Master Ando Midori trained siblings Grave and Jaina in martial arts and honorable conduct. He can transform into a green dragon during battle.
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.
|Health||Character Type||Super Meter charge time||Dragon Form duration|
|7||Grappler||18.5 Seconds||14 Seconds|
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 s, which is backed up by his ability to parry attacks in human form.
A A (2 damage)
fjA fA (3 damage)
njA, fA (corner,airborne opponent) (3 damage)
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
Your basic strategy without is to walk forward until you are in grab range. At that point, you can threaten a mixup of , , or x. During your approach you can ward off jump ins, reversals or other attempts to keep you out with neutral (which has a very good anti-air hitbox) or (parry). It's important to remember, however, that is not a true reversal and can be meatied, beaten or even blocked if timed wrong.
If you do land a successful 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 in order to fool your opponent into blocking unnecessarily which you can then punish with .
If you have 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, gives you a 0-frame cinematic pause to examine the screen, just like Argagarg's . 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 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.
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 , 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 or (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: //Command Grab. Dragon Midori will usually want to land x 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 (also great for preventing jump outs) or (when you think they will yomi counter).
Method: No buttons (or at most, grounded movement buttons) for 1f, followed by nA Explanation: If you can nA there, then the empowered throw didn't happen, which means they're airborne or throw immune - most characters have no unreactable f1 throw immune options, so they're 100% airborne and will be hit by nA, landing back in the setup Exceptions: Grave, Jaina, Geiger, Rook, dragon Midori, all of whom should just take the throw regardless unless a) it would win the round, or b) Midori tries to do things other than this setup in this position
- Grave: gS is reactable, gC comes out late enough that Midori can block it after nA - no outs
- Jaina: gS is reactable, gC beats nA - her out is a mixup between gC and forward jumping out, with fjA or empty jump post-jump (to avoid being parried or antiaired for free) (post-jump theorised, untested) - this is an extremely disfavoured pair of mixups for Jaina, so unless the 1 damage would kill she should just take the command throw
- Geiger: gS is reactable, gC beats nA - his out is the same as Jaina's, with a different post-jump mixup of late fjA, empty jump, or njC (post-jump theorised, untested) - similar "just take the throw" rules apply
- Rook: gC will trade with nA, so confirmed 1 damage taken regardless - if that won't win, then Midori fjA to beat gC will lose to all of Rook's air buttons except njA, which it trades with, so rook has a mixup between gC and jC, which is extremely risky so Rook should just take the throw
- Dragon Midori: Similar to Rook, except Midori has time to do nAA to deal 2 damage instead, and the mixup is between gC and jA
Corner Meter Meaty
Similar to the corner meaty setup above, only swap out nA for gS and react to what they did to avoid getting thrown. This is only useful vs Jaina, Geiger, Rook, and dragon Midori, against whom it takes away their outs.