in the opposite direction you're shooting. Which is safer while zoning, but make any follow-up attempt a bit harder.
Well, you can actually cancel this knockback by inputting a j2B BEFORE any aerial Pompom Attacks (even the super)!
It's a bit tricky to get the timing at first, but with some training it should become second nature.
I'll share the optimal way to input it:

  • j2B 36A: basically pianoning / p-linking from B to A while finishing the motion.
  • j2[B] 36]B[: you can of course double tap, but using the huge reverse edge will make it faster and less straining ([B] = hold B, ]B[ = release B)
Megumi Kerikeri Punch
Megumi Kerikeri Punch
214A/B
A120LO Megumi 214A-1.png
A120LO Megumi 214A-2.png
A120LO Megumi 214A-3.png
A120LO Megumi 214A-4.png
A120LO Megumi 214A-5.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - 10fr - - - -

Megumi execute cheering choregraphy full of kicks & ending with a big punch. Startup is invincible until the first hitbox (9fr).
This Tatsu keeps them grounded & leads to an actual infinite loop.
Right now, it's allowed in tournaments & weeklies, to test its impact on the metagame.

Without micro-dash, the only 2 options midscreen are a 1fr link 6A or a 2fr link 3A.
Which can only be followed up by 6B or 66A/B. Maybe there's a timing to get 3A 6B 214A to loop, but it seems unlikely from my testing.

Micro-dashes open more options, but is its own can of worms in term of execution... You need to buffer your dash AND your button, to cancel it right out of 214A finish to get the dash momentum + 2A (only 5.
Once you pass this though, you can go into the heavy of your choice; to either launch (2A 5B/2BB) or loop again (2A 6B/2B(1) 214A).

Here's all important information & nerdy details:

I. Dash inputs, 66 vs 6Z

In short: tap 66 instead of 6Z to buffer dashes:

  • 66 can be buffered on the last 19fr of 214A, plus 9 extra frames before where you can start "holding" forward.
    Though warning, during these early extra 9fr:
    1. you can't double tap to dash during them (it won't be buffered).
    2. if you hold forward earlier, the dash won't come out; even if done with the correct timing.
  • 6Z can only be buffered during the last 9fr of 214A, but you can hold forward during the whole duration of the move.

Buffer the dash early enough to go back to neutral then 2A or you might get 632A by accident.

II. Input buffer & timing

You can buffer a button in the last 5fr of the move, but you only have 2fr window to combo 2A. Earlier you will get 66A, later you won't combo.
Here's breakdown of these 5 frames:

  • Frames 1-2: 66A
  • Frame 3: no momentum 2A
  • Frames 4-5: 2A connects!

Any inputs done later / not buffered can be blocked.

The timing will shift by some frames depending when you the first hit connect.
The later the first kick hits, the earlier it shifts the timing. Though it's the same buffer windows (if you count from the end).

The frame breakdown below is after a 6B Midscreen.
In the corner everything would be 2fr earlier AND you'd have 1 less frame to get a 66A for some reason.

Frame Breakdown  
⚠️ Disclaimer ⚠️
Timing will shift depending when the first hit connects.
The example bellow is after a 6B midscreen.
Startup
00 First 214A startup frame
09 First hitbox appears, increment counter.
11 Hitbox actually connect.
Dash buffer
34 You can start "holding" forward but you can't buffer the dash yet
43 66 buffer starts (first forward input possible)
52 6Z buffer starts
2A input window
56
57 ❌ 66A
58 ❌ 66A
59 ❌ No Momentum 2A / ✔️3A (no dash)
60 ✔️ 2A / ✔️ 3A (no dash)
61 ✔️2A / ❌ 3A
62
69 214A's Histun end


III. Reset opportunities

If you don't feel confident in a loop confirm or because you want to get more damage, you can also reset into mixup/pressure. Here's some example (all after the 214A):

  • dash jump j2B,
  • dash flip > throw,
  • dash stay in front 2A/6B(/throw),
  • dash crossover cancel (tap 4 when passing them) into 2A/6B/Throw.


In conclusion, the loop itself does barely any damage & is really hard, so I don't think just going it is a viable strategy.
But using it here & there to get bit more stun or more out damage of her overhead, would be pretty good. Plus once they're used to see the loop connect, the reset will become even more deadly.

B - - All - - - - - - - -

This version launches but doesn't knockdown... and isn't jump cancellable.
So it should really be reserved for post-2BB (only after second hit) or vs an airborne oponent.
To add salt to injury, it can drop combo during juggles... Brilliant.

Which makes it overall pretty underwhelming, as it limits its potential uses.
By example, you can't use it after 6B as they'd be able to tech out before you completely recover... Though you could use it to force an air tech and threaten with an air grab or anti-air.

