Jingi Storm: The Arcade/Fenrir

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Fenrir
Jstafenrir.png
Full name Fenrir
Health 299
Play-style Setplay
Weight Super Lightweight (1/12)
B/W/H 96/60/92

Introduction

Fenrir is a rushdown character who possesses uniquely strong defense. She can stay on her opponent constantly with barrages of quick attacks, and shut them down just as easily when they return fire with her unique high/mid parry. This combined with her delayed Snowflake projectile lets her get away with extended setplay sequences as the opponent is heavily discouraged from striking back, lest they get Atemi'd for massive damage.

When the opponent does find a hit, Fenrir's weaknesses begin to show, as she has incredibly low health and weight, and can die just as quickly as she can kill. She essentially needs to keep her momentum going at all times, and though it comes at great risk she has an excellent set of tools for the job.


Playstyle
Jstafenrir.png Fenrir is a defensively-oriented setplay character who creates unfavorable situations for the opponent using her Snowflake projectiles.
Strengths Weaknesses
  • Busted Atemi: Fenrir's P+K is an incredibly strong defensive option which acts as both a high and mid parry.

  • Unique Offense: Snowflake allows Fenrir to set up tons of useful offensive pressure and unblockables.

  • Great Pokes: Fenrir has an excellent selection of high, mid, and low pokes that can pester the opponent constantly during the match.
  • Glass Cannon: Fenrir has the second-lowest health in the game, and her incredibly low weight makes her very easy to combo.

  • Weak to Sidestep: Snowflakes can be countered primarily just through good use of sidestepping, and Fenrir's options for catching sidesteps are less than stellar.

  • Terrible Super: Fenrir has maybe the worst super in the game, and it should really just be avoided entirely.

Attacks

Hold 3
Fenrir hold3.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Hold 3 - - - - - - - -

Really weird unique stance. Auto-parries against certain mid kicks. Requires further testing.


PPPP
Fenrir pppp.gif
pppp
pppp
Fenrir pppk.gif
k ender
k ender
Fenrir pp3p.gif
mid option
mid option
Fenrir ppkk.gif
low option
low option
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 - - - - - - - -

Good mash string, surprisingly solid damage.

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

The game will tell you this is a natural combo. The game is lying.

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

Green guard break. Despite shared animation, does not carry sidestep K's unique properties.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PP3P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
PPK - - - - - - - -

Mid that doesn't combo. Unremarkable.

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

Dumb low option.


PK
Fenrir pk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
PK - - - - - - - -

Solid long-range mid option, but slightly worse than both PPP and KK.


66PK
Fenrir 66pk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P - - - - - - - -

1st hit of 66PK, quick yellow guard break, very good.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66PK - - - - - - - -

Probably Fenrir's best grounded launcher. Super useful, as it's guaranteed after the 66P guard break and can even be comboed into with Snowflake. Use often.


214P
Fenrir 214p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
214P - - - - - - - -

Nice and quick red guard break. Too much recovery for launch afterwards, best option is sidestep K or 3PPP if you lack the execution.


3PPPK
Fenrir 3pppk.gif
mid ender
mid ender
Fenrir 3ppp2k.gif
sweep ender
sweep ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
3PP - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
3PPP - - - - - - - -

Excellent string. Quick, hits mid, and deals good damage. All around amazing and extremely spammable

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

Mid ender, whiffs often in juggles but good mix when combined with 2K ender.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3PPP2K - - - - - - - -

Big damage juggle ender, useful as well as mix in neutral.


1PP
Fenrir 1pp.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
1P - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
1PP - - - - - - - -

2nd hit is very good for keeping opponents juggled.


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

Generic sidestep P. Notable as one of Fenrir's 3 normal hit launchers.


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

Low slide. Will sometimes OTG, but pretty inconsistent.


KK6K
Fenrir kk6k.gif
mid ender
mid ender
Fenrir kk2k.gif
sweep ender
sweep ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
K - - - - - - - -

Excellent neutral poke.

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

Excellent-er neutral poke, basically always a good idea to press this.

