Mizuumi Wiki is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
![]() |
Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. |
EN-Eins Perfektewelt/Dawei
Background
"A professional assassin associated to mainland China's mafia, the Black Hand. He abandoned the organization in order to seek revenge for the Big Boss and went to live deep in the mountains, training every day."
Introduction
Dawei
- Armor Ratio = 0.950 (second lowest unbuffed)
- Forward Speed = 3.5 dot/f (slowest unbuffed)
- Backwards Speed = 3.0 dots/f (slowest unbuffed)
- Jump Startup = 4F (second slowest unbuffed)
- Backdash Duration = 20F (second shortest)
Pros
- Highest damage combos in the game
- Buffs give him some of the best stats in the game
- High armor even without buffs
- Can convert into full combos off most moves as long as he has meter
- Very strong normals and pokes that make him hard to approach
- Strong frame traps and throw mixups, particularly with 22+A
Cons
- Bigger combos are very costly meter wise
- Has no real ways to do low high mixups
- Despite being big and good for pressure and neutral, his normals are slow
- Worst movement in the game when unbuffed
- Can't deal well with being pressured, needs to spend meter to reversal
- Requires a lot of skill to use to his full potential
All damage values below were tested on Akatsuki with 1.000 armor ratio, full life on both sides, and power level 0 (remember about "Health difference", "Guts", and "Power Level" systems)
Normal Moves
5A
|
---|
5AA
|
---|
5AAA
|
---|
5B
|
---|
5BB
|
---|
5C
|
---|
5CC
|
---|
2A
|
---|
2B
|
---|
2C
|
---|
j.A
|
---|
j.B
|
---|
j.C
|
---|
Command Normals
練気虎撲把 - Renkiko Bakuha
5[C] |
---|
跳双把 - Chousouha
j.6C |
---|
Special Moves
烏牛擺頭 - Ugyuu Haitou
[4]6A/B/C/D |
---|
虎蹲山 - Kosonzan
[4]3A/B/C/D |
---|
挑領 - Chouryou
(after Kosonzan) A/B/C |
---|
斬手 - Zanshu
[2]8A/B/C/D |
---|
鷂子栽肩 - Youshi Saiken
(after Zanshu) A/B/C |
---|
練精化気 - Rensei Kaki
22A/B/C/D |
---|
Universal Mechanics
Throws
Forward Throw
4/5/6+A+B |
---|
Air Throw
j.4/5/6+A+B |
---|
Reflectors
Standing Reflector
4/5/6+B+C/D |
---|
Crouching Reflector
1/2/3+B+C/D |
---|
Jumping Reflector
7/8/9+B+C/D |
---|
Dash Attack
66X
|
---|
Super Moves
練神還虚 - Renshin Kankyo
A+B+C |
---|
練気崩山挑手 - Renkihou Zanchoushu
A+B+D |
---|
General Strategy
Neutral
Combo Game
Offensive Pressure
Okizeme
Reversal Options
Overview
Other Resources
Combos
Midscreen Combos
5A > 5B > 5BB > [4]3B > 2A > [4]3B > C
5A > 5B > 5BB > [4]6B > [4]3D
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [2]8D
2A > 2B > 5BB > [2]8C > [2]8D
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > [4]3B > C
2A > 2B > 5BB > [2]8X > [4]6D > [4]3B > C
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > 2A > 2B > 5BB > [4]3B > C
2A > 2B > 5BB > [2]8X > [4]6D > 2A > 2B > 5BB > [4]3B > C
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > 2A > 2B > 5BB > [2]8C > C
2A > 2B > 5BB > [2]8X > [4]6D > 2A > 2B > 5BB > [2]8C > C
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > 66X > 2A > 5B > 5BB > [4]6A > 2B > [4]6A
2A > 2B > 5BB > [2]8X > [4]6D > 66X > 2A > 5B > 5BB > [4]6A > 2B > [4]6A
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > 66X > 2A > 2B > 5BB > [2]8C > C
2A > 2B > 5BB > [2]8X > [4]6D > 66X > 2A > 2B > 5BB > [2]8C > C
