Fantasy Strike/Midori

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Midori.jpeg

Introduction

Master Ando Midori trained siblings Grave and Jaina in martial arts and honorable conduct. He can transform into a green dragon during battle.

Lore

Ando Midori is from a lineage of extremely powerful martial artists who have tapped into the ability to take on forms of the Dragon. His master taught him and his brother Menelker a wide variety of techniques, including some of deadly force. Midori believed that some of these dark arts were too dangerous to be practiced and should not be passed on to other students. Menelker disagreed, saying there is no right and wrong in a technique and that passing up ultimate power for reasons of honor is foolish.

Midori is a man of honor though. He eschewed the dark arts and taught only the respectable forms of martial arts to Grave and Jaina. Midori delights in teaching and nurturing, feeling vicarious happiness and satisfaction from seeing his pupils flourish.

In fact, Master Midori believes in honor above all else, and instills respect and ethics in his students, as well as physical training. His master before him taught techniques too deadly to be used, and Midori saw first-hand how that power warped his now-exiled brother. Midori protects his students from such taboo knowledge.

The blood of green dragons flows through Midori's body, and he can take the physical form of a dragon for short times when his focus is strongest. His personal fighting style is defensive and solid, but his dragon form allows for powerful offense as well.

Overview

Health Character Type Super Meter charge time Dragon Form duration
7 Grappler 18.5 Seconds 14 Seconds

General

Midori is a slow-moving high health character who wins most matchups by threatening super activation while mixing up the opponent with a high range Command Throw and good close-range FS A.pngs, which is backed up by his ability to parry attacks in human form.

Unique Traits

As a Grappler, Midori has extra health and does 2 damage on Throws and Yomi Counters.

Midori has two distinct movesets, a Human Form and a Dragon Form. Properly using the strengths of both to cover the weaknesses of the other is necessary to win play Midori.

Human Moves

Ground

Chop
FS A.png
FS Midori nA.png
Chop
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 9 8 10 5 3 11 - Strike
  • Can cancel into Flurry Punches on whiff.

Midori's go-to anti-air.


Two-hit Strike
FS R.png+FS A.png
FS Midori fA.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 11 7(7)8 11 4 2 10 - Strike
  • 2 damage, 1 for each hit.
  • Can cancel first hit into Flurry Punches.


Flurry Punches
FS A.png
FS Midori FlurryPunches.png
First Flurry
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
First 1 6 2(5)3(3)3 14 -3 -5 1 - Strike
  • Will repeat forever if continually cancelled into itself, only requires one button press.
  • Can cancel recovery frame 13 into Second Flurry on whiff, hit or block.

Unique Special attack that can be done from Midori's first FS A.png and FS R.png+FS A.png.

Second 1 7 3(5)3(3)3 14 -3 -5 1 - Strike
  • Can cancel back into First Flurry Punches on whiff, hit, or block.

Slightly different frame data then the first version.


Sweep
FS L.png+FS A.png
FS Midori bA.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 11 4 18 KD -1 KD - Strike
  • Grants knockdown.

Common sweep, but can be stronger than sweeps on other characters because of Midori's two-way mix-up.


Flying Kick
FS B.png
FS Midori Ground B.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 14 29 21 KD -13 KD - Strike
  • Bounces back on block.

Midori's most far-reaching movement option horizontally. Despite being negative, because the opponent is too far to punish after Midori bounces back, it becomes virutally safe on block.


Parry
FS C.png
FS Midori gC.png
Parry Stance
Midori Parry Stance.png
Counter Attack
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Parry - 1 13 23 - - - - Parry
  • Counters Strike Attacks.

Frame 2 parry that leads into the counter attack.

Attack 1 9 7 18 KD -4 KD - Strike
  • Invincible frames 1 - 16.
  • Strikes in the same direction the parry was facing.
  • On hit, builds 20% super meter and puts Midori into an empowered throw state.
  • Midori's empowered throw has 0F startup, deals 1 damage, and cannot whiff.
  • Empowered throw triggers automatically whenever Midori is actionable and the opponent is vulnerable to special throw.
  • Empowered throw has slightly less range than his normal throw.