Input Damage Startup Active Recovery Guard Break On Hit On Block
KK6K - - - - - - - -

Less than excellent green guard break. Little application.

Input Damage Startup Active Recovery Guard Break On Hit On Block
KK2K - - - - - - - -

Decent low option, can catch people if you're doing KK6K a bunch for some reason.


66KK6K
Fenrir 66kk6k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
66K - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
66KK - - - - - - - -

Green guard break, fairly good as an approach option.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66KK6K - - - - - - - -

Useful for picking up juggles in various scenarios, though easy to Atemi. Best used after groundbounce.


1KK
Fenrir 1kk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
1K - - - - - - - -

Stubby low poke. Completely unseeable but low damage.

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

Decent option for juggles, but mostly outclassed by 1PP and 2KKK. Use when the opponent starts atemi-ing all your stuff.


3K
Fenrir 3k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3K - - - - - - - -

Guaranteed after Sidestep K, solid mid poke.


9KK
Fenrir 9kk.gif
Fenrir 9kp.gif
Fenrir 9kk~2g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
9K - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
9KK - - - - - - - -

Weird mixup tool, very gimmicky and interruptible even on hit.

Input Damage Startup Active Recovery Guard Break On Hit On Block
9KP - - - - - - - -

Aerial Snowflake. Same applications as P+K+G, extra useful as it can be used to end juggles and have the opponent wake up into a potential unblockable/launch. Will sometimes whiff OTG against smaller characters.

Input Damage Startup Active Recovery Guard Break On Hit On Block
9KK~2G - - - - - - - -

Nice option for faking the low, can be used to bait for crouch throws, launchers, etc. Still interruptible, so watch out for stray buttons.


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

Puts the opponent into a unique stagger state on hit, which allows links afterwards. The opponent is counted as crouching while in this state, so keep that in mind when attempting to combo. 3K and 2K will work naturally, anything else requires a microdash.


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

Mid option, decent synergy with running P but otherwise unremarkable.


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

Unique parry, stops every parryable high and mid in the game. Has fewer active frames so requires more precise timing. This is an amazing tool that takes a lot of the guessing game out of her defense. Obviously, abuse whenever you can.


6K+G
Fenrir 6k+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
6K+G - - - - - - - -

Natural launcher, slow but high reward. Big damage on counterhit.


4K+G
Fenrir 4k+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
4K+G - - - - - - - -

Mid spinning knee, good for catching sidesteps and fishing for counterhits but severely lacking in range.


3K+G
Fenrir 3k+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3K+G - - - - - - - -

Big ol sweep. Somewhat low damage but lots of application as an evasive option, neutral poke, and unblockable when combined with Snowflake.


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

Incredibly vital move, defines Fenrir's offensive game. Fenrir throws two snowflake projectiles into the air which slowly descend on the stage, hitting mid. Useful for a variety of scenarios, can anti-air as well as assist in pressure and creating unblockable setups. Allows 66PK to become a true combo if it is performed immediately afterwards. Worth noting that two snowflakes cannot connect, once one lands the other disappears.

Crouching Attacks

Crouching KKK
Fenrir crouching kkk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching K - - - - - - - -

Great low poke and useful OTG

Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching KK - - - - - - - -

Fenrir staggers when blocked, making the attack highly unsafe on block.

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

Vital combo extender after 6K+G. Easily Atemi-able when used in neutral.

Aerial Attacks

Air 2K
Fenrir air 2k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air 2K - - - - - - - -

Very long active frames but very low hitstun, will not combo into anything on standing opponents. Can hit OTG.


Throws

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


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

Hilarious animation, can combo out of sidestep K with a microdash but be wary of throw breaks.


6P+G
Fenrir 6p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
6P+G - - - - - - - -

Slightly higher damage than normal throw, stick to this one for most scenarios.

Super Attacks

66P+K+G P+K+G
Fenrir 66p+k+g p+k+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P+K+G - - - - - - - -

Awfully slow super, not particularly useful.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66P+K+G P+K+G - - - - - - - -

Significantly faster than the initial shot, but still bad.