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Ougon Musou Kyoku/George Ushiromiya
STATUS: UNDER CONSTRUCTION
George Ushiromiya is Eva's and Hideyoshi's son. He is an affable young man, and is liked by everyone in the family. He is an apprentice to his father's company, and it looks like he finally has dreams of independence. He is the oldest of the four cousins and often acts as a peacemaker.
George's most obvious strength comes with his MetaSuper, which is a counter Due to MetaDeclaration granting plusframes, doing reactionary/read metadeclaration into George's counter is a very strong tool into good damage, combo and oki. George having meter lead makes forces a mindgame for the opponent about being much more careful with buttons, giving George player much more space to work with.
Maybe a bit less obvious strength of George is his 2SP special. While not doing any damage itself, it doesn't add any scaling, making it a good combo extender. On top of that, it forces stand and resets opponent's touch meter for 5 seconds, similar to Rosa's ability.
George's third strength is his air buttons. George has very good air to air game which can lead to good damage on counterhit, and he is generally hard to contest on air.
He also has pretty good non-meter damage BnBs.
However, while George has good air game, his ground game is quite lacking. His footsie buttons do not reach quite far, and when they get in a hit, it can be hard to get combo out on max range. George's mixup game and pressure game isn't that threatening, either. His roll special is too slow to sneak in or escape corner, and George doesn't have a lot tools to make his pressure ambiguous.
While his 2SP special shines, his other specials don't offer as much utility. His wall divekicks can be ok to bait out moves or interrupt approach, but they can be baited. His tatsus don't hit crouching opponents (expect ex tatsu), and they can be air recovered. It sees occasional use on George's BnB for better corner carry.
Aforementioned roll is not that good either overall. EX roll is ok on combos sometimes or as AA, but isn't a good reversal, making George's options on defense limited.
Finally, George has the lowest stun in the game, meaning some very basic BnBs from some characters can stun him easily, and due to OMK's volatile gameplay, it's not uncommon to face these threats.
All these combined, George is hard to make good overall; his unique strength of 2SP can be hard to use consistently due to high cost. His neutral is overall weak, so you're forced to run him as secondary for that reason too. But even there outside of 2SP he doesn't offer much.
All his weaknesses and overall difficulty in team synergy and in general makes him arguably one of the weaker characters in OMK.
Patience - Amount of meter built while blocking is increased. The character on point also gains meter while blocking.
[ Mid | Damage - 66 | Startup - 6 | Active - 3 ]
George sticks his fist forward, punching the opponent in the stomach.
[ Mid | Damage - 69 | Startup - 6 | Active - 3 ]
George raises his leg, kicking the opponent in the waist area.
[ Low | Damage - 54 | Startup - 4 | Active - 4 ]
George punches downwards, aiming at the ground.
[ Mid | Damage - 69 | Startup - 21 | Active - 5 ]
George performs a quick hop forward then attacks with f.5A.
[ Mid | Damage - 150 | Startup - 6 | Active - 10 ]
George knees the opponent in the gut.
[ Mid | Damage - 135 | Startup - 8 | Active - 8 ]
George performs a step-kick forward at the opponent's head level.
[ Low | Damage - 165 | Startup - 8 | Active - 3 ]
George spins his leg forward, kicking the opponent's feet.
[ Mid | Damage - 174 | Startup - 23 | Active - 8 ]
George performs a quick hop forward then attacks with f.5B.
[ Mid -> High | Damage - 126 -> 114 | Startup - 9 | Active - 4(14)4 ]
Two hit normal where George kicks upwards and as the leg is raised does a heel kick.
[ Mid | Damage - 240 | Startup - 11 | Active - 5 ]
George performs a roundhouse kick.
[ Low | Damage - 210 | Startup - 14 | Active - 3 ]
George crouches down, moves forward and trips the opponent with a spin kick.
[ Mid | Damage - 219 | Startup - 23 | Active - 10 ]
George performs a quick hop forward then kicks straight up into the air, launching the opponent into a juggle state.
[ Low | Damage - 75xN | Startup - 13 | Active - 2(11)3 ]
George crouches and trips the opponent with break-dance kicks.
[ High | Damage - 60 | Startup - 4 | Active - 6 ]
George sticks his knee out.
[ High | Damage - 135 | Startup - 7 | Active - 9 ]
George sticks his leg out.
[ High | Damage - 237 | Startup - 10 | Active - 11 ]
George spins in the air, kicking downwards.
[ High | Damage - 54 | Startup - 4 | Active - 5 ]
George kicks in front of him twice while jumping.
[ Throw | Damage - 300 | Whiff - 32 ]
George places his legs on the opponent's shoulders, then flips backwards, ramming their head into the ground.
|King's Heel 「王者の踵」 ― 236A/B/C
George hops forward with an ax kick that hits twice.
|Supreme King's Whirlwind Kick「覇王旋風脚」 ― 214A/B/C
George launches forward with spin kicks, knocking back the opponent in the last hit.
|Transmigration of the Body 「輪廻転身」 ― 22A/B/C
George rolls forward a certain distance.
|Flying Meteor Kick 「飛翔流星脚」 ― j.214A/B/C
Must be performed at the wall in mid-air, and only above George's height. George dive kicks off the wall behind him.
|Tyrant's Heel 「暴君の踵」 ― 236A+B
George hops forward with an more powerful ax kick that hits three times.
|Imperial King's Whirlwind Kick 「龍王旋風脚」 ― 214A+B
George launches forward and does five spin kicks with the last one knocking the opponent away.
|Surging Transmigration Kick 「輪廻波濤脚」 ― 22A+B
George performs a powerful cartwheel kick.
|Flying Comet Kick 「飛翔彗星脚」 ― j.214A+B
Must be performed at the wall in mid-air, and only above George's height. George dive kicks off the wall behind him at an 80 degree angle engulfed in dragon-shaped flames.
