Jingi Storm: The Arcade/Arashi

From Mizuumi Wiki
Jump to navigation Jump to search
Arashi
Jstaarashi.png
Full name Arashi Yamauchi
Health 332
Play-style Rushdown
Weight Middleweight (7/12)

Introduction

Arashi Yamauchi is a well-rounded rushdown character, borrowing moves from staple characters of the 3D fighting genre. Like most characters in Jingi Storm, his moveset is comparably small to other 3d fighters, but what he does well, he does better than any other character in the game. Being the posterboy of Jingi Storm, he's also pretty easy to pick up and play. If you're at all experienced with 3D fighting games like Tekken, your skills will translate over smoothly to Arashi with a little bit of adjusting.

Arashi has access to some of the best launchers, counterhits, and strings in the game, never having to overcommit during his offense. He's an incredibly safe, easy, powerful combo heavy character. Along with this, his guardbreaks are easy to follow up on, and give the highest damage juggles off guard breaks in the game.

This character is a rushdown monster. Arashi bullies opponents with a barrage of safe strings, mids, and projectiles. Launchers are this characters bread and butter, landing one can easily end rounds and cause rage-quits.


Playstyle
Jstaarashi.png Arashi Yamauchi is an oppressive rushdown character, being easy to pick up and play for 3D fighter veterans.
Strengths Weaknesses
  • High Damage: Arashi's main strength is his massive damage potential. He can easily deal 70% off of one counter-hit 3P, and TOD you with counter-hit low-profile 623P.

  • Fast Offense: The majority of Arashi's moves have exceptional frame data and are difficult to punish, or outright safe.

  • Safe Pressure: Arashi has a toolkit filled with safe and fast mids, unseeable lows, and annoying pokes. Combine this safe pressure with his terrifying counterhit potential, and your opponent will be scared to press buttons.

  • Projectile: Playing around 412PPP can be really annoying. Arashi can alternate the amount of projectiles he throws out, making it difficult to approach.

  • Useless Moves: This isn't a weakness unique to Arashi, most characters have some garbage in their movelists. I just needed something to put here because this character's so broken. Air PP, Air PK, 1PP6PP, and 44PPPPPPPPPP are generally useless and should never be used.

  • Bad Red Guard Breaks: 44PPPPPPPPPP and KKP are his only 2 red guard breaks. Each of these moves have simple counters which make them useless against experienced players. 44P(x10) can be beaten by mashing high parry, and KKP can be option selected. Simply spam 4p+k, the delay in KKP will be enough to fit in a 1p+k if they go for it.

Attacks

Kozuki
PPP6PK
Arashi ppp6pk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
PP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP - - - - - - - -

Natural comboing 3 hit string, very minus on hit

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP6P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP6PK - - - - - - - -

Really high damage combo-string, doesn't combo into itself, but good for air launchers. Beware doing the entire string in neutral however, the final kick is very easy to reverse.


Koresenkyaku
PPPK
Arashi pppk.gif
normal
normal
Arashi pppk~4k.gif
~4K string
~4K string
Arashi ppp2k.gif
2k string
2k string
Input Damage Startup Active Recovery Guard Break On Hit On Block
P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
PP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
PPPK - - - - - - - -

Terrible on block, doesn't combo from PPP. Good on counterhit, but PPPK~4K is better.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPPK~4K - - - - - - - -

Effectively the exact same string as PPPK, only a little slower to catch people mashing buttons.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP2K - - - - - - - -

Hits low, good counter to mid atemi.


Kumate
P3P
Arashi p3p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P3P - - - - - - - -

One of Arashi's best strings. Mid-hitting quick string with fast recovery, safe against 5G and 4G. Also a great combo tool.


Seiken Chudan
6PP
Arashi 6pp.gif
p variation
p variation
Arashi 6pk.gif
k variation
k variation
Input Damage Startup Active Recovery Guard Break On Hit On Block
6P - - - - - - - -

Mid poke with decent range and startup

Input Damage Startup Active Recovery Guard Break On Hit On Block
6PP - - - - - - - -

Yellow guard break, easy to follow up with a 623P.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6PK - - - - - - - -

Launches on hit, cannot be atemi'd.


Hougeki
623PK
Arashi 623pk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
623P - - - - - - - -

Good launcher and frametrap tool, also evades under some highs. Getting a counter-hit with this more or less ends the round.

Input Damage Startup Active Recovery Guard Break On Hit On Block
623PK - - - - - - - -

Makes 623p a little safer on block and good as a combo ender


66P
Arashi 66p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P - - - - - - - -

Very unsafe, but good range. Also a very good okizeme tool.


Magic Bullet
412PPP
Arashi 412ppp.gif
3 fireballs
3 fireballs
Arashi 412ppp623p.gif
dp ender
dp ender
Arashi 412pk.gif
412p k ender
412p k ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
412P - - - - - - - -

1st hit of fireball chain

Input Damage Startup Active Recovery Guard Break On Hit On Block
412PP - - - - - - - -

2nd hit of fireball chain.

Input Damage Startup Active Recovery Guard Break On Hit On Block
412PPP - - - - - - - -

Final hit of fireball chain, all projectiles combo into themselves. Very good zoning tool, alternating the number of fireballs used during this chain can make it difficult to approach.