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > 66X > 66X > 5B > [4]6A/B
2A > 2B > 5BB > [2]8X > [4]6D > 66X > 66X > 5B > [4]6A/B
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > 66X > j.B > j.C > 2A > [2]8A/B > A/B
2A > 2B > 5BB > [2]8X > [4]6D > 66X > j.B > j.C > 2A > [2]8A/B > A/B
5A > 5B > 5BB > [4]6B OR ([4]3B > C) > [4]6D > 66X > j.A > j.B > j.C > 2A > 2B > 5BB > [2]8A/B > A
2A > 2B > 5BB > [2]8X > [4]6D > 66X > j.A > j.B > j.C > 2A > 2B > 5BB > [2]8A/B > A
5A > 5B > 5BB > [4]3B > 2A > [4]3B > C > 22D > 5A > 5B > 5BB > [4]3B > A
5A > 5B > 5BB > [4]3B > C > 22D > j.A > j.B > 5A > 5B > 5BB > [4]3B > C
5A > 5B > 5BB > [4]3B > C > 22D > j.A > j.B > 2A > 2B > 5BB > [2]8C > C OR [2]8D
2A > 2B > 5BB > [2]8C (one hit) > j.A > j.B > 5A > 5B > 5BB > [4]3B > C
2A > 2B > 5BB > [2]8C (one hit) > j.A > j.B > 2A > 2B > 5BB > [2]8C > C OR [2]8D
5A > 5B > 5BB > [4]6B > 22D > hold forward 5A/2A > Any combo
5A > 5B > 5BB > [4]6B > A+B+C > Any meterless combo
Corner Combos
5A > 5B > 5BB > [4]3B > 2A > 2B > 5BB > [2]8C > C
5A > 5B > 5BB > [4]3B > 2A > 5AA > 2A > 2B > 5BB > [2]8C > C or [2]8D
5A > 5B > 5BB > [4]3B > 2A > 5AA > 2A > 5B > 5BB > [4]3B > C
5A > 5B > 5BB > [4]3B > 2A > 5B > 5BB > [4]6B > 2A > 2B > 5BB > [2]8B > A
5A > 5B > 5BB > [4]3B > 2A > 5B > 5BB > [4]6B > 2A > 2B > 5BB > [4]3A/B > A/B
j.6C > 5A > 66X > 2B > 5BB > [2]8B > A
5A > 5B > 5BB > [4]3B > C > 22D > j.A > j.B > j.6C > 2A > 2B > 5BB > [2]8C > A/B
2A > 2B > 5BB > [2]8C (one hit) > 22D > j.A > j.B > j.6C > 2A > 2B > 5BB > [2]8C > A/B
5A > 5B > 5BB > [4]6B > 22D > hold forward 5A/2A > Any combo
5A > 5B > 5BB > [4]6B > A+B+C > Any meterless combo
From Corner Combos
2A > 2B > 5BB > [2]8C (one hit) > 22D > forward dash > 5A > 66X > forward dash > 2B > 5BB > [2]8A > A
[2]8C (one hit) > 22D > forward dash > 5A > 66X > 2A > 2B > 5BB > [2]8C > C
5A > 5B > 5BB > [4]6B > 22D > hold forward 5A/2A > 5B > 5BB > [4]6B > [4]6D > [4]6B > [4]6D > 66X > j.A > j.B > j.C > 2A > 2B > 5BB > [2]8A/B > C
Frame Data
KD - Knockdown
VB - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
N/A - not applicable
WB - wall bounce
WS - wall splat/stick
GB - ground bounce
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Universal Mechanics --------------------------------------- 4/5/6+A+B | 24 | 5 | KD | N/A | j.4/5/6+A+B | VB | 4 | KD | N/A | 5+B+C/D | 46 | 7 | KD | -1 | c.B+C/D | 46 | 7 | KD | N/A | j.B+C/D | VB | 6 | KD | N/A | 66X | 32 | 7 | WS | -10 | Normals --------------------------------------- 5A | 19 | 4 | -4 | -4 | 5AA | N/A | 5 | -6 | -6 | 5AAA | N/A | 6 | KD | -8 | 5B | 27 | 9 | -3 | -5 | 5BB | N/A | 6 | -4 | -8 | 5C | 43 | 15 | KD | -13 | 5CC | N/A | 9 | KD | -8 | c.A | 18 | 4 | -3 | -3 | c.B | 21 | 6 | +0 | -2 | c.C | 35 | 11 | KD | -9 | j.A | VB | 4 | VB | VB | j.B | VB | 7 | VB | VB | j.C | VB | 9 | VB | VB | Command Normals --------------------------------------- 5[C] | 58 | 35 | WS | -8 | j.6C | VB | 7 | KD | VB | Specials --------------------------------------- [4]6+A | 30 | 9 | -2 | -6 | [4]6+B | 33 | 13 | -1 | -5 | [4]6+C | 42 | 23 | +0 | -4 | [4]3+A | 35 | 15 | KD | -5 | [4]3+B | 39 | 19 | KD | -5 | [4]3+C | 47 | 27 | KD | -5 | [4]3+X > A | N/A | 3 | KD | -16 | [4]3+X > B | N/A | 5 | KD | -16 | [4]3+X > C | N/A | 7 | KD | -16 | [2]8+A | 36 | 6 | KD | -14 | [2]8+B | 42 | 8 | KD | -16 | [2]8+C | 48 | 10 | KD | -18 | [2]8+X > A | N/A | 5 | KD | -19 | [2]8+X > B | N/A | 9 | KD | -19 | [2]8+X > C | N/A | 13 | KD | -19 | 22+A | 55 | N/A | N/A | N/A | 22+B | 55 | N/A | N/A | N/A | 22+C | 55 | N/A | N/A | N/A | EX, Supers --------------------------------------- [4]6+D | 41 | 9 | WB | -20 | 4F invincible [4]3+D | 105 | 11 | KD | -22 | 8F invincible [2]8+D | 69 | 5 | KD | -23 | 6F invincible 22+D | 12 | N/A | KD | N/A | 0F invincible A+B+C | 0 | N/A | KD | N/A | 0F invincible A+B+D | 73 | 11 | KD | -32 | 11F invincible