Level 2 Super
|Nirvana Kick 「涅槃蹴り」 ― 236236C
George dashes forward, faking out the opponent with a feint kick if the dash connects. The hitstun lasts long enough for George to continue his combo.
|The King's Precepts 「王者の教え」 ― 641236C
George goes into a counter stance. If hit by a melee attack, he goes through a series of feint kicks, then finishes with a big soccer ball kick that launches the opponent into a juggle state.
KD = Knockdown | Frames | Frame Advantage | Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 300 | 0-1 | ? | ? | UKD | |Switches Sides; 32 Duration on Whiff Normals ------------------------------------------------------------------ c.5A | 66 | 6 | 3 | 7 | +0 | +0 | f.5A | 69 | 6 | 3 | 6 | +1 | +1 | 2A | 54 | 4 | 4 | 4 | +2 | +2 | c.5B | 150 | 6 | 10 | 7 | -1 | -3 | f.5B | 135 | 8 | 8 | 10 | -2 | -4 | 2B | 165 | 8 | 3 | 17 | -4 | -6 | c.5C |126,114| 9 | 4(14)4 | 15 | +6 | +3 | f.5C | 240 | 11 | 5 | 17 | +3 | +0 | 2C | 210 | 14 | 3 | 14 | UKD | +5 | j.5A | 60 | 4 | 6 | 6 | | | j.5B | 135 | 7 | 9 | 7 | | | j.5C | 237 | 10 | 11 | 4 | | | Command Normals ------------------------------------------------------------------ 6A | 69 | 21 | 5 | 13 | -1 | -1 | 6[A] | | 22 | - | 3 | | | 6B | 174 | 23 | 8 | 17 | -2 | -4 | 6[B] | | 22 | - | 5 | | | 6C | 219 | 23 | 10 | 25 | launch| -6 | 6[C] | | 22 | - | 3 | | | 3C | 75,75 | 13 | 2(11)3 | 21 |TKD,UKD| -15/-2 | 3[C] | 75x4 | 13 | Note J | 21 |TKD,UKD| -15/-2 | 3[C] | 75x6 | 13 | Note K | 21 |TKD,UKD| -15/-2 | j.2C |150,150| 8 | 3(6)3 | 12 | | | Specials ------------------------------------------------------------------ 236A | 270 | ? | ? | ? | KD | ? | 236B | 294 | ? | ? | ? | KD | ? | 236C | 315 | ? | ? | ? | KD | ? | j.214A | 360 | ? | ? | ? | KD | ? | j.214B | 360 | ? | ? | ? | KD | ? | j.214C | 360 | ? | ? | ? | KD | ? | 214A | 207 | ? | ? | ? | KD | ? | 214B | 294 | ? | ? | ? | KD | ? | 214C | 351 | ? | ? | ? | KD | ? | 22A | -- | ? | ? | ? | -- | -- | 22B | -- | ? | ? | ? | -- | -- | 22C | -- | ? | ? | ? | -- | -- | SPs and Meta ------------------------------------------------------------------ 236A+B | 537 | ? | ? | ? | KD | ? | 22A+B | 330 | ? | ? | ? | KD | ? | j.214A+B | 360 | ? | ? | ? | KD | ? | 214A+B | 525 | ? | ? | ? | KD | ? | 236x2C | 0 | ? | ? | ? | -- | -6 | 641236C | 750 | ? | ? | ? | KD | -- | Note J: Identical to 3C, has a second set of identical active frames 13F after the second hit. Note K: Identical to 3[C], has a third set of identical active frames 13F after the fourth hit.
Feel free to edit this part of the wiki with your tips/strats on how to use George and his strategy vs specific characters. Remember I'm watching you.
Feel free to edit this part of the wiki with your tips/strats what partners are best for George to use. Remember I'm watching you.
Rosa and George do have pretty interesting synergy, seeing how they both have access to lock out opponent's touch meter. With enough meter, this can create a snowball effect where opponent cannot burst out/tag out of combos and pressure. Rosa has good zoning too, which makes her a good main character for the team. This strategy is pretty expensive tho, and running Rosa alone can be little limiting still.
Beatrice's ability nullifies the need for meter to use George's 2SP, making her the best partner for George. Getting one bar is not too difficult, and once Beato gets hit in, he can tag out George, do optimal 6c loops from metadeclaration into 2SP thanks to InfinitySP, leading to stun where you tag out Beato during it and potentially repeat this. Like Rosa, Beatrice works well as main on the team due to her superb zoning.
2A > 5B > 2B > 2C > 6C > 236A - Simple BnB that gives you easy okizeme with 22.
2A > 5B > 2B > 2C > 5A > c5.C - Simple reset that sets up the opponent for an overhead mixup.
- Make sure the first hit of c.5C whiffs.
2A > 5B > 2B > 2C > 5A > 5B > j.9C > j.9B > 22A+BxN - Simple metered combo that lands you a hard knockdown.
- xN = You can keep using 22A+B as long as you have enough meter.
2A > 5B > 2B > 2C > 6C > 236x2C > 2A > 5B > 2B > 5C > Attack Touch - Excellent stun builder that also gives your partner an unburstable combo.