So for what could it be useful?
Frankly I'm not sure... As a launcher, it doesn't seem to adds enough damage or be reliable enough to be worth.
Maybe as a GC? The first hitbox comes out pretty fast (4fr faster than 214A) but it has only 2fr of invincibility (vs 9fr for 214A).

Fumi Fumi Nokkari
Fumi Fumi Nokkari
632A/B
A120LO Megumi 632A.png
Cheer Leading no Hadou Flip
Cheer Leading no Hadou Flip
A120LO Megumi 632A-Dive.png
A120LO Megumi 632A-Stomp.png
Dive → Stomp
Dive → Stomp
A120LO Megumi 632A-Grab.png
Grab
Grab
A120LO Megumi 632-Angles.png
632A/B Angles
632A/B Angles
A120LO Megumi j632-Angles.png
j632A/B Angles
j632A/B Angles
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Flip - - All - - - - - - - -

The infamous Satsui no Hado Cheerleading flip. Megumi lose her collision bow & you can air control during the flip.

First let's talk about this motion: it's a pain.
Not because it's hard, but with how large the buffer of this game is you'll get it by accident... a LOT.
Consider these situations: dash into low is a classic approach, or you might want to try her infinite/loops or or even just because of 6A into low or an unnfinished tatsu...
All these common situations are prone to be ruined by accidental 632s.

You will have to train yourself to get really clean execution and either pass by neutral or skip the diagonal forward.
A tip I can share is to use 1 to do lows instead of 2, like this I tend to not hug the gate with my stick; plus you will block if you somehow miss the attack.

Another tip, this time to DO the move: use neutral + Special button (5Y)! It's the shortcut for the flip, it does the 632B version. but you can do the 632A but pressing 5Y+A.
It's faster & easier to do and it helps to not spaghetti the motion in panic and it's basically necessary for instant flip dive/throw, but we'll talk about that later.
Now that's out of the way, what is it useful for?
The flip itself can be used as a sort of 3rd jump, useful to dodge people sharking under you or just be unpredictable.

  • The light version goes higher & is faster, useful to avoid anti-air/zoning and either go in/ retreat.
  • The heavy version is slower and shorter, it might sound bad but it's actually the most useful one (not just because of 5Y).
You will primarily use it to mixup or combo & do the instant variations.
Air Flip - - All - - - - - - - -

Outside the angles being slightly different, it has the exact same use & will lead to the same dive or throw as the ground version.

Dive - - All - - - - - - - -

Once you press a button during the flip, you will dive into the cutest stomp you’ve ever seen.
You can still air control the dive.

First let's talk about the difference between the buttons during the flip:

  • A always gives you the dive, never the throw.
  • B grabs when close, otherwise it will dive.
  • C does nothing.

It's important to know as you can OS Throw/Dive with B depending the distance, but you'll get always dive if you press A.

It's possible to instant dive by pressing 4/5/6A right after 5Y. Do NOT press them at the same time, you will just get 632A instead.
For some reasons, I personally can't do 5Y〜A, but easily 5Y〜4/6A... your mileage may vary?
It's how you will use it in air chain / combo or as an overhead mixup.

Overall, the dive is a bit underwhelming in my opinion. It's overhead but has limited uses:

Frankly it isn't bad and I'm sure there's more creative way to use it... But it's not as threatening as her throw option, it doesn't even deal that much damage by itself. Getting hit by the dive is always better for them than getting grab.

Additionally, it's only safe on block if you hit their ankles and even then it's still punishable by any GC 5C or decent anti-air.
Clashing with their GC will not help you too: you can only cancel into j236C, no jump cancel possible.<

Throw - - All - - - - - - - -

During the flip & when close to your opponent, press B. Megumi will do her air throw (same damage/stun, animation).
The grab range is quite generous, you just need to be in front/around the head of your opponent. It's quite hard to miss... but it's possible! The move actually has a missed/whiff animation, but you have to be in a precise area approximatively behind their head to trigger it (it's character specific).

You can grab both grounded & airborne opponent, but it WON'T grab crouchers. Meaning if they jump to avoid it, they'll just get faster into it while crouching will be safe (but open to the dive).
After it you get the same combo as after her air throw.

Similarly to the instant dive kick, you can do an instant throw by pianoing 5Y〜B close to them.
Though they need to be standing or in the air, it's a pretty surprising & strong option as it leads into a full combo which starts with 3-5 stun!

The tick throw potential is also pretty high!
As previously discussed, get them stuck air blocking with her 5B and immediately cancel it by an instant Fumi Fumi Nokkari throw!
If well executed it's surprisingly fast, letting a short moment to react for your opponent.
I also got 5B > instant throw to work when they're block standing. Right now, I have no consistent way to do it; I got it to work without dash momentum, but it might make it easier?

