Mega Knockdown/Nick Beardguy

From Mizuumi Wiki
Jump to navigation Jump to search
MKD Nick Portrait.png
Nick
Nick Beardguy
Playstyle All-rounder, Footsies
HP 1500
Unique Traits

Cheesy Dust Loop
Corner combos do more damage.
Studied the Blade
Normal attacks do chip damage.
Nothing Personal
Bonus damage on counter-hit.
Ordinary Guy
No special attacks.



Introduction

Nick Beardguy is a dead simple footsies character. He only has the basic set of moves with no added no active abilities. Instead, he thrives off of boosted damage potential from passive buffs, of which he has several.

Gameplan

There's an upside to Nick's lack of specials: he has full access to every possible normal attack + movement combination. He has boosted counter-hit damage, and if he manages to corner the opponent, he can unleash the deadly Cheesy Dust Loop. What's more, he can play a frustrating pressure game or turn oki into a checkmate situation thanks to the chip damage on his normals. He does need to get in close to do any of this, since he doesn't have any zoning tools to speak of. You'll need to make good use of walk+block or do a well timed jump to get the party started.


"Ugh, my mom is kicking me out of the house if I don't win this thing."
Lore:Around seven years ago, Nick won the first Mega Knockdown tournament, pocketing the coveted one hundred dollar prize. He hopes to make it a two-peat, because if he does, then he'd have two hundred dollars. Nick also starred in the developer's first Steam title, Nick Beard: The Fedora of Destiny.

Pros and Cons

Strengths Weaknesses
  • Balanced Normals - While everyone else lacks at least a few normals, as Nick has no special attacks, he has access to every basic move.
  • Damage - With specific conditions, such as hitting someone in the corner or with a counter hit, Nick can do really good damage.
  • Scary Pressure - Being minus against Nick is terrifying. He has good, plus on block A attacks that do chip damage. Trying to escape pressure with abare is still pretty scary as you might get counter hit which leads into Real Nerd Damage. If you want to get out of his pressure, you often HAVE to commit, like Neutral Throw, or an invincible attack.
  • Bad Range - Nick has virtually no ranged play, and he has no specials to help him out in neutral. This means he has to get in, which can be a drag against certain characters who outrange him. You have to work hard to get in.
  • No Specials - While having access to all normals is nice, this means he has no specials to help him in neutral, punishes, mixups, etc.

Normal Moves

  • Damage values in [ ] refer to damage boosted by Nick's passives.

A
[4A/5A/6A]
MKD Nick A.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 100[200] 10 1/1 All 10 Combo A 1 50 -

A fast swing, effectively a jab. Nick has full access to the A normals, so he can mash his 10-frame 5A, tied for the fastest normal attack in the game. He gets better reward on hit thanks to his passives, and on block he can build up chip damage, staying plus the whole time. Who needs specials anyway?

Combo A 300[550] - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean A hit. In the corner, Nick does more damage thanks to his unique Cheesy Dust Loop corner combo extension.

B
[4B/5B/6B]
MKD Nick B.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 100[200] 20 2/2 All Unsafe (close) -> -20 (far) Combo B 1 50 -

A high kick, and 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. Just as fast as other characters' B attacks, but with juiced up damage potential.

Combo B 200[450] - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean B hit. More damage and hits in the corner.

C
[4C/5C/6C]
MKD Nick C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
200[300] 30 2/0 Low Unsafe KD - 100 -

Nick dives to take out the opponents' legs. Punishable unless done meaty, but can't be blocked while moving, and does chip to boot. 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 Nick jA.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 200 30 0/1 All - Combo A 1 - -

Jump forward up to two spaces and launch into an air-to-air uppercut. Not a DP or a reversal, and does not hit grounded opponents, but it is one of the highest damage combo starters in the game. Easier to land than an air throw, but doesn't knock down.

Combo A 300[550] - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean j.A hit. More damage and hits in the corner.

j.B
[8B]
MKD Nick jB.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 200[450] 40 2/2 All 10 Combo B 1 100 -

Reliable jump-in option. Jump forward up to two spaces and do a headbutt. 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. Decent amount of chip as well.

Combo B 200[350] - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean j.B hit. More damage and hits in the corner.

j.C
[8C]
MKD Nick jC.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 300[400] 50 2/0 All -10 KD, Side Switch (if close) - 100 -

Jump forward and do a butt slam 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. As Nick, it also deals a reasonable amount of chip.

Universal Mechanics

Throw
[5T/6T/8T]
MKD Nick Throw.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Throw (5T) 300 - 1/0 Unblockable - KD - - -

Latch on to the opponent and repeatedly headbutt them. 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) 300 - 1/0 Unblockable - KD - - -

Step forward, then latch on to the opponent and repeatedly headbutt them. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.

