Martial Champion/Mahambah

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Mahambah

Introduction

A spear-wielding tribesman from Kenya. The spear has been passed down from generation to generation.

Gameplay

Boasting long reach with his spear, effective specials that move him around, and some quick close-up attacks, Mahambah is a threat anywhere on the screen.


Strengths Weaknesses
  • Spear has good reach, especially effective with 5H & 5M.
  • [2]8M lets Mahambah travel across the stage, apply pressure to grounded foes, and anti-air airborne foes all at once.
  • 623H is unblockable up close, and travels a bit horizontally, making for a decent anti-air, too.
  • 5L is very fast, a great move to toss out when close.
  • Becomes much less effective without a weapon, sticking out his vulnerable hand way out to attack.
  • The worst throw in the game. It cannot knock down, but it still resets the # of hits to 0, making it especially hard for you to get your weapon back.

Normal Moves

Far Attacks

5H
5H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
10 Mid 3 2+9 19 33 -13 -28 Yes
5M
5M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 5 8 20 33 -12 -27 Yes
5L
5L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 2 8 10 20 -2 -16 No

Good

2H
2H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 3 2+9 20 34 -14 -29 Yes
2M
2M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 5 8 21 34 -13 -27 Yes
2L
2L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 14 10 1 25 +4 -10 No

Near Attacks

n5H
n.5H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
10 Mid 3 8 13 24 -4 -19 Yes
n5M
n.5M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid, Mid 3 7, 4 9, 9 33 -13, +2 -28, -13 -

Has two hits

n5L
n.5L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 2 6 8 16 +2 -12 No
n2H
n.2H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 3 6 9 18 0 -14 -
n2M
n.2M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low, Low 1 3, 2 8, 6 20 -5, +7 -18, -7 -

Has two hits

n2L
n.2L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 1 6 6 13 +3 -11 -

Jumping

j5H
j.H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
10 Overhead 6 21 0 varies 0 to +20 ? Yes

Only air to air hits are possible.

j5M
j.M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 9 10 0 varies +9 to +14 -5 to -1 Yes
j5L
j.L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead, Overhead 6 3+10 0 varies -34 to +14 -49 to -1 Yes

Has two hits.

Throw

Throw
Throw
6M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
6 Unblockable 0 - - - -30 to -5 - No

Cannot knockdown. Unsafe/punishable on hit, but you can do air attacks after to land quickly. Opponent can mash buttons during throw to reduce damage. Puts itself and Savannah Tornado's unblockable version on cooldown for 255 frames (4.25 seconds) after animation ends.

Special Moves

Savannah Tornado
Savannah Tornado
623H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Unblockable close, Mid otherwise 0, 7 ?, ? ?, ? 142, 65 +55, -42 N/A, -56 No

First numbers are for the unblockable version, second numbers are for blockable version. Becomes fully blockable & prevents throwing for 122 frames (2 seconds) after landing unblockable version. Cannot be unblockable just as opponent is waking up.

Panther Claw
Panther Claw
[2]8M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 19 ? ? varies +28 (air-to-air) to -12 (air-to-ground) -35 No

Takes at least 49 frames to charge.

Strategy

5H and 2H are very good anti-airs when you have a weapon, but they're also narrow and slow to recover. 5M and 2M are good pokes, but are also slow to recover, make sure you get familiar with the range of these moves to stay safe.

You can use [2]8M for a variety of purposes, such as escaping the corner, or approaching a distant opponent, or anti-airing. It's pretty great.

If you lose your weapon, it can be difficult to get it back. Try not to throw while unarmed, unless it'll KO, or is the 4th hit, as Mahambah's throw does not knockdown, but it still resets your hit count back to 0. While unarmed, your grounded H and M buttons become quite risky, stick mostly with your 5L, 2L, and forward jump attacks instead. And if you can get close enough, an unblockable 623H will get you an easy knockdown.

Matchups

General
FAQ
Controls
HUD
Mechanics
System
Characters
Mahambah
Avu
Chaos
Bobby
Jin
Goldor
Racheal
Zen
Hoi
Titi
Salamander