Kizuna Encounter/Jyazu

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Jyazu

Introduction

KYAH, HAH, HAH.
BABES FOR THE SLAUGHTER!

HUUUUAAAAAAAAGHHHHHHHHHHHH
Jyazu is a Jaguar ninja of crows, apparently. He's the final boss of Kizuna Encounter, and man does he fight like it. Take the most obnoxious parts of both Gozu and Mezu, put them together, and then add in a bunch of other ridiculous shit on top and you get Jyazu. He has tools from both ninjas, the best movement and throw range in the game, almost no recovery on anything, his own uniquely unfair tools, and better mixups than just about anybody. And none of that is even getting into his unique properties that make an already broken character easily the strongest in the game. His weaknesses are purely his characteristics as a boss preventing him from taking advantage of team mechanics, but clearly that's not enough to keep him from getting banned in tournament settings.

Strengths Weaknesses
  • Smothering okizeme and mixups (also unblockables) complemented by obscene throw range
  • The best zoning and projectiles
  • Fastest movement in the game
  • Unique getup animation that can be cancelled into air specials, potentially enabling punishes on hit
  • He’s plus on basically everything
  • Ridiculously high combo damage
  • Recovers from specific hitstun types earlier than other characters, resulting in some combos (namely Joker's infinite) outright not working on him
  • Crows are cool as hell
  • Getting disarmed results in losing almost all of your threatening options and you can’t tag out to get your weapon back
  • His super leaves him open if used improperly
  • Can’t tag out to regenerate
  • Your brain will melt if you play him for too long

Light Attacks

c.5A
c.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 ±0 +5
c.5B
c.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
4 3 9 -1 +4
f.5A
f.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 3 7 +1 +6
f.5B
f.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 3 9 -1 +4
2A
2A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 3 8 ±0 +5
2B
2B
Damage Guard Cancel Level
- L o 1
Startup Active Recovery Block Adv Hit Adv
5 3 9 -1 +4

Strong Attacks

c.6A
c.6A
Damage Guard Cancel Level
- M/M x/o 1/2
Startup Active Recovery Block Adv Hit Adv
4/6 2/4 12 ±0 +4
c.6B
c.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
5 4 17 -5 -1
f.6A
f.6A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 4 13 -1 +3
f.6B
f.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 3 14 -2 +2
3A
3A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 4 13 -1 +3
3B
3B
Damage Guard Cancel Level
- L RC 1
Startup Active Recovery Block Adv Hit Adv
6 11 8 ±0 Knockdown

Weapon Attacks

c.5C
c.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
6 3 10 +8 +12
f.5C
f.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
5 3 14 +4 +8
c.2C
c.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
6 3 11 +7 +11
f.2C
f.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
6 3 11 +7 +11
6C
6C
Damage Guard Cancel Level
- M/M o/o 3/3
Startup Active Recovery Block Adv Hit Adv
6/14 3/3 16 +2 Pop-up
3C
3C
Damage Guard Cancel Level
- L/L o/o 1/3
Startup Active Recovery Block Adv Hit Adv
5/18 3/3 11 +7 +11

Jumping Attacks

j.A
j.A
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
4 - - - -
j.B
j.B
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
4 - - - -
j.6A
j.6A
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
4 11 - - -
j.6B
j.6B
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
2 5 - - -
j.C
j.C
Damage Guard Cancel Level
- H o 3
Startup Active Recovery Block Adv Hit Adv
6 8 - - -
j.6C
j.6C
Damage Guard Cancel Level
- H/H o/o 1/3
Startup Active Recovery Block Adv Hit Adv
4/10 3/6 - - -

Universal Mechanics

3+A
3+A
Damage Guard Cancel Level
- L/L x/o 2/2
Startup Active Recovery Block Adv Hit Adv
6/8 2/2 11 +1 +5
B+C
B+C
Damage Guard Cancel Level
- H x 3L
Startup Active Recovery Block Adv Hit Adv
11 11 15 -8 +6
  • Best: B+2F/H+16F
GC
GC
Body Damage Guard Cancel Level
- M*8 - 2*8
Startup Active Recovery Block Adv Hit Adv
12~* 2*8 48 -24 Pursuit OK KD
  • Hit/Block value is when aura touches. When Jyazu's own attack Hits/Blocks 5 times, B-48F/H-44F

*Full animation startup frames: 12/18/24/30/36/42/48

Aura Damage Guard Cancel Level
- M*8 - 3*7/3S
Startup Active Recovery Block Adv Hit Adv
7~* 2*7/1 48 -24 Pursuit OK KD

*Full animation startup frames: 7/13/19/25/31/37/43/48

Special Moves

Mash A
Furnace Blast
Mash A
Body Damage Guard Cancel Level
- M*8 - 2*8
Startup Active Recovery Block Adv Hit Adv
5~* 2*8 48 -30 -

Basically a normal mash move but it reaches as far as the other ninjas’ supers and doesn’t have a followup. A very good combo ender, and as a guard cancel it’ll work from great distances. But if they’re too close, it won’t knock them down and Jyazu is left wide open. These moves also leave the opponent in an OTG vulnerable knockdown, but landing an OTG afterwards is unreasonably finicky.

Hit/Block value is when aura touches. Value when Jyazu's own attack hits is B-36F/H-32F.

*Full animation startup frames: 5/11/17/23/29/35/41/47

Aura Damage Guard Cancel Level
- M*8 - 3*7/3S
Startup Active Recovery Block Adv Hit Adv
6~* 2*7/1 - -30 Pursuit OK KD
  • Pursuit.

