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With far-reaching normals, projectiles that cover nearly every angle, and several attacks that linger on the screen, Main is best-described as a space-control character. Proper use of his tools allow him to hit most parts of the screen and threaten opponents from nearly anywhere. He also has several good oki options on knockdown and useful utility in the form of his Ex specials and Super moves, meaning he has something useful to do with his meter at any given time. In exchange for his nearly-uncontested reach, his cancel options are somewhat poor, and his mixup, while decent, requires that he sacrifice his range advantage in order to beat down-backing players.
-Pros and Cons-
+ Long range normals, both grounded and in the air
+ Strong antiair options
+ Has many options for oki with and without meter
- Not many jump/dash-cancellable moves make his pressure somewhat predictable
- Mixup tools have the worst range of all his attacks, requiring him to go in
Abilities and Movement options
Health Total: 10000
(66) - Forward dash, can hold (6) to keep running. Main's dash has a slightly slow startup but high acceleration.
(44) - A short distance hop backwards with some invincibility.
(1) or (2) or (3) then (7) or (8) or (9) - A high-altitude jump into the air. Retains other air options.
(7) or (8) or (9) in the air - A second, shorter jump allowing for more air time or changes in aerial momentum. Cannot double jump and airdash in the same jump.
(44) or (66) in the air - A burst of forward or backward aerial momentum. One forward or backward airdash allowed when airborne.
[Low | Damage - 270 | Startup - 4f | Active - 4f | Recovery - 12f | Advantage - -3 | Jump cancelable] |
A fast, low kick. The range is short for Main, but still slightly longer than most other character's 5As.
[Mid | Damage - 480 | Startup - 7f | Active - 3f | Recovery - 30f | Advantage - -18 | Jump cancelable] |
A horizontal swipe that vacuums opponents in on hit and block. Decent range, though it can whiff on a tipper 5A so be aware of your distances. Air Unblockable property on this means opponents can't safely jump out of 5A pressure if you delay your strings by a few frames, giving Main an easy answer to chicken-blocking.
[Mid | Damage - 800 | Startup - 14f | Active - 3f | Recovery - 32f | Advantage - -18 | Hard knockdown] |
Main turns and does an elbow-drop like motion onto the ground, triggering a gout of flame. A pretty large hitbox, but this move has no real use midscreen outside of combo fodder and meter-building. Also, despite being a grounded normal, it's Air Blockable. In the corner it can be used with Specials or Supers to frame trap.
[Mid | Damage - 440 | Startup - 9f | Active - 6f | Recovery - 13f | Advantage - +0 ~ -4] |
A lunging, full-body punch with fire trail. Might be okay as a poke in neutral, but Main can't easily get anything off of this and it can only be Special/Super-canceled.
[Mid | Damage - 480 | Startup - 7f | Active - 4f | Recovery - 16f | Advantage - -5 | Jump cancelable] |
A close range cross punch. Fast startup with a nice vertical hitbox, it's useful for pressure and capable of OTGs. A staple normal in Main's BnBs.
[Mid | Damage - 640 | Startup - 7f | Active - 8f | Recovery - 21f | Advantage - -4 ~ -10] |
Similar to 5B, but angled downward. Despite the animation, not a low. The reach is a little bit shorter than 5B too. The main use of this normal (probably) stems from its effects on air hit and air CH/Fatal Shift. On air hit, the opponent is ground bounced briefly, allowing for a 214B followup. On air CH/Fatal Shift, it ground bounces and causes hard knockdown. [Testing required]
[Mid | Damage - 540 | Startup - 11f | Active - 4f | Recovery - 27f | Advantage - -14] |
Main steps forward and lunges with a spear made of fire. One of the longest-ranged normals in the game. Cancel options aren't strong, but when used wisely, this normal allows Main to harass half the cast with relatively little risk. The recovery limits how exploitable it is; whiff this normal and faster cast members get in for free (Serena, Qdora, Cecil).
[Mid | Damage - 120 | Startup - 5f | Active - 4f | Recovery - 5f | Advantage - +2 | Jump cancelable] |
A crouching swipe with obligatory fire effect. Mashable up to 3 times in combos and blockstrings before pushback guarantees a whiff. Fast enough to mash out of blockstrings, but this move hits mid and has awful reach, so that's likely the only thing you'll use it for.
[Low | Damage - 380 | Startup - 7f | Active - 6f | Recovery - 12f | Advantage - -3] |
A horizontal swing with a firey glaive. A reasonably fast low.
[Mid | Damage - 800 | Startup - 6f | Active - 8f | Recovery - 14f | Advantage - -3] |
Main punches the ground, causing a firey eruption. This move is pretty ridiculous; it's Air Unblockable, it shrinks Main's hurtbox slightly, and it's effectively safe on block thanks to the pushback and short recovery. On CounterHit/Fatal Shift it floats the opponent for a long time, allowing for a full combo. Probably one of Main's best normals, and an antiair that every character has to respect. Hitting raw and/or meterless has little benefits, though. Learn when to use this and how best to exploit it.
