Quin Mantha is the biggest non-boss character and is accordingly a juggernaut. She possesses all the tools she needs to bully oppponents in the midscreen with the threat of her massive and highly damaging normals like j.2WK, j.SK, and 5WP, as well as zone from afar thanks to her strong projectiles in the form of 26P and 24P. On top of that, unlike most shield characters, QM is quite capable of defending herself thanks to her unique 4F buttons, allowing her to bust out of pressure few other characters could hope to get out of. Combine all this together and you get a character capable of fending for herself in every phase of the game, making her the most stable MU wise of the shield characters as well as simply a strong character.
Archetype: Juggernaut and Footsies
Strengths
Weaknesses
Incredible Damage: Quin Mantha is tied for the second highest damage modifier with a whopping 150%, meaning all her moves will chunk the opponent's health. This makes even stray hits from her scary, and combos even scarier.
Massive Normals: Accordingly to its size, QM possesses multiple massive attacks. While for the most part they aren't disjointed, moves like j.2WK, j.SK, 5WP, and 2SP let her control the neutral space and bully opponents.
4F Buttons: For whatever reason, QM has the only two grounded 4F buttons in the entire game with her 2WK and 6SK. This makes her one of the strongest characters on defense as she can interrupt many strings characters take for granted, and allow her to harass with buttons no one has the speed to contest.
Solid Zoning: QM's 26P is both high priority and shoots multiple projectiles, making it hard to contest her ammo attack. On top of that she has 24P, a powerful zoning tool that uses no ammo and lets her get good chip off. When combined with her status as a Shield character, and she can be a tough character to approach.
Good Defense Modifier: QM has a nice modifier of 87.50, making her a good bit more durable than average.
Huge Hurtbox: As you'd expect from a character of her size, QM is open to all kinds of instant overheads among other shenanigans. This forces her to be more on her toes when dealing with mixups.
Trouble Converting: While it's not hard for her to find stray hits and she's highly rewarded for them, it can be difficult for QM to properly convert into a combo. Even her super is specific about when you can combo into it.
Slow Movement: QM has some of the lower movement speeds in the game, making it harder for her to reposition, although this isn't as relevant thanks to her strong normals.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P (Air OK) - Beam Launcher: Somewhat slow but high priority tracking ammo projectile. Shoots two volleys with SP.
24P (Air OK) - Beam Shower Attack: QM floats up and shoots a large amount of projectiles below her.
426P (Air OK) - Funnel Dispatch: QM summons funnels that she then activate.
26P (Air OK) - Funnel Attack: QM activates the funnels. Can be done from any state.
624P - Hyper Beam Saber: Incredibly slow unblockable, hard to use.
626P - Toss Up: Hit grab that leads to a huge combo. Hard to hit but high reward.
Super
26X+X - Mega Beam Cannon: A torrent of beams is unleashed from QM's chest. One of the highest damage supers in the game, but hard to confirm.
Command Normals
6SK - Tackle: Huge 4F button. Doesn't go super far and is unsafe but great pressure escape tool.
6SP - Double Elbow: High damage low crush button. Not an overhead.
j.2SP - Body Press: Body splash similar to Zangief. Puts her in knockdown if she lands with it.
j.2WK - Heel Kick: Massive air kick that's great for controlling space.
Deceivingly large and disjointed standing punch. While it can struggle to hit smaller characters when they crouch, this is an incredible poke with decent speed and recovery. On top of that, her 4F buttons allow her to take her turn against most of the cast even on block. Good use of this button is key to her neutral game, particularly for catching regular jumps. Confirms into Super on standing hits and 2SK on close hits.
Terrible button that shouldn't ever be used. While it does massive damage and a disjoint, the startup is abysmal, it has a huge gap between hits, it's terribly unsafe on block, and the second hit has a tendency to whiff.
Stubby kick, mainly used for punishes as it leads to her most damaging combos. Is -2 and can hit characters that crouch under 5WP but no other reason to use this in neutral or pressure. Puts the opponent in air reset on hit so while it's +15 they can block before QM can do another attack that isn't a chain.
Massive upwards boot. Does a huge amount of damage and is her main combo ender for meterless punishes. While it's massively unsafe like 5SP, it's hitbox and active frames let it cover a large amount of airspace, especially when opponents are in the corner. This lends it some use in spite of its awful recovery. Just make sure to special cancel it on hit.
QM's most important move and arguably the best abare button in the game. This is the only grounded 4F button in the game besides QM's 6SK, giving QM the ability to challenge strings and on minus situations where no other character can even consider trying. This allows her to defend herself fairly well despite lacking a spot dodge. On top of that, it being 0 on block makes it effectively plus since no character has the means to challenge it besides herself, and thanks to QM's large frame, it's decently big. Can be hit confirmed into 2SK at close range but the raw damage is very good by itself thanks to QM's 150% damage multiplier.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.