Trivia
- Hamon using Shinsuke Nakamura.
- As explained in his intro the change in Wèi's name is supposed to be a nickname/title meaning "Big" Wèi or "Great" Wèi.
- His fighting style as stated in ABK/AA is 心意六合拳 (xīnyì liùhé quán) - Xinyi Liuhe Quan literally "Fist of Mind, Intention and Six Harmonies" [1]
- It's implied through his story that the events of his ending in ABK/AA came to pass regardless of who actually won. His former patron Xǔ (許) was killed (or possessed and then killed) and he learned from Murakumo that he was the one using the Black Hand and the Chinese State Council for his own ends. In Wèi's ending he got a list from Gesellschaft's base detailing the identity of the many Murakumo clones throughout the world.
Arcade Story
- Opening
Wèi, a professional assassin associated to mainland China's mafia, the Black Hand, abandoned the organization to seek revenge for the Big Boss (*1) and went to live deep in the mountains, training every day. This polished his Kung Fu even further, and people started to call him Dà Wèi.
- VS Generic
The best Kung Fu fighter in China. That's me, Dà Wèi! (*2)
- VS Murakumo
No matter how much you mocked us as long as I'm satisfied...
- First Interaction
Suddenly, piercing the South Pole's permafrost, the form of a huge structure appeared.
Murakumo: How surprising... Your vengeance has taken you around the world. Come if you still want to, I will resurrect as many times as needed to become a Perfecti.
- Second Interaction
Valkyria: You finally arrived here, so that means you hold a vessel worthy of God. Let me see if you are qualified to enter "Neuland", the New World. I am Valkyria, the one who brings death to the Old World.
- Ending
Dà Wèi: The enemy of the Big Boss... The clones of Murakumo are still hiding around the world... There's no way I'll leave it like that...
Dà Wèi left the brightly burning base to resume his journey in search for revenge.
- Translation Notes
- (*1) Just as Marilyn when she refers to herself, Wèi always uses 大当家 (dàdāngjiā) to refer to his former patron Xǔ who was one of Murakumo's clones in ABK/AA. From Chinese: 当家 (dāngjiā) (1) to be the one in charge of the family; (2) to call the shots; to be in charge.
- (*2) The original text 中華一の打派 literally "China's number one of fighting sect" uses 中華 (Zhōnghuá) which is an alternate formal name for China in both Chinese and Japanese. The second part (打派) are two different terms related to Kung Fu. 打 (dǎ) [to beat; to strike; to hit] refers to the form he uses which is for actual fighting in contrast to other forms used only for practice. 派 (pài) [clique; school; group; faction] refers to the style which are identified as "families" (家 jiā), "sects" (派 pài) or "schools" (門 mén). I used "Kung Fu fighter" to try to encompass all this in a small dialogue. [2]