Throw
FS T.png
FS Midori T.png
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Forward 1 3 4 16 - - - - Throw

Forward Throw.

Back 1 3 4 16 - - - - Throw

Back Throw.


Dragon Form
FS S.png
Midori gS.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 0+1 - 1 - - - Invincible -

Midori enters Dragon Form, which lasts 14 seconds. Note: The game advances one frame halfway through the cinematic, revealing any move the other player committed to by pressing a button immediately after the cinematic started.

Air

FS A.png
Midori neutral JA.png
Floating Axe Kick
FS Midori jfA.png
Jump Kick
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
FS J.png 1 11 11 9 8 7 13 Ground Bounce Strike

Can steer midori forwards or backwards during startup and active frames

FS R.png+FS J.png 1 11 7 2 15 13 20 - Strike

-


Flying Air Kick
FS B.png
FS Midori jB.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 10 15 13 KD -25/-42 KD - Strike

If done from lowest possible height it is roughly -6 on block


Butt Slam
FS C.png
FS Midori jC.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 23 27 9 KD 6 KD - Strike


Dragon Form
FS S.png
FS Midori jS.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 0 - 3 - - - - -

Turns Midori into dragon form for 14s, can be followed up with any aerial move after super activation ends

Dragon Moves

Ground

Bow
FS A.png
FS Midori Dragon A.png
Bow
FS Midori Dragon AxA.png
Take Flight
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Chop 1 12 6 13 2 1 8 - Strike

Can cancel into A[2], can cancel into B or C on hit or block only

Take Flight 1 11 19 0 KD 2 KD - Strike

Puts Midori airborne, can be followed up with any aerial moves after active frames end


Bite
FS R.png+FS A.png
FS Midori Dragon fA.png
Bite
FS Midori Dragon fAxA.png
Acid Spit
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Bite 1 10 8 15 0 -2 6 - Strike

Cancels into fA[2]

Acid Spit 1 9 P 27 P P P - Projectile

If fA is done from point blank, midori is +6 on block and +7 on hit


Tail Sweep
FS L.png+FS A.png
FS Midori Dragon bA.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 10 11 18 KD -8 KD - Strike

A practically full-screen sweep.


Dragon Torpedo
FS B.png
FS Midori Dragon B.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 12 27 0 6 4 11 - Strike

Airborne frame 9. Midori recovers in the air on hit or block, can be followed up with any aerial move after recovery frames end


Dragon Buster
FS C.png
FS Midori Dragon C.png
Parry Stance
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 22 27 32 KD - KD - Command Throw

Has infinite hits of armor from frame 1 - 49, 2 damage command grab


Throw
FS T.png
FS Midori Dragon T.png
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Forward 1 3 4 16 - - - - Throw

Forward Throw.

Back 1 3 4 16 - - - - Throw

Back Throw.


Human Form
FS Midori Dragon Transform.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 0+1 - 10 - - - - -

When Dragon meter runs out, Midori is forced transform to Human Form. If he is knocked down when meter runs out he will transform when he gets up.

Air

Claw Swipe
FS A.png
FS Midori Dragon jA.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 22 27 32 19 17 25 - Strike

Hits twice, each hit does 1 damage.


Air Dragon Torpedo
FS B.png
FS Midori Dragon jB.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 8 20 0 -3 -5 3 - Strike

neutral on block if done from minimum height, in recovery while falling, 14 frame landing recovery on hit/block


Talon Swoop
FS C.png
FS Midori Dragon jC.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 24 45 0 KD - KD - Command Throw

If done too low to the ground, in a special recovery pose for 28f


Human Form
FS Midori Dragon jTransform.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 0+1 - 12 - - - - -

When Dragon meter runs out, Midori is forced transform to Human Form. Midori will still have 2 frames of recovery upon landing.

