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Mizuumi Wiki:Sandbox

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This is a sandbox page for general testing, everyone is able to edit here. Feel free to practice wiki editing or play around with existing templates to familiarize yourself with them.



we out here glove on fightin

A Normals
7A 8A 9A
4A 5A 6A

Sidestep Move Hits High

1A 2A 3A
B Normals
7B 8B 9B
4B 5B 6B

Sidestep Move Hits High

1B 2B 3B
Special Moves
j.2B How do you use air moves in a jumpless game???
236X This move goes places...
22X DP? Sure
Supers
4AB DP? Sure
6AB Desperation Super.
2AB Futaba Date slows down the state of time. This is the ultimate move, and makes her top 1 in every game, even if she isn't playable or does not appear in a game.

beware, noob testing

General
Controls
FAQ
Glossary
HUD
Links
Mechanics
Characters
Alperen
Efe
Kanae
Brandon
Andre
Shin
Nagashapa
Rungard
Mirei (Warrior)
Mirei (Assassin)
Jaman



testing stuff again

Wild Throw
5S
Damage Guard Startup Active Recovery Hitstun Hit Adv. Block Adv.
15 Unblockable - - - - - -

doddooddododo it's the description


Wild Throw (Air)
j.S
Damage Guard Startup Active Recovery Hitstun Hit Adv. Block Adv.
18 Unblockable - - - - - -

also a description

Something Else

3C
MB F Kohaku 3C.png
Damage Red Damage Proration Cancel Guard
1000 707 70% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 5 24 -11 9.0% Reflect 11-17

Kohaku uses her broom as a baseball bat to launch the opponent. Used after 2C in close range as a launcher for aircombo. It's EX-cancellable on whiff for some tricks. Can be useful against some vertical fall-ins. This move also reflects most projectiles back to the opponent.

Reflectable Projectiles Table
Character Move
A.B.A Kihi (Purple Fireball; Normal Mode)
Anji (FB) Shitsu (Butterfly projectile)

Shin: Ichishiki (Aerial fan projectiles)

Axl None
Baiken None
Bridget None
Chipp None
Dizzy None
Eddie Normal Shadow's ]D[ (Ball)
Faust None
I-no (Air/FB) Antidepressant Scale (Flat Note)

(Horizontal/Vertical) Chemical Love (Big Laser)

Jam None
Johnny None
Justice None
Kliff None
Ky Stun Edge / Air Stun Edge (Lighting Shot)

(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only)

Sacred Edge (Glowing Blue Blade)<SUPER>

May None
Millia (FB) Tandem Top (Discs)
Order-Sol None
Potemkin None
Robo-Ky 2H (Knee Missile)

Want some Ky? (Bazooka) Aerial Want some Ky? (Aerial Missiles)

Slayer None (lol)
Sol (DI) Gunflame (Ground Hugging Flames)
Testament None
Venom (FB) (Charged) Stinger Aim (Horizontal Ball Shot)

(FB) (Charged) Carcass Raid (Vertical Ball Shot) Ball Seisei / Ball Set (Cue Ball, Only when the ball is in motion)

Dubious Curve (Ball Skull Bash, Only when the ball is in motion)

Red Hail (Multi Shot Raid) <SUPER>

Tactic Arch (Cue Ball Setup, Only when balls are in motion) <SUPER>

Zappa None


General
FAQ
HUD
Characters
Akuma
Arkane
Balrog
Bison
Blade
Cammy
Chun Li
F7
Guile
Honda
Ken
Khyber
Ryu
Sagat
Sawada
Vega
Zangief


Inuyasha: A Feudal Fairy Tale
(InuFFT)
InuYasha FFT PSX Cover.png
Developers

Bandai, Dimps

Systems

PlayStation

Online Play

Delay-based (Netplay Pack)

Community Channels

The Community Discord


InuYasha: A Feudal Fairy Tale (犬夜叉 戦国お伽合戦, Inuyasha: Sengoku Otogi Kassen) is a 2D fighting game based on the manga and anime series Inuyasha. It consists of battles and minigames in an effort to retrieve shards of the sacred Jewel of Four Souls, essentially following the overall plot of the series.


Throw Img test

Kaeru Spring
カエルスプリング
Behind 4P+K
Condition(s) Startup Active Recovery On Escape On Success
Opponent backturned, standing x x x -x +x
SG fil slp1 fd.png

blah blah blah something like this but an image should be above between the data above and this

User:SageVarq/sandbox5

Kaeru Package Hold
カエルパッケージホールド
2P+K
Condition(s) Startup Active Recovery On Escape On Success
Crouching x x x -x -
SG fil slp1 fd.png
Reverse Power Bomb
リバースパワーボム
P+K (Reversal 1)
Condition(s) Startup Active Recovery On Escape On Success
Reversal - - - -x -
SG fil slp1 fd.png

description

Red Earth

Normal Moves

RE Leo DP 123 First Fire.png   Fire
RE Leo DP 123 First Ice.png   Ice
RE Leo DP 123 First Axe.png   Axe
1
RE Leo 1.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
12-15 Mid 26 (9-2-15) 10 2 15 -6 -7 -7 (+8) Yes

Leo steps forward, striking with a vertical slash. It not only possesses a tall hitbox, but is super and special cancellable. Useful for not only anti-airs, but for blockstrings on an airborne opponent, leading to an extension dependent on orb count and distance.