Air Throw (8T) 400 - 0/1 - - KD 1 - -

Jump forward up to two spaces and attempt to grab 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. This is the only way Nick can KD a jumping opponent. Nick only pushes 1, letting him continue pressure.

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

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

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

Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground and put yourself back into close range.

Backflip (8G) - - - - - - - - -

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

Special Moves

Faith Smasher
[4T]
MKD Nick Throw.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
300 - 1/0 Unblockable - KD, Side Switch - - -

Latch on to the opponent and repeatedly headbutt them, then switch sides. Like a standard 4T, opens up a blocking opponent but Nick's will also beat attacks! One of the best side switch options, it can help you corner an opponent to unlock huge combo damage with your Cheesy Dust Loops.

Unique Traits

Cheesy Dust Loop

Cheesy Dust Loop does 250 damage. If Nick performs a combo when the opponent is in the last 2 spaces of the stage he will perform the Cheesy Dust Loop.

Studied the Blade

Every normal attack Nick has does a little damage on block, with the slower attacks doing extra chip damage. This gives Nick a unique ability to safely force damage.

Nothing Personal

Nick gets a bonus 100 damage when he counter hits an opponent. This only applies when a grounded move is beaten by faster startup. Anti air moves and trades do not add the bonus!

No special attacks

Nick's normals have additional properties, and he can execute any of them together with any movement option without the input getting overriden by a special.

Strategy

Nick only has the basic move set, so he thrives off of fundamentally solid play but it is very important to track stage positioning in order to threaten Cheesy Dust Loops. His favorite place to be is just outside of the corner, the opponent needs to be in the last 2 spaces to trigger Cheesy Dust Loop. However, he can also thrive when cornered thanks to his unique back throw, Faith Smasher. This will act as a reversal and put the opponent in the corner, often one combo away from death. This gives Nick stronger than average ability to control stage positioning. The extra benefit given from pushing opponents to the corner gives a good incentive to jump in due to the space traveled.

All that said, it is not wise to always push for the corner. This can be too predictable and Nick can make due in most matchups by chipping away with his attacks. Keep in mind that jump attacks and sweeps will do more chip damage than grounded A and B attacks. Nick also has no push on his throw and only 1 push on air throw, giving him very strong mid-screen throw loops off of neutral or back throws and continued pressure off of air throws.

Matchups

MKD Paul icon.png
Paul
(Slight Disadvantage)
He's got a fireball and an invincible uppercut, both tools that will give Nick some trouble. Get in close. But maybe not too close, try to bait out Paulcano (5A).
MKD Billy icon.png
Billy
(Slight Advantage)
Try to avoid getting right in his face on the ground because of the Big Billy Buster. In other words, don't get thrown. Your normals are faster than his, so you can harass him effectively at about B range to chip or create counter hits. Just don't let him walk up and punish your B on block or you'll be hurt very badly.
MKD Lewis icon.png
Lewis
(Slight Disadvantage)
You get to do extra chip damage to him thanks to his passive but it is very difficult to actually hit Lewis. Be wary of his Fist of Euphoria (4A). There are few ways to stop it, walk+block and punish, block and make Lewis whiff, or using 6A or 6B to beat the move by hitting before he swings back.

If you can push him to the corner, Fist of Euphoria (4A) and Pile Debunker (4C) lose their evasive property because Lewis can't move back, severely handicapping Lewis' moveset.

Frame advantage matters a lot in this matchup because at major advantage (+20), you can use 8B on Lewis and win or trade against everything but Air Throw.

MKD Marv icon.png
Marv
(Slight Advantage)
Marv tends to naturally move into the corner and has weak wakeup options. Get close to him and force him to stand his ground or risk getting a Cheesy Dust Loop to the face. Aiming for trades or knockdowns here is very strong. Landing airthrow against Marv's Gravity Spike (8A) is very rewarding, giving damage, oki, and stage position.
MKD Noel icon.png
Noel
(Slight Disadvantage)
Your goal should be to get in close, because at far distance, Fightning Flurry (6B) can stuff most of your attacking options. If you respect this option enough, she might sweep to beat attempts to walk in and block, or try and sneak in a vine. Jumping in beats these two choices, but she can punish you very hard for jumping--her anti airs knock down, and if you're knocked down at round start distance, she can set a vine or get some extra chip damage for free.
MKD Nick icon.png
Nick
(Even)
May the best Nick win. This is Mega Knockdown fundamentals at it's finest.

Going to the corner is riskier than usual here for Nick because of his own ability to side switch and break out the cheesy poofs.

Colors

Default
Greenscreen
P1 Abstract
P2 Abstract


General
FAQ
Controls
Mechanics
System
HUD
Game Modes
Characters
Paul
Billy
Lewis
Marv
Noel
Nick