Combos

Human

A A (2 damage)
fjA fA (3 damage)
njA, fA (corner,airborne opponent) (3 damage)

Dragon

A A (2 damage, KD)
fA A (2 damage)
jA A A if close (4 damage, KD)
jA fA A (4 damage)
jA bA (3 damage, KD)
against airborne opponent, nAA, jA, with a followup of B or bA depending on the distance and height of opponent On oki, you have B (crossup), jA, and followup with fAA for damage or bA for knockdown jAA B AA B

Strategy

General

Your basic strategy without FS S.png is to walk forward until you are in grab range. At that point, you can threaten a mixup of FS L.pngFS A.png, FS T.png, FS R.pngFS A.png or FS R.pngFS J.pngFS A.pngxFS R.pngFS A.pngFS A.png. During your approach you can ward off jump ins, reversals or other attempts to keep you out with neutral FS A.png (which has a very good anti-air hitbox) or FS C.png (parry). It's important to remember, however, that FS C.png is not a true reversal and can be meatied, beaten or even blocked if timed wrong.

If you do land a successful FS C.png you gain an empowered stance which is quite powerful, giving Midori the ability to automatically beat any vulnerable move when close. How best to utilize it is dependent on the matchup but often you will want to pressure with frame advantaged FS R.pngFS J.pngFS A.png in order to fool your opponent into blocking unnecessarily which you can then punish with FS T.png.

If you have FS S.png available your options increase significantly, especially against zoners, who may decide that the best strategy is just to run away from you forever (get used to it because they're gonna keep it up). Specifically, FS S.png gives you a 0-frame cinematic pause to examine the screen, just like Argagarg's FS S.png. During this pause you can assess the game state and then buffer a move. This is best used in two situations: To punish a zoner's projectile with Dragon FS L.pngFS A.png or on wakeup/during defense to figure out what kind of attack your opponent is doing.

As you may understand by now playing Midori requires patience and careful assessment of the fight. Your basic moves do not have outrageous hitboxes, extreme frame advantage or lots of k/d. Much of your time will be spent walking forward, pursuing an opponent and preventing them from escaping your mixup pressure.

Dragon Form

While in Dragon form, Midori has a more complicated and powerful toolkit but a much larger hitbox and the downside of nearly inevitable reversion to human form, which does have recovery frames. One of the most useful tools is actually the cinematic pause during FS S.png, which allows you to peek at what an opponent is doing. Using this at a time when it allows you to punish an opponent who thought they were safe is typically the best case scenario. Using it far from an opponent who you cannot meaningfully threaten is generally a waste.

You will want to take the most advantage of Dragon form that you can so acting aggressively but safely is key. Punish zoners (or whiffed attacks) with either FS L.pngFS A.png or FS C.png (if close enough), in order to knock them down and set up oki. Once you have achieved this, you take advantage of the same mixup combination available to Rook and Setsuki: FS T.png/FS A.png/Command Grab. Dragon Midori will usually want to land FS A.pngxFS A.png as it counters jump outs and does a two hit two damage combo which k/ds again, but opponents will be aware of this and block. So be sure to occasionally use FS T.png (also great for preventing jump outs) or FS C.png (when you think they will yomi counter).

Matchups

Name Type Matchup Strategy
Argagarg
FS icon Argagarg.png
Zoner -
DeGrey
FS icon DeGrey.png
Wild Card -
Geiger
FS icon Geiger.png
Zoner Just like every other zoner in the game, Midori does have a hard time as to getting in on his opponent. Butt Bomb would be good in zoning situation, but Geiger's Flash Gear does an excellent job at punishing whiffed moves and anti-airing: probably because it's a DP. And trust me, Midori jC is gonna whiff. A lot. Not to mention, Geiger absolutely demolishes Midori in terms of close combat. Midori can't even try to take his turn back because of Geiger's DP, and if Geiger throws you, there's not a lot you can do other than block.