2
RE Leo 2.png
Can be ducked.
Can be ducked.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
13-16 Mid 36 (12-4-20) 13 4 20 -7 -8 -8 (+7) Super only

Honestly one of his weaker normals. The range is nice, and super cancelling is too, but most of the time 1 or cr.1 is the safer and better option. Use in fringe cases.

3
RE Leo 3.png
Staggers Kenji.
Staggers Kenji.
RE Leo 3 3.png
3 followup.
3 followup.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
3 14-17 Mid 34 (13-3-18) 14 3 18 -1 (+4) -6 -6 (+9) No

Leo swings horizontally once again, but with a twist. In exchange for cancel ability and some range, Leo can chain into a second slash. The meat to it is that this followup is optional, as well as highly delayable. A good check option, especially if the opponent likes to jump or Ultimate Guard. Great conditioning tool, just mind the range is a bit short.

3 > 3 14-17 Mid 62 (41-2-19) 42 [minimum] 2 19 HKD -2 -2 (+13) No

Will guard crush if the first 3 was blocked, allowing you to confirm into Hercules Rush at certain ranges.

4
RE Leo 4.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
7-9 Mid 16 (2-6-8) 3 6 8 +3 +2 +2 (+17) Yes

Leo's fastest grounded normal. Simple and to the point, Leo knees the opponent in the gut. Can be super and special cancelled, and is plus on contact. Great for staggering and tick throws into his command grabs.

5
RE Leo 5.png
"The Father"
"The Father"
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
9-11 Mid 21 (4-6-11) 5 6 11 +8 +7 +7 (+22) Yes

Similar story to 4, but at the cost of being slightly slower to start and recover, has a great vertical hitbox, and has the luxury of being his strongest special cancellable normal. Exceptional anti-air button, and great combo fuel, leaving you a whopping +8 on hit, +7 on block. One of his best normals, use often.

6
RE Leo 6.png
Can be ducked. Staggers Kenji.
Can be ducked. Staggers Kenji.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
10-13 High 34 (16-5-13) 17 5 13 +7 (+14) +6 +6 (+21) No

Only for the brave or foolish, Leo steps forward, booting the opponent in the face. Leo is left +7 on hit, and left close, making links both tantalizing AND rewarding. The catch is while it is an overhead, it whiffs on the cast crouching, bar a guarding Tessa, or himself. As such, it's recommended to only save this for optimal Ultimate Guard punishes, or brutal mirror match shenanigans.

cr.1
RE Leo Crouch 1.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
12-15 Low 27 (8-4-15) 9 4 15 -8 -9 -9 (+6) Yes

Off the bat, the range of this thing is huge. Pokes as far if not slightly less than cr.5, which is nothing to scoff at. On top of this, it's super and special cancellable, leading to some dangerous footsies if he has orbs. Be wary of a lightning orb Leo. Only drawback is that it's minus on hit or block, and as such is best cancelled into something, namely his dp.1. Even so, one can use it to bait an Ultimate Guard, and cancel into 360. Also owns the high praise of being Leo's only cancellable low. Definitely one to experiment with.

cr.2
RE Leo Crouch 2 First.png
RE Leo Crouch 2 Second.png
Two hits. First hit can be ducked.
Two hits. First hit can be ducked.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
17-22 Mid 44 (13-6-25) 14 3/3 25 -12 -13 -13 (+2) No

Leo swings low to the ground. While weak as a poke, it's surprisingly decent as an anti-air, hits twice, and is fairly good at keeping a cornered opponent locked down. Wouldn't advise using too often, but certainly a tool to remember.

cr.3
RE Leo Crouch 3 First.png
RE Leo Crouch 3 Second.png
RE Leo Crouch 3 Third.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
14-17 Mid 41 (8-6-27) 9 2/2/2 27 Launch -22 -22 (-7) No

Slashing upwards in a pose not unbefitting of a Master of the Universe, cr.3 is a decent anti-air option due to it's wide hitbox when Leo's arm is fully extended, also causing a juggle state on hit that can be extended on a ground connect, but be warned: This move has absolutely ABYSMAL frame data if whiffed/blocked. Very committal, swing with this move and you better mean it.

cr.4
RE Leo Crouch 4.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
11-14 Mid 34 (8-6-20) 9 6 20 -15 -16 -16 (-1) No