*Full animation startup frames: 6/12/18/24/30/36/42/48

Mash B
Blazing Kick
Mash B
Body Damage Guard Cancel Level
- M*9 - 2*9
Startup Active Recovery Block Adv Hit Adv
5~* 3/2*7/5 29 -18 Pursuit OK KD

Hit/Block value is when aura touches. Value when Jyazu's own attack hits is B-17F/H-13F.

*Full animation startup frames: 5/8/14/20/26/32/38/44/50

Aura Damage Guard Cancel Level
- M*8 - 3*7/3S
Startup Active Recovery Block Adv Hit Adv
6~* 2*7/1 - -18 Pursuit OK KD
  • Pursuit.

*Full animation startup frames: 6/12/18/24/30/36/42/47

214C
Thundering Heaven Blast
214C
Damage Guard Cancel Level
- M/M*5 o 3/3*5
Startup Active Recovery Block Adv Hit Adv
7 42 26(7) -20 Knockdown
  • Worst: B-36F
  • 7F weapon drop window.

It’s basically a juiced up version of Mezu’s Kano Ball with more hits and damage. The knockdown is better off of this as well, giving more opportunities to do your ridiculous oki.

28A
Evil Spirits
28A
Damage Guard Cancel Level
- H*3 - 3S*3
Startup Active Recovery Block Adv Hit Adv
43*3 22*3 49[16] +53 Pursuit OK KD
  • Rank A projectile
  • 9F weapon drop window.
  • Active on frame 27 when the screen zooms out.

This move was designed by sadists. Jyazu poses, and three icicles fall down on top of his opponent wherever they are on the screen. These icicles hit overhead, and all three have hitboxes. If Jyazu is close enough he can force a left/right by Circle Stepping through the opponent while they fall or just straight up unblockable them with 2C/3C. He can even use it while j.236C projectiles are onscreen because it’s available when unarmed.

623A/B/C
Flaming Bullets
623A/B/C
A
623A
Damage Guard Cancel Level
- M*3 o 3S*3
Startup Active Recovery Block Adv Hit Adv
A 14/19/24 - A 49[9] A +4 A +5
B
623B
Damage Guard Cancel Level
- M*3 o 3S*3
Startup Active Recovery Block Adv Hit Adv
B 14/22/30 - B 61[9] B -2 B -1
C
623C
Damage Guard Cancel Level
- M*3 o 3S*3
Startup Active Recovery Block Adv Hit Adv
C 14/22/30 - C 69[9] C -10 C -10
  • All versions are Rank C projectiles
  • 9F weapon drop window.

Gozu’s gunshot move. Jyazu fires three gunshots in any of three directions determined by the attack button used, ranging from straight forward, diagonally up and forward, and almost straight up. It’s a pretty okay move to try to chip with or force a different approach from the opponent. But Jyazu has way better.

63214B
Spirit Tsunami
63214B
Damage Guard Cancel Level
- M - 3
Startup Active Recovery Block Adv Hit Adv
18 35 73[10] -26 Knockdown
  • Pursuit
  • Rank A projectile
  • 9F weapon drop window

Mezu's 623B with all the same irritating uses as its original version.

1+B
Cutting Wind
1+B
Damage Guard Cancel Level
- M/M - 2/2
Startup Active Recovery Block Adv Hit Adv
3/6 3/2 29 -22(9) Pursuit OK KD

Must be input in the same way as 3+A, from a standing position. It is unknown if this move has any invincibility.

236A
Last-Stand Screamer
236A
Damage Guard Cancel Level
- C - -
Startup Active Recovery Block Adv Hit Adv
4 32 13 - Pursuit OK KD

Counter special. If the opponent directly attacks Jyazu, he will teleport above them and drop down. The counter frames last a long time, are invincible, and will catch any physical attack for a guaranteed punish. He also gets oki afterwards. Why does Jyazu have this.

jW.4C
Aimless Ballast
jW.4C
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
18(21) - (12) -12 Pursuit OK KD
  • Best: B-12F

Shared ninja walldive thing. The exact same as it is for Gozu and Mezu but it does more hits and damage.

236C
Crescent Moon
236C
Ground
Ground
Air
Air
Ground Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
12 - 38[14] +3 +7
Air Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
7 - [16] - -
  • Air version can Pursuit.
  • Rank B projectile

Shared ninja fireball move as usual. It seems to come out higher up than the others, and has much shorter recovery.

Desperation Moves

632146A
Jaga Zetsumei Chuu
632146A
Body Damage Guard Cancel Level
- M - 3S
Startup Active Recovery Block Adv Hit Adv
27 55 103[22] -57 Pursuit OK KD
  • Best: B-4F
  • Rank S projectile.

Jyazu summons three lava pillars that travel outwards from himself and destroy any projectiles they come across. He recovers partway through the second pillar’s animation, so this is surprisingly safe to just throw out at longer ranges. The pillars have huge hitboxes, and Jyazu himself is also completely surrounded in a hitbox. The biggest problem is that if you block a pillar, all of this move’s hitboxes disappear and he’s open to eat a giant punish. (Sometimes they block the second pillar and get hit by the third????)

There is no known official translation for this move.

Projectile Damage Guard Cancel Level
- M*3 - 3S*3
Startup Active Recovery Block Adv Hit Adv
28/61/94 27*3 103[22] -57 Pursuit OK KD
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