Dragon Form somewhat changes the perspective. While you'll still have to deal with the annoyance that is Geiger's gears, you don't have to worry about getting in, since he has armored moves and FS L.png+FS A.png. However, Geiger can still give Dragon Midori some work. Since Dragon Midori is not only slow, but huge, you're probably going to get hit by gears a lot. Not to mention, his two strongest offensive situations: anti-air and air-to-airs, won't work that efficiently on Geiger. He has Phase Out, which can bait out a move from Midori, plus Geiger doesn't need to jump at all, especially in this matchup.

Grave
FS icon Grave.png
Zoner -
Jaina
FS icon Jaina.png
Zoner Notes:
  • To get past a Jaina's jC spam, jump over an arrow then use fA to sneak under the next.
Lum
FS icon Lum.png
Wild Card -
Midori
FS icon Midori.png
Grappler -
Onimaru
FS icon Onimaru 1.png
Wild Card With the right lead, Midori can do some mighty good work against Onimaru, considering if Oni has no tools at his disposal. However, the exact same can be said for if Oni gets a good lead. Onimaru is the king at dealing massive amounts of damage, and one good counter hit FS R.png+FS A.png depletes half of your health bar. Good thing is that Oni doesn't fare well on defense. So, it's your job to be aggressive until you get super.

Once Midori has his super ready, sit on back, and let the game play itself. Onimaru struggles terribly on getting in on characters with long normals or projectiles. Lucky for you, you have all of that to your disposal. His massive hitboxes and armored moves make it a struggle for Oni to do good against. Letting Oni in is the last thing you wanna do, considering he can break armored moves with practically one or two moves. Dragon Form Midori also does well against armored moves, with his multi-hitting ones. Just keep Oni out long enough for you to nip at his health, until you revert back to human form.

Quince
Quince.png
Wild Card -
Rook
FS icon Rook.png
Grappler Rook is one of the few characters that can actually beat a defensive Midori. While the neutral game is easy enough for Midori, keeping Rook out with his long and multi-hitting normals, once Rook applies pressure, there's not a lot Midori can do in human form. While waking up counter is risky in the first place, Rook can just beat that with FS C.png or FS T.png. Midori will have no choice but to block the coming mix against Rook, and depending which moves he uses, he can set you up in a situation that's hard to get out of.

It's when in Dragon Form Midori has a lot less to worry about. Midori's already long normals are now multiplied by three, making it hard for Rook to get in. Rook's Earthquake is one of the only ways he can get in, and Dragon Midori can disrupt that pretty easily. With his jA, being multi-hitting, Midori is gonna be jumping a lot, and Rook does not have any genuine anti-airs. Once Rook is in the defensive seat, it's now your turn to go on the offense, which Dragon Form does well with.

Setsuki
FS icon Setsuki.png
Rushdown Defensively, there's not a lot that Midori can do against Setsuki in human form. In order for him to go in, he has to use his jumping flying kick and Butt Bomb, which could be really hard for Setsuki to punish with her FS B.png. However, once Setsuki gets in, it's hard for Midori to escape unless Setsuki messes up her block string, or goes for the grab a lot. Since her FS B.png, FS B.png isn't true, he can parry. And being the flimsy piece of paper Setsuki is, once Midori gets a good start, you can take the round rather easily.

Dragon Form is basically that, but entirely in Midori's favor. Being as weak as she is, and only have one projectile, she can't do a lot against his FS C.png. Setsuki has to constantly jump to avoid his jumping grab, but jumping a lot has it's consequences. Dragon Midori not only can air-to-air her with jA, but can anti air her with his FS A.png, FS A.png. This is the opposite situation, where Setsuki has a lot to risk when she has to go in, and Dragon Midori can come to her rather easily in Dragon Form.

Valerie
FS icon Valerie.png
Rushdown -


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