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Mega Knockdown/Nick Beardguy

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MKD Nick Portrait.png
Nick Beardguy
Playstyle: All-rounder, Footsies
HP: 15
Unique Traits:
  • Counter hits do more damage.
  • Corner combos do more damage.
  • Normals do chip damage.
  • No special attacks.

Introduction

Nick Beardguy is a dead simple footsies character. He has no active abilities, but he has several passive buffs that boost his damage potential.

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
  • Full suite of normal attacks.
  • Big damage on hit, especially in the corner.
  • Chip from normals can add up quickly.
  • Poor range, needs to get in close to do anything.
  • Lack of specials can put him in a disadvantage in some neutral situations.

Normal Moves

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

A
[4A/5A/6A]
MKD Universal A.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 1[2] 10 1/1 All 10 Combo A 1 0.5 -

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 3[5] - - - - - 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.

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[2] 20 2/2 All Unsafe (close) -> -20 (far) Combo B 1 0.5 -

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

Combo B 2[3] - - - - - - - -

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

C
[4C/5C/6C]
MKD Universal C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
2[3] 30 2/0 Low Unsafe KD - 1 -

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[3] 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[5] - - - - - 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[3] 40 2/2 All 10 Combo B 1 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. Decent amount of chip as well.

Combo B 2[3] - - - - - - - -

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[4] 50 2/0 All -10 KD, Side Switch (if close) - 1.5 -

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. As Nick, it also deals a rather large amount of chip.

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.

Faith Smasher (4T) 3 - 1/0 Unblockable - KD, Side Switch - - -

Stand still and throw an opponent behind you.' Opens up a blocking opponent, and also beats 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.

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. This is the only way Nick can 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 and put yourself back into close range.

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

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

Colors

Greenscreen
P1 Abstract
P2 Abstract


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Shotokan Artist PaulBig BillyM.M. LewisMahogany MarvDoctor FlatskinNick Beardguy