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Mega Knockdown/M.M. Lewis

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MKD Lewis Portrait.png
M.M. Lewis
Playstyle: Brawler
HP: 14
Unique Traits:
  • He can move on wakeup using his specials.
  • Takes at least 0.75 chip damage from blocking normal attacks.
Favorite Chess Opening: 1. e4e5 2. Ke2

Introduction

M.M. Lewis is an up-close footsies character who uses his slippery movement to dodge and counter the opponent's pokes. On defense, he's hard to pin down, but he experiences immense psychological pain if he's forced to block.

Gameplan

Lewis wants to put himself at close-to-mid range where he can harass with his First of Euphoria and PileDebunker. Slippery Slope is a little risky, but it's a useful tool to force a whiff and close distance quickly, or to catch the opponent low. On wakeup, consider using your backward-moving specials to evade the opponent's oki. Remember, you can leave! You don't have to hold shit!


"There's no way you can outsmart me. I've seen almost two entire episodes of Cosmos."
Lore:Lewis believes that the best way to win this tournament is through careful study and mental mastery. He's attempted the newspaper's sudoku puzzle every day, watched a lot of Jeopardy on TV, and has nearly finished one episode each of Cosmos: A Personal Voyage and Cosmos: Possible Worlds. He's also studied the frame data of this game extensively. If he wins, Lewis wants to buy a ticket to Sweden to continue his search for Stemmy the STEM Dog.

Pros and Cons

Strengths Weaknesses
  • His specials are effective at causing normals to whiff.
  • Fist of Euphoria is especially hard to deal with for some characters.
  • Can disrespect many oki/pressure options.
  • Most of his specials are unsafe.
  • Doesn't have great options against zoning.
  • Can't rely on blocking as much as other characters.
  • Tied for the lowest health in the game.

Normal Moves

A
[5A/6A]
MKD Universal A.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 1 10 1/1 All 10 Combo A 1 - -

Good mashing or pressure option. Lewis has a 10-frame 5A, tied for the fastest normal in the game. He doesn't have a normal 4A, but it doesn't matter because his 4A special is one of the best moves in the game.

Combo A 3 - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean A hit.

B
[4B/5B/6B]
MKD Universal B.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 1 20 2/2 All Unsafe (close) -> -20 (far) Combo B 1 - -

B is a powerful space control option that covers both the air and the ground. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2.

Combo B 2 - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean B hit.

C
[5C/6C]
MKD Universal C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
2 30 2/0 Low Unsafe KD - - -

Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals.

j.A
[8A]
MKD Universal jA.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 2 30 0/1 All - Combo A 1 - -

Dedicated air-to-air. Jump forward up to two spaces and punch a jumping opponent. Whiffs grounded opponents. More damage and easier to land than an air throw, but doesn't knock down.

Combo A 3 - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean j.A hit.

j.B
[8B]
MKD Universal jB.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 2 40 2/2 All 10 Combo B 1 - -

Reliable jump-in option. Jump forward up to two spaces and do a drop kick. Gains ground quickly and has a long reach, but will be interrupted by most ground attacks. Plus on block. Good for challenging long-range zoning, sweeps, or punishing throw attempts.

Combo B 2 - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean j.B hit.

j.C
[8C]
MKD Universal jC.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 3 50 2/0 All -10 KD, Side Switch (if close) - - -

Jump forward and do an inverted lariat that can KD on hit, and side switch on hit or block. Beats a lot of the same options that a j.B can, but it's even slower and won't hit most jumping attacks--except another j.C.

Universal Mechanics

Throw
[Any+T]
MKD Throw.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Throw (5T) 3 - 1/0 Unblockable - KD - - -

Stand still and throw. Opens up a blocking opponent. This type of throw also beats attacks, as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range.

Forward Throw (6T) 3 - 1/0 Unblockable - KD - - -

Step forward and throw. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.

Back Throw (4T) 3 - 1/0 Unblockable - KD, Side Switch - - -

Stand still and throw an opponent behind you.' Opens up a blocking opponent, but loses to attacks. A risky way to switch sides.

Air Throw (8T) 4 - 0/1 - - KD 1 - -

Jump forward up to two spaces and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, beats any air attack. Flashy hard read option to call out jumping. Lewis' only option to KD a jumping opponent.

Block
[Any+BLK]
MKD Block.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Block (5BLK) - - - - - - - - -

Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.

Walk and Block (4BLK/6BLK) - - - - - - - - -

Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground or reposition yourself.

Backflip (8BLK) - - - - - - - - -

Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks.


Special Moves

Fist of Euphoria
[4A]
MKD Lewis 4A.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
2 25 2/2 All -20 or Unsafe - 1 0.75 Late-moving

Slip backward, and then swing forward with an uppercut. Very annoying harassment tool which shuts down most normal attacks, and can rack up a bit of chip. The opponent usually needs to commit to walking forward to stuff this, which opens up a guessing game with throw or Neutral+A. Doesn't actually have invuln, so zoning moves also beat this. This move's backward evasion works even when used on wakeup. Unsafe if Lewis doesn't have room to swing forward.

PileDebunker
[4C]
MKD Lewis 4C.png
Don't sue me, Arc System Works!
Don't sue me, Arc System Works!
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
4 40 3/0 All Unsafe KD 1 1 Late-moving

Slip backward, and then swing forward to deliver a haymaker. Hard callout option that can whiff punish things very hard. Unsafe on block, even as a meaty. Fairly slow, so it can also be challenged by most pokes, if they make contact. Like with 4A, this can be used to dodge backward on wakeup.

Slippery Slope
[6C]
MKD Lewis 6C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
2 25~45 3/0 Low Unsafe KD - - Late-moving

Sliding trip attack. Unsafe on block, but it hits low. Moves forward 2 spaces after the range check. Fastest up close, slowest at max range. Fairly slow, but the late movement property allows it to whiff punish stationary pokes. You can also use the slide to move forward on wakeup. Should you? (No.)

Colors

Greenscreen
P1 Abstract
P2 Abstract


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Shotokan Artist PaulBig BillyM.M. LewisMahogany MarvDoctor FlatskinNick Beardguy