Phantom Breaker: Omnia/Mei Orisaka

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Mei Orisaka

Profile

  • Name: Mei Orisaka
  • Character Voice: Yukari Tamura
  • Sex: Female
  • Age: 14
  • Height: 150cm
  • Weight: 38kg
  • Blood: B
  • Birthday: 4/10
  • B.W.H.: 88.52.83
  • Occupation: Idol
  • Weapon: Candy (Magical Wand)
  • Style: Long Range - Speed Type

A top idol who got a job playing the role of a magical girl on a late-night TV show. Though she was initially a little reluctant about the whole thing, a letter from a fan with a terminal illness prompted Mei to approach her career with more enthusiasm. Mei agreed to Phantom's proposition because she wishes to cure that fan of their illness.

Overview

Mei is a Long-Range speed character that excels at punishing Poor approaches, with a handful of projectiles to keep opponents on their toes.

While being zoner means Mei is comfortable playing at a distance, her speed and buttons make her equipped to play a decent up-close game. For starters Majority of Mei Buttons are safe on block with only some of her mix-up tools being punishable to reversals, In fact Mei has some plus on block Buttons which is rare for this archetype. Mei can stagger her pressure with minimal risk with her 5C being able to stagger into itself for big rewards on counter hit. Besides staggering Mei can also force a strike and throw mix with her Magical grapple. Its move with some start up but Mei can either get plus on block strike to resume pressure or a command grab that can catch standing or air born opponents. The light version only does a strike but it much quicker in start up and does an overhead strike that leads into a full combo. Magical grapple is also usable in the air.

Mei's main attraction would be her candy shot projectiles, Candy shoot comes in two flavor a small projectile and large one. The Small projectiles is the light version, which has mei shoot two or three projectiles that homes in on the opponent slowly. The large Candy shot is the opposite being bigger and faster with no homing but its beam proberetie meaning it eats other projectiles and while being difficult to clash against. Mei can use these prjectile both ground and air born, allowing her to Zone comfortably at any point One of Mei best strategy is the old traditional shoto fire ball into dp, since Magical impact is great at anti airing opponent with big benefits. Not only is light magical impact AUB, but it also causes a soft knockdown which makes it possible to combo off it.

While Mei is versatile in her gameplay, she is still a zoner at the end of the day and relies more on the opponent making mistakes than her own ability to open up her opponents. Mei pressure is mostly mids and when she does hit, her damage is below average.

Mei having the ability to pester her opponent from afar until their condition to approach passively, from their she can shift gear into aggressive play style. Play who like character who are multifaceted will like this character.

Playstyle
Mei is classified as Long range Speed. She zones with a multitude of projectiles and pressure with strike/throw mixes.
Strengths Weaknesses
  • "Candy Shot"-Zoning: This zoning tool can either box out opponents or lock them down, it being usable in the air is also handy.
  • Tricky Pressure: With fast button that either resets pressure or allows mix up, Mei is one of the few zoners that can stay advantageous on block.
  • Decent anti-air: MMei buttons and projectile keep the opponent from jumping in on her, and Magical impact has big rewards on hit.
  • Versatile phantom breaker: Seventh Heaven Shot is a beefier of All-range-attack minus the invicbility. While super magical impact is invincible at start-up and can be used in the air.
  • Low damage: Mei Damage output is generally low outside of Counter burst starters and risky starters.
  • Turtling: Mei's Pressure starts to falter when the opponent commits to low blocking.
  • Stubby normal: With very short normal, Mei struggles to use her normal outside of close quarters and tends to need projectile to cover her approaches.
  • Poor defensive: Magical grapple impact is only waist-high invincibility, and she struggles to deal with low attacks.



Style Overview

Normal Moves

5A
5A
PBO Mei 5A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei raises her wand in front of her. Standard short range jab with a relatively tall hitbox. Can be reverse beat from 2A

5AA
5AA
PBO Mei 5AA.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her wand downward. Slightly longer reach than 5A.

5AAA
5AAA
PBO Mei 5AAA.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei thrusts her wand forward. Longest reaching hit of Mei's light chain but whiffs crouchers.

5B
5B
PBO Mei 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her wand in front of her. Decently tall hitbox. Functions similar to a larger and slower version of her 5A

5BB
5BB
PBO Mei 5BB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her want back down. Hits overhead.

5BBB
5BBB
PBO Mei 5BBB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her wand back up. Longest reaching hit of Mei's medium chain.

6B
6B
PBO Mei 6B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Universal Over Head. Hits twice, but the first hit will only hit if Mei is right against the opponent and also whiffs crouchers.

4B
4B
PBO Mei 5BBB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Hard style only. Mei essentially performs her 5BBB with out the needing to chain into it. Decently useful as this now becomes Mei's longest reaching normal while also having a