Jingi Storm: The Arcade/Giichi

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Giichi
Jstagiichi.png
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
Jsminigiichi.png 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
Giichi ppk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P - - - - - - - -

Slower than most jabs.

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

Two-hit combo, hits mid.

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
Giichi pk.gif
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
Giichi 6p6p6p p+g.gif
Normal
Normal
Giichi 6p6p6p 3p+g.gif
3p+g variation
3p+g variation
Input Damage Startup Active Recovery Guard Break On Hit On Block
P - - - - - - - -

1st hit of P6PP

Input Damage Startup Active Recovery Guard Break On Hit On Block
P6P - - - - - - - -

2nd hit of P6PP

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
Giichi 66pk.gif
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
Giichi 4p.gif
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
Giichi 3pp.gif
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
Giichi 1p p+g.gif
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
Giichi 9p.gif
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
Giichi sidestep p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep P - - - - - - - -


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


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


66K
Giichi 66kk.gif
K variation
K variation
Giichi 66kp.gif
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
Giichi 236k.gif
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
Giichi 3k.gif
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
Giichi 1kkk.gif
Normal
Normal
Giichi 1kk p+g.gif
P+G variation
P+G variation
Input Damage Startup Active Recovery Guard Break On Hit On Block
1K - - - - - - - -

First hit of 1kkk

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
Giichi 9k.gif
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
Giichi sidestep k.gif
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
Giichi running k.gif
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
Giichi 6p+k.gif
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
Giichi 3p+k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+K - - - - - - - -

Pretty fast, useful for catching your opponent by surprise.


K+G
Giichi k+g.gif
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
Giichi crouching kk.gif
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
Giichi air 2p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air 2P - - - - - - - -

Useless


Bomb Drop
Air 3P
Giichi air 3p.gif
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
Giichi air p+k.gif
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
Giichi p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
P+G - - - - - - - -


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


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


Click Lariat
66P+G
Giichi 66p+g.gif
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
Giichi 44p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
44P+G - - - - - - - -

Grabs crouchers, doesn't deal much damage.


9P+G
Giichi 9p+g.gif
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
Giichi 63214 p+g.gif
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
Giichi 41236 p+g.gif
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
Giichi 623124 p+g.gif
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
Giichi running p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running P+G - - - - - - - -

Super Attacks

124646P+K+G
Giichi 124646p+k+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
124646P+K+G - - - - - - - -

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.