Matrimelee/Shintaro

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Shintaro Kuno

Overview

Strategy

Combos

Ground Combos

j.D >> 2.A > 2.A > C xx 236.C(x3)
42P

(cross up)j.D >> cl.C > C xx 236.C(x3)
48P 44M

j.D > 6.A >> 2.A > 2.A > C xx 236.C(x3)
52P 58M

j.D > 6.A >> 66.P >> 2.C xx 236.C(x3)
62P 56M

j.D > 6.A >> j.D > 6.A >> 2.A > 2.A > C xx 236.C(x3)
69P 76M

j.D > 6.A >> j.D > 6.A >> cl.C > C xx 236.C(x3)
72P 72M The jump loop puts you close enough to combo from cl.C > C into rekka

j.D > 6.A >> j.C > 6.A >> 2.A > C > 6.A xx 236.C(x3)
74P 81M (builds 1 meter)

j.D > 6.A >> j.C > 6.A >> 2.A > C xx 632.C
39P/77R 78M

  • there are longer jump loop combos but I can't do them


j.D > 6.A >> j.C > 6.A >> cl.C > C xx 236-236.C
43P/86R 92M (costs 1 meter; builds 1 meter)

j.D > 6.A >> j.D > 6.A >> cl.C > C xx 4(hold)C-A-C-A
48P/95R 82M (costs 2 meter; builds 1 meter)

Juggle Combos

(juggle) 66.P xx 623.K
18P/36R 22M

(juggle) cl.C > C xx 623.D
20P/40R 29M

(juggle) cl.C > C xx 236.C(x3)
40P 36M

(juggle) cl.C > C > 6.A 236.A/C(x3)
49P 46M Somewhat inconsistant. Be inside of your falling opponent as much as possible.

(juggle) cl.C > C xx 632.A
25P/49R 35M Chinnen, Saizo and Poochy only

(juggle) cl.D xx 632.C
27P/53R 35M Chinnen, Saizo and Poochy only

(juggle; corner) cl.C > C > 6.A 632.C
31P/61R 53M Chinnen, Saizo and Poochy only

(juggle) cl.C > C > 6.A xx 236-236.C
33P/66R 66M Chinnen, Saizo and Poochy only; having 6.A makes the Super juggle a bit more consistantly, though poochy has a small air hurtbox while being hit so its harder to combo the 6.A on him.

(juggle) cl.C > C xx 236-236.C
34P/68R 56M Chinnen, Saizo and Poochy only; must juggle low;6.A does 2 less damage.

(juggle) cl.C > C xx 4(hold)C-A-C-A
41P/81R 46M Chinnen, Saizo and Poochy only; Adding 6.A does less damage.

Guard Crush Strings

Normal Moves

Normal Damage Guard Meter Notes
Far Stand Normals
5.A 3P/5R 2G 5M Self Cancel
5.B 5P/9R 5G 5M
5.C 10P/20R 10G 8M
5.D 9P/18R 20G 10M
Close Stand Normals
cl.A 3P/5R 3G 5M Self Cancel
cl.B 4P/8R 4G 5M
cl.C 9P/17R 8G 6M Chains into C
cl.D 9P/17R 10G 8M
Crouch Normals
2.A 3P/6R 3G 5M Chains into C (does it self cancel?)
2.B 4P/8R 4G 6M Hits Low
2.C 9P/18R 8G 8M
2.D 9P/18R 15G 10M Hits Low; Knockdown; Slide; Short profile
Neutral Jump Normals
j8.A 4P/8R 6G 6M
j8.B 4P/8R 8G 6M
j8.C 8P/16R 12G 10M
j8.D 8P/15R 12G 10M
Back/Forward Jump Normals
j7/9.A 4P/8R 6G 6M Same Animation and Hitbox as j8.A
j7/9.B 4P/8R 8G 6M Same Animation and Hitbox as j8.B
j7/9.C 8P/16R 12G 8M
j7/9.D 8P/15R 12G 8M
Command Normals
6.A 8P/16R 12G 10M Hits High
j6.A 8P/16R 12G 10M Causes massive stun
Dash Normals
66.P 9P/18R 10G 10M Links into 2.B; pint blank links into 2.C
66.K 13P/25R 16G 10M Knockdown
CD Attacks
5.CD 25P 20G 10M Hard Wall Slam
2.CD 9P/18R 12G 10M Hits Low; Launches
CD Counter 8P 0G 20M Costs 1 Meter; Hard Wall Slam
Natural Chain Combos
cl.C > C 13P/25R 12G 16M 2 Hits
2.A > C 7P/14R 7G 15M 2 Hits
Throws
Throw 10P/20R 0M
j.Throw 10P/20R 0M
Stress Scream 3P/6R 2G 0M Launches

Special Moves

Special Moves

Special Damage Chip Guard Meter Notes
Zudadada Ki~ck
Zudadada Ki~ck B
623.B
8P/16R 3P/5R
(0P/1R)
34G
(12G)
9M 3 Hits; Second numbers are for against crouchers; (check for Startup Invincibility)
Zudadada Ki~ck D
623.D
10P/20R 0P/1R 12G 13M 5 Hits; (check for Startup Invincibility)
Super Zudadada Ki~ck
dash 623.K
12P/24R 2P/3R
(0P/1R)
9G
(3G)
12M 6 Hits; Technically 7 hits but last hit whiffs; (check for Startup Invincibility)
Power Dunk
Power Dunk A
63214.A
9P/18R 2P/3R 12G 10M Hits High
Power Dunk C
63214.C
12P/24R 3P/5R 17G 20M 2 Hits; 2nd Hit is High
Super Power Dunk
dash 63214.P
14P/28R 3P/6R 16G 30M 3 Hits; 3rd Hit is High
Air Power Dunk
Air Power Dunk A
j63214.A
9P/18R 2P/3R 12G 10M Hits High
Air Power Dunk C
j63214.C
9P/18R 2P/3R 12G 10M Hits High
Atatatatata~
Atatatatata~ A
632.A
16P/32R 2P/3R 3G 19M Low Autoguard; Air Unblockable
Atatatatata~ C
632.C
12P/24R 3P/5R 3G 20M High Autoguard; Air Unblockable
Double Hammer
Double Hammer
236.A/C
6P/12R 2P/3R 12G 5M Air Unblockable; Rekka Move
Double Hammer 2nd Hit
236.A/C -> 236.A/C
9P/18R 3P/5R 20G 10M Air Unblockable
Double Hammer 3rd Hit
236.A/C -> 236.A/C -> 236.A/C
11P/22R 4P/7R 25G 20M Hard Wall Slam; Air Unblockable


Super Moves

Super Damage Chip Guard Meter Notes
STRESS SHOT: Oryarya Upper
Oryarya Upper
236-236.C
29P/58R 2P/3R 12G 40M 1 Meter; Hits High; Air Unblockable; 20M if Blocked
IPPATSU OUGI: Shin-chan no "The End"
Shin-chan no "The End"
4(hold)C-A-C-A
39P/78R 3P/5R 0G 30M 2 Meters; Air Unblockable; Unsafe on hit against characters with fast tech rolls
KINJITE: Shin-chan Final
Shin-chan Final
623-4.C
50P/100R ~ ~ 64M 3 Meters; Unblockable; Cannot hit opponents in the air


General
FAQ
Controls
Menus
HUD
Glossary
System
Characters
Anny
Buntaro
Chinnen
Clara
Elias
Hikaru
Jimmy
Jones
Kanji
Keith
Lynn
Olof
Poochy
Reiji
Saizo
Sissy
Shintaro
Tane
Ume
White