[Low | Damage - 400 | Startup - 5f | Active - 4f | Recovery - 19f | Advantage - -8 | Hard knockdown] |
A generic sweep. The range is simply okay, slightly better than Main's 5A, and the hitbox for whatever reason extends slightly past his leg. Not a bad normal, but not one you'll likely use much; Main has other, better normals that do what this one does.
[Mid | Damage - 330 | Startup - 7f | Active - 5f | Recovery - 13f | Advantage - +8 ~ -5] |
A steep-angled kick in midair. A decent jump-in normal when used late, despite hitting Mid, and pretty fast.
[High | Damage - 430 | Startup - 10f | Active - 4f | Recovery - 18f | Advantage - +9 ~ -7 | Jump cancelable] |
Main swings a glowing fan in a sweeping angle, from above his head to nearly his ankles. Wide hitbox, good for crossups.
[High | Damage - ~580 | Startup - 11f | Active - 4f | Recovery - 16f | Advantage - +10 ~ -3 | Dash cancelable] |
A steep, deep punch. Used more in air combos for the dash cancel property than for jumpins, as the hitbox is a bit short. On air-to-air CounterHit, causes a ground slide. (Damage seems slightly variable; 580 on Serena, 586 on Alcott?)
[High | Damage - 610 | Startup - 11f | Active - 4f | Recovery - Until you hit the ground, minimum ~40f | Advantage - -9 ~ -4] |
Much like an aerial version of 5D, though riskier. A good air-to-air poke for denying airspace, with long reach that's difficult to challenge. The recovery is bad on whiff, but significantly better on hit or block, which isn't too hard to accomplish. On CH/Fatal Shift, it throws the opponent fullscreen with good untech time, maybe giving it utility in corner combos.
[Mid | Damage - 320/480 | Startup - 10f | Active - 12f | Recovery - 17f | Advantage - -2 ~ -7] |
Main throws a backfist in front of him accompanied by a burst of flame. Damage listed is for the fist, then the explosion. Has a property like Blazblue's 'Upper body invincibility', allowing it to beat aerial jumpins with ease. Fortunately or unfortunately, 2C is an easier move to antiair with, allows for easier pickup into a combo, and seems to lead into better damage. The cancel options on this move are better than 2C's, but still generally bad, so it likely won't see much use.
[High | Damage - 850 | Startup - 20f | Active - 4f | Recovery - 20f | Advantage - -10] |
Main performs an axe kick onto the opponent's head. It's an overhead, but difficult to use; at the ranges where this move can actually connect, you'll usually throw instead. Cannot be canceled on block into anything, making this a genuinely unsafe move. The T-cancel window is generous, making it possible to feint an overhead then go for low or throw.
[Mid | Damage - 1090 | Startup - 16f | Active - 6f | Recovery - 31f | Advantage - -14 ~ -18 | Jump cancelable] |
Main leans forward and a gout of fire rolls on the floor for roughly 2-3 character lengths. Main's highest-damage normal. Air blockable. Mainly used in combos, though the speed, range, and jump cancelable properties may make it viable for frame traps or pressure. It also makes for a highly damaging combo starter, though the uses are situational.
| 【Ground Throw】
[Throw | Damage - 640 | Startup - 41f | Active - 1f | Recovery - 16f | Advantage - ] |
Main lobs the opponent airborne at an angle. Possible to jump forward and follow up with an air combo.
| 【Air Throw】
[Throw | Damage - 670 | Startup - 31f | Active - 1f | Recovery - 34f | Advantage - | Hard knockdown] |
Grabbing the opponent, Main carries them down to the ground and slams them to the floor. Cannot be comboed (probably; maybe landing them on 214D?), but leaves Main with considerable frame advantage.
| 【632146C - 火車の轍 "Path of the Fire Wheel"】
AIR OK [Mid | Damage - 440/hit, 10 hits maximum | Startup - 9f | Active - 67f | Recovery - | Advantage - |] |
Fire wheel Super. Main swings his arm and creates an immense orb of flame that travels horizontally across the screen. Gigantic hitbox, quick startup, long active frames, deals a large amount of chip damage and guard gauge damage on block. Not amazing on damage, but the utility makes up for it. This can be used for oki, OTGs, and controlling large amounts of space. If your opponent is caught blocking this move in midair, there's typically enough time to run in for a free Air Unblockable. Excellent for convincing people to stay grounded.
| 【214214A - 満ちる月 "Waxing Moon"】
[N/A | Damage - -1250 | Startup - | Active - | Recovery - | Advantage - |] |
Healing Super. Main turns his back to the opponent, striking a pose, and recovers 12.5%/1250 HP. This move is very fast all around, with a quick startup, a pause after the superflash, and short recovery; it's probably due to this move alone that Main's grounded normals are all negative on block. Depending on range and matchup, you can get this Super off for free in some cases off of a blocked 5D, 236A full-screen, and even during some combos. There might be better uses for your meter most of the time, but this Super can also allow you to stall or run the round timer for a life lead, so don't rule it out entirely.
5AAA > 41236D > delay > 5B > 2C > delay > 6D > jc > jA > jC > 66(airdash) > jA > jB > j236A/B