Anyway, have fun finding new ways to reset or tick throw with it!

PomPom Upper
PomPom Upper
22A/B
A120LO Megumi 22A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - 7fr - - - -

PomPom UPPA! Megumi does a jumping uppercut. You can jump cancel the first hit.
Both versions have an extremely short forward range & their hitboxes are misaligned under her pompom while rising. For this reasons, they both kinda suck as anti-air... RIP.
The main reason to use 22A is because of its upper body invincibility during the 2nd & full body invincibility during the 3rd.
Other small bonuses:

  • As she doesn't jump as high, she recovers faster (still easily punishable).
  • All hitboxes are 2px or so higher but it will rarely matter.


For this invincibility on the 2nd & 3rd hits, it get all these downsides:

  • the first hurtbox is basically the same as 22B (22A doesn't have a hurtbox on the hand & is lower by ±2px)
  • It's harder to jump cancel (only first hit).
  • Slower startup by 1fr (at least, this added frame is during the full invincibility part).
  • It deals 1 point of damage more than the first hit of 22B... but 22B can be cancelled on the second hit for 6 more damage and double the stun (6 instead of 3).
B - - All - - - 6fr - - - -

Megumi jumps higher & throws 2 uppercuts! Super & Jump cancellable during the first 2 hits.
While in the air, you can cancel it into j236C. It isn't that consistent, but it adds some damage & decent stun.
Raw, the first 2 hits deals a minimum of 6 stun (3 each) & 19 damage. While the damage is decent, 6 stun is actually pretty amazing for a launcher!
But that's where wholesomeness stops and the troubles start...

  • Like 22A, it's REALLY short. It will whiff as soon as you're in their face / after most of your confirm.
  • It doesn't knockdown by itself, so they can tech out if you don't go into an air chain right after.
  • If you hit them while they're airborne or at max range, you might miss the first hit OR skip the second hit... Going directly into the non-cancellable hits, screwing your combo & plummeting your damage/stun potential.

Due to all this, it's really hard to use outside standardized setup/confirms, like after throws & such.
If it wasn't for that, it would be your launcher of choice.

Try to use as much as you can but be sure to lab beforehand to be sure it's consistent & won't backstab you in matches.

Supers

PomPom Cyclone
PomPom Cyclone
236C
A120LO Megumi 236C.png
Ground version
Ground version
A120LO Megumi j236C.png
Air version
Air version
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground - - All - - - - - - - -

Thanks again to the Cheerleading no Hado, Megumi makes her PomPoms grow uncontrollably large.

Truthfully, you won't use this super grounded that often... I don't even see an use case >.>"

Yeah, if you're up close & hit raw, it will do decent damage (35-50)... but it scales horribly:
After 2A 2B(1) the total damage is around 27; after 2A 2B(1) 66B it will deal the amazing amount of... 23. How is it even possible?

Well ok, if it's not for damage, then it's at least good for stun right? It's hitting 6 times after all!
Sadly you would be wrong, it deals only ONE stun at the end of all hits.
It's common for supers or multi-hit to have a custom stun behavior but 236C, outside being disappointing, also has a special custom stun boost, to deal 5 stun instead of nothing (Stun value of 1 generally doesn't get any) which I've haven't seen before.

Frankly, on the ground, just use any other super instead.

Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Air - - High - - - - - - - -

Contrary to the ground version, this one has some uses! It's also her only air ok super.
Again, in an opposite fashion, the base damage is already low (starts at 20, scales to 1 dmg/hit after 4 hits) but it deals proper stun (1 per hit, +4 in most cases, but could be up to +6)!

This is your best (and only) metered air chain ender.
Adding +4 stun at the end of a combo isn't negligible, on a good starter & optimal route it'll most likely stun the opponent or get you real close to it at least.

Another use for this super is when you goofed up: either missing the ground cancel on her 66A or 22A/B.
If you're in 120%, might as well get the free stun. Though at only 100%, the damage is negligible that it won't even kill in most occasions, so think twice before wasting meter.

Megumi - Love Love Love
Megumi - Love Love Love
214C
A120LO Megumi 214C.png
The.
The.
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Megumi strikes a Saturday Night Fever pose before rolling in a ball toward the opponent!
If it connects on hit or block, she will unleash a flurry of punches & kicks ending with a blue launcher Teehee~ kick.

