Giichi
|
|
Full name |
Giichi Nishioka
|
Health |
364
|
Play-style |
Grappler
|
Weight |
Super Heavyweight (11/12)
|
Introduction
Giichi is the quintessential grappler of Jingi Storm, having the largest list of command throws in the game, some better than others. Throws being exceptionally hard to break in this game makes Giichi one of the most powerful characters in the game, able to melt healthbars off one command grab.
However, Giichi also has the smallest list of regular attacks out of any character. This isn't necessarily a bad thing though, Giichi's movelist is small and purposeful, encouraging players to utilize his full moveset. He has a small but great list of moves/strings capable of keeping opponents juggled for a long time, along with great okizeme tools and jump-ins.
A key weakness with Giichi is his inability to deal with overwhelming offense. Lots of his moves are too slow to break out of pressure, requiring hard reads, well-placed atemis and solid defense to survive.
Playstyle
Giichi Nishioka is a grappler with explosive damage and damaging command throws.
|
Strengths |
Weaknesses
|
- Huge damage: Giichi has insane damage off of juggles, 3P can low-profile some lows and get nasty counterhit launches. PK, PPK, 66PK, and 3P are his bread and butter juggle tools. Similarly to Arashi, he can melt health bars with one launcher.
- Best throws in the game: Giichi has access to the widest array of throws out of the entire cast. HCB P+G sets up for a juggle on all characters, 66 P+G, 9 P+G, and 1P P+G followup all grab standing and crouching opponents, and 623124 P+G ends the round if your opponent decides to crouch.
- High weight and health: Giichi is difficult to juggle, as he is 2nd heaviest in the game, under Paolo. He also has the most health points, tied with Paolo. Health and weight are two important attributes to have in this game, due to juggles being so strong.
- Good jump-ins: Air 3P is a green guard break that gives a guaranteed untechable 623124 P+G on hit. Air P+K has a huge hitbox, breaks neutral guard, and has guaranteed followups.
|
- Limited moveset: Giichi's moveset is the smallest in the game, and as such he can be very predictable. He has very few strings, with most of their enders being easy to reverse.
- Easy to lock down: Giichi's fastest moves are pretty slow in comparison to others, so it can be difficult to escape pressure.
|
Attacks
PPK
|
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
|
PPK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Green guard break ender, does not combo into itself. Be careful if they start reversing this last hit.
|
|
Dotsuki Kick PK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Decently fast string that combos into itself, decent damage and pushback, and very good for juggle combos.
|
|
Three-Stage Punch P6PP Normal Normal 3p+g variation 3p+g variation
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P6P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P6PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
One of Giichi's fastest strings, all hits combo into eachother.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P6PP P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Difficult to escape throw follow-up, you must duck it.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P6PP 3P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Use this if they're ducking the P+G.
|
|
66PK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Reverse Chop 4P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
4P
|
-
|
-
|
-
|
-
|
high
|
yellow
|
-
|
-
|
Brutal counterhit, yellow guard break, leaves Giichi really plus on block and hit. Is a little slow to come out, and can be ducked.
|
|
3PP
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
One of the best launchers in the game. Effectively ends the round off a counter-hit if you can guess when or if they air parry. Can sometimes evade highs, and is really good in juggles.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3PP
|
-
|
-
|
-
|
-
|
mid
|
yellow
|
-
|
-
|
Good guard break, and a combo ender.
|
|
1P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1P P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This follow-up grab is the same as P6PP strings one, but the opponent has more room to escape.
|
|
9P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
9P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yellow guard break which juggles on hit, otherwise identical uses to 9P+G.
|
|
Sidestep P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Sidestep P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Running P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Running P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
66K K variation K variation P variation P variation
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66KP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Dropkick 236K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
236K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Big damage on counterhit, otherwise outclassed by K+G as a red guard break. Impossible to follow up on after a guard break.
|
|
3K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Really great poke, hits mid and launches on counterhit. Also decent in juggles, gives similar vertical distance to 3P but more horizontal distance added, and more recovery.
|
|
Trampling 1KKK Normal Normal P+G variation P+G variation
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2nd hit, combos from the 1st hit.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1KKK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Third hit does not combo, easily reversed. A smart opponent will choose not to crouchblock this last hit, as it leaves them open to P+G followup.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1KK P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Pretty slow and reactable, really only use this if they're choosing to block 1KKK, and don't know how to reversal last hit.
|
|
Hyakkan Otoshi 9K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
9K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Really good move for hitting opponents on the ground, can be frustrating to deal with. Is beaten with a side roll.
|
|
Sidestep K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Sidestep K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Similar to other sidestep k's, but is a green guard break. Powerful counterhit tool.
|
|
Running K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Running K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A running yellow guard break, allows for follow-ups when guard is broken.
|
|
6P+K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
6P+K
|
-
|
-
|
-
|
-
|
Mid
|
Yellow
|
-
|
-
|
Decently fast, mid-hitting yellow guard break. 3P isn't a possible followup due to pushback, so it isn't as rewarding as other guard breaks.
|
|
3P+K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3P+K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Pretty fast, useful for catching your opponent by surprise.
|
|
K+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Amazing red guard break with great follow-ups, leaves the user very plus. One of the fastest red guard breaks in the game, and a very important move to use.
|
|
Crouching Attacks
Crouching KK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Crouching K
|
-
|
-
|
-
|
-
|
Low
|
N/A
|
-
|
-
|
One of Giichi's staple pokes, very fast and deceptively long range.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Crouching KK
|
-
|
-
|
-
|
-
|
High
|
N/A
|
-
|
-
|
Does not combo from crouching k, a sharp player can duck or reverse this.
|
|
Aerial Attacks
Air 2P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air 2P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Bomb Drop Air 3P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air 3P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Gives a unique on-hit animation, which allows 623124 to combo from it. Landing this move once will end the round.
|
|
Torso Drop Air P+K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air P+K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Really good jump-in, combos into 3P on hit and guard break, and has a generous hitbox.
|
|
Throws
Brain Crusher P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
3P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Use this if you're not good enough at 623124
|
|
Ass Crushing Back P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Back P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Back-to-back P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Back-to-back P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Click Lariat 66P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Deals damage on par with 63214, and leaves the opponent right next to you. This could be useful for setting up into a 623124 if they wakeup with an attack.
|
|
44P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
44P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Grabs crouchers, doesn't deal much damage.
|
|
9P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
9P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Very good for tech chases and oki. This dodges wakeup p since Giichi jumps far in the air, and is unavoidable if done to catch a back roll.
|
|
63214P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
63214P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Giichi's main command grab, sets up for 3PP against heavyweights, and larger combos against lightweights. Does not grab crouchers.
|
|
41236P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
41236P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Deals slightly more damage than 63214, and looks cooler too. Use this against characters you cant reliably juggle with 63214, or if you want to create distance.
|
|
623124P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
623124P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This is the most powerful throw in the game, dealing massive damage on hit. It can only grab crouchers, or against wakeup p/k. After the throw, the opponent bounces on the ground when landing, similar to a whiffed air parry, giving opportunities for strong juggles. It's recommended to start your juggle follow-up there rather than before they land.
|
|
Running P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Running P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Super Attacks
124646P+K+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
124646P+K+G
|
-
|
-
|
-
|
-
|
-
|
-
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Giichi's super. Fairly long startup, with an input that makes it pretty easy to see coming unless buffered. Has very little recovery, allowing good mix afterwards and even combos in certain situations.
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