Input Damage Startup Active Recovery Guard Break On Hit On Block
412PPP623P - - - - - - - -

Confirm into this if you see the fireballs hit, giving a 4 hit combo. Unsafe on hit, so should only be used to close out rounds.

Input Damage Startup Active Recovery Guard Break On Hit On Block
412PK - - - - - - - -

Sends fullscreen on counterhit.


Nio Jurenken
44PPPPPPPPPP
Arashi 44pppppppppp.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
44PPPPPPPPPP - - - - - - - -

Terrible, just spam high atemi.


3P
Arashi 3p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P - - - - - - - -

Best move in the game. Very fast, you can't react with mid atemi. No counter except 6G, gives insane juggle potential on counterhit.


Amon Sanken
1PPP
Arashi 1ppp.gif
ppp version
ppp version
Arashi 1pp6pp.gif
fireball version
fireball version
Input Damage Startup Active Recovery Guard Break On Hit On Block
1P - - - - - - - -

\

Input Damage Startup Active Recovery Guard Break On Hit On Block
1PP - - - - - - - -

\

Input Damage Startup Active Recovery Guard Break On Hit On Block
1PPP - - - - - - - -

All 3 hits are mid, good for blowing up crouchers.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1PP6P - - - - - - - -

1st hit of fireball ender.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1PP6PP - - - - - - - -

Fireballs do not combo from 1PP, don't use it.


Sidestep P
Arashi sidestep p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep P - - - - - - - -


Running P
Arashi running p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running P - - - - - - - -


Joubu Sankyaku
KKK
Arashi kkk.gif
k version
k version
Arashi kkp.gif
delay p version
delay p version
Input Damage Startup Active Recovery Guard Break On Hit On Block
K - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
KK - - - - - - - -

2nd hit, combos from K.

Input Damage Startup Active Recovery Guard Break On Hit On Block
KKK - - - - - - - -

Good in combos.

Input Damage Startup Active Recovery Guard Break On Hit On Block
KKKP - - - - - - - -

A red guard break ender, pretty fast but if your opponent is experienced it can be difficult to land this.


66K
Arashi 66k.gif
k version
k version
Arashi 66k~2k.gif
delay low k version
delay low k version
Input Damage Startup Active Recovery Guard Break On Hit On Block
66K - - - - - - - -

A yellow guard break with good follow-up options, if your opponent is trying to make space this is a decent option.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66K~2K - - - - - - - -

Really slow and low damage, looks funny though. It's entertaining to watch a middle-aged office worker ballerina twirl like Noel, but that's the only upside.


3K
Arashi 3k.gif
k version
k version
Arashi 3k~k.gif
delay low k version
delay low k version
Input Damage Startup Active Recovery Guard Break On Hit On Block
3K - - - - - - - -

Good long range roundhouse kick, being deceptively safe on block. Definitely worth using.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3K~K - - - - - - - -


1KK
Arashi 1kk.gif
k version
k version
Arashi 1kp.gif
p version
p version
Input Damage Startup Active Recovery Guard Break On Hit On Block
1K - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
1KK - - - - - - - -

Arashi doesn't have many lows, so this, ppp2k, and cr.k3k is more or less all there is that's decent. It's alright

Input Damage Startup Active Recovery Guard Break On Hit On Block
1KP - - - - - - - -

Hits mid, sends them flying back on counterhit, pretty good if they want to block 1KK.


9K
Arashi 9k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
9K - - - - - - - -

Not much use other than an OTG


Sidestep K
Arashi sidestep k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep K - - - - - - - -


Running K
Arashi running k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running K - - - - - - - -


Bottle Opener
P+K
Arashi p+k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P+K - - - - - - - -

Very good low, gives knockdown and is decently fast. However, the damage is super mediocre, so it's not worth using other than to get into your opponents head.


2K+G K
Arashi 2k+g k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
2K+G - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
2K+G K - - - - - - - -

Crouching Attacks

Crouching KK
Arashi crouching kk.gif
mid k ender
mid k ender
Arashi crouching k3k.gif
low k ender
low k ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching K - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching KK - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching K3K - - - - - - - -

Aerial Attacks

Air PP
Arashi air pp.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air PP - - - - - - - -


Air PK
Arashi air pk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air PK - - - - - - - -


Air K
Arashi air k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air K - - - - - - - -

Huge hitstun on hit, combos into DP. Good for jumping over an opponent's offense and landing with a punish.

Throws

P+G
Arashi p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P+G - - - - - - - -


3P+G
Arashi 3p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+G - - - - - - - -


Back P+G
Arashi back p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back P+G - - - - - - - -

Does a whopping 110 damage, and leaves them right next to you.


Sidestep P+G
Arashi sidestep p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep P+G - - - - - - - -


Back-to-back P+G
Arashi b2b p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back-to-back P+G - - - - - - - -


46P+G
Arashi 46p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
46P+G - - - - - - - -

Cool command throw, no reason to use his normal throw over this. Leaves them right next to you as well, which is good for oki.

Super Attacks

214P+K+G
Arashi 214 p+k+g p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
214P+K+G - - - - - - - -

Can follow up on hit, but nothing very good.

Input Damage Startup Active Recovery Guard Break On Hit On Block
214P+K+G P - - - - - - - -

Faster start-up than most supers, but pretty easy to sidestep. Both attacks can be sidestepped pretty easily. As generic and balanced as a super gets in this game.