This super is quite interesting & can be used diverse situations but it has a major flaw.
Let's start with its different uses:

  • Extend combos thanks to its blue launcher.
  • The fact it's air unblockable combined to her iframes during the flash & low hurtbox after, it could be used as a weird situational anti-air.
  • Having her hurtbox & hitbox close to the ground means it could go under some clashes option, winning the exchange.
  • Possible movement option/ gimmicky mix option:
    • Scare them with a super flash, make them block/ think they can punish it on block & suddenly mix/grab them, similar to a Blanka ball mixup.
    • Get out of a corner a bit more safely.
    • Cancel some launchers early to do unnecessary harder but stylish side switch.

It might take some times to get used to it, like learning the distance or where it will win or lose, but it will be worth it in the end.

Now what's the flaw I was talking about?
Well, it can drop in the middle if you hit them airborne. It depends at what height you hit them & their hurtbox/weight.
It's also the worst type of drop, they'll be able to ground tech & punish you while you're flailing your arms around.

So juggles are off-limits & anti-airing with it pretty risky... But it's still pretty useful as a lot of Megumi starters keep the opponent grounded (eg. 2A 2B(1), 6B or 66B).
Also, note that if you anti-air with the roll, they'll -generally- be low enough to fully combo.

Lastly, a short comparison list between 214C vs 22C:

  • 214C works better for ground combo whereas 22C is perfect for ground to air combo.
  • Raw, they deals around the same damage, but 214C doesn't scale as well as 22C in combos.
  • It deals more stun, while 22C can sometimes reset it (long pause in between 3 first & the last hit).
  • Easier to combo out of (blue launches higher than 22C) & has only 1 extra hit (both go above 8 hits anyway).
Kerikeri Dance
PomPom Upper
22C
A120LO Megumi 22C-1.png
EX PomPom Upper
EX PomPom Upper
A120LO Megumi 22C-2.png
Cheer Leading Izuna Drop
Cheer Leading Izuna Drop
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Megumi rises higher than her regular uppercut & finishes with an Izuna drop.
The impact on the ground (untechable) makes them bounce in a blue launcher state.
Your go to super & by far her most damaging super.

Overall it's a pretty straight forward super to use: DP hits, damage go brr.
2 things to stay aware of though:

  • Beware of its short forward range. It's not as stubby as her regular DPs, but it can still whiff if you miss the first hit, due previous move knockback or use it max range.
  • If you hit in a certain way / at a specific range, the DP will deal more damage than it should. I'm not sure on the exact details but surely by missing some hits & messing with the damage scaling.

Blue launcher combo & How to grab them

Thanks to the blue launcher, you can combo after with an air throw (which they can tech) leading to her usual air throw routes.
Remember that they will be always sent in the opposite direction you hit them with 22C. It's important to jump/air control toward them to grab.

Speaking of, there's 2 possible options to grab them, both have slight difference in execution & results:

  1. Micro-dash jump > Air Throw:
    • Continue in the opposite direction (starts →, 22C sends them ←, grab release them ←).
    • Harder to input in such short windows (right after the impact),
  2. Cheerleading flip > Air Throw:
    • Continue in the same direction (starts →, 22C sends them ←, grab release them →).
    • Definitely easier to time thanks to 5Y~B, you still HAVE TO air control toward them, otherwise it will whiff.
    • It's characters specific, but it would be possible to cross over with the flip, making it release on the opposite direction.

See it in video in this tweet.

You'd be somewhat right to think it's a semi-infinite with 120% meter, but actually it's limited by a big hitstun reduction after 30 hits.
After that, you will be able to grab them, but your jab or any other option will whiff after.
The super being 11 hit + 1 from the grab, so you'll "only" be able to do it 3 times, which is already A LOT of damages (remember it's not guaranteed, as they can tech your grab though).

Reversal

After all that details on combo, it's easy to forget it's also a good reversal.
It's invincible during the flash & until its first hitbox (9fr post-flash), and even then the hurtbox on this hit is only around her torso. No head, no legs.

Anti-air

Another thing easy to brush off, it's air unblockable and can be used as an anti-air!
Though a word of caution:
If they're late in their jump (close to the ground), DO NOT use it raw. Instead use another move to force them to block or clash & cancel into it.

For the simple reason they will be able to land & block thanks to the super flash & slowdown.
It can also happen if they're right above you / about to cross over you, depending their hurtbox they might be able to sneak past your DP.
It's something you'll have to get a feel with time & training.

Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted.
[ ] = Input is held.
~ = Delay the next hit.
/ = Option to choose between multiple actions.
+ = Multiple buttons are pressed simultaneously.
{}xN = That part can be repeated N number of times, range provided.
X(#) = Next action is taken after a certain number of hits from X move.
xx = Cancel A into B (A xx B), mainly written when it needs to be really fast.
CH = Counter Hit.

True combo - Untechable

Missed tech punish

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