Most attacks in Red Earth are well designed, and have distinctive uses that make them at least somewhat viable in some situations. This however, is the exception that proves the rule. There is no reason to press this button. Ever. Its angle is pitiful, its damage is mediocre, you can't cancel from it and to top it off its not even a low, AND is mega minus even on hit. Assuming you LIKE having a health bar, DO, NOT, PRESS, THIS, BUTTON!

cr.5
RE Leo Crouch 5.png
"The Son"
"The Son"
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
12-15 Low 32 (7-4-21) 8 4 21 -9 -10 -10 (+5) No

A classic normal among Leo mains, Leo stabs outward, plain and simple. The most obvious benefit of this move is that it's GIGANTIC, seriously covers a good 2/3 of horizontal screen give or take, while also being a low, COMMANDING the opponent be ready for it. Pushes the opponent a decent bit back, meaning at max range it can be difficult, if not almost impossible to be punished meterless. Be wary however, this godlike range comes at a cost. A good chunk of Leos sword is also classified as a hurtbox, and the move is also pretty minus on contact, -9 on hit and -10 if blocked, meaning an ill spaced poke can be punished by everyone to some extent. A good button, make no mistake. But one that's weaknesses must be properly respected.

cr.6
RE Leo Crouch 6.png
RE Leo Crouch 6 6.png
6 followup.
6 followup.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
cr.6 12-15 Low 30 (11-3-16) 12 3 16 HKD 0 0 (+15) No
cr.6 > 6 13-16 Low 66 (33-3-30) 34 [minimum] 3 30 HKD -14 -14 (+1) No

Similar to cr.1 and cr.5 in that it reaches pretty far, the main distinction of this button is twofold. For one, it's Leo's designated sweep, meaning it can be pretty good for closing the distance when connected. Second, completely safe, making it an actually decent button to throw out against a grounded opponent. It also helps that it can actually be cancelled into a followup with the same input, making it an ambiguous button the opponent will think twice about disrespecting. However, due to this a savvy opponent can Ultimate Guard the second swing, and punish accordingly if you're too predictable.

j.1
RE Leo Jump 1.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.1 12-15 High Varies 6 2 Until landing +15 [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.1 12-15 High 27 (5-2-20) 6 2 20 +15 [maximum] +15 [maximum] +15 (+30) [maximum] No

Comes out fairly quickly. However, its only real weakness is that it doesn't really have much of a use outside of poking an opponent at weird angles. As an air to air tool, it's mostly outclassed by j.3 in basically every metric that matters

j.2
RE Leo Jump 2.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.2 12-15 High Varies 9 3 Until landing +16 [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.2 12-15 High 33 (8-3-22) 9 3 22 +16 [maximum] +15 [maximum] +15 (+30) [maximum] No

Reaches slightly further than j.1, but is also 3 frames slower. In regards to an air to air situation, j.3 is generally a safer, and thus more appealing button to press in that scenario.

j.3
RE Leo Jump 3.png
Staggers Kenji.
Staggers Kenji.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.3 13-16 High Varies 6 2 Until landing +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.3 13-16 High 28 (5-2-21) 6 2 21 +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] No

Definitely Leos best air to air button, as well as an acceptable jump in option. Comes out just as fast as j.1, but has the benefit of his hurtbox being substantially more squashed, and thus more difficult to trade with for the opponent, alongside the actual hitbox being fairly disjointed from it.

j.4
RE Leo Jump 4 First.png
RE Leo Jump 4 Second.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.4 12-15 High Varies 9 2/3 Until landing +15 [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.4 12-15 High 29 (8-5-16) 9 2/3 16 +15 [maximum] +15 [maximum] +15 (+30) [maximum] No

To be blunt, one of Leo's best normals, and one you should press often. Its hitbox is excellent, in that it is really wide underneath him, serving not only as his most reliable cross up button, but making it just a solid button to press while the opponent is beneath you to keep them pinned. Does enough hitstun to comfortably link into his cancellable normals, making it his most consistent jump in tool as well.

j.5
RE Leo Jump 5.png
"The Holy Spirit"
"The Holy Spirit"
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.5 12-15 High Varies 10 14 Until landing +16 [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.5 12-15 High 32 (9-14-9) 10 14 9 +16 [maximum] +15 [maximum] +15 (+30) [maximum] No

A great neutral tool as it's active for 14 frames, and covers a good distance in front and below Leo. Incredibly useful for controlling space and challenging your opponents escape options. Be warned however, as Ice Super and characters with a DP can hit you out of it if you perform it too close, so don't lean on it. Excellent normal, hard to go wrong.

j.6
RE Leo Jump 6 First.png
RE Leo Jump 6 Second.png
Staggers Kenji (+27).
Staggers Kenji (+27).
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.6 12-15 high Varies 9 2/2 Until landing +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.6 12-15 high 34 (8-4-22) 9 2/2 22 +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] No

High utility normal right here. Comes out fairly quick, and has 2 hitboxes (only hits once however), one that hits fairly low, and one that reaches higher in front of him. Definitely Leo's strongest jump-in, and pretty decent for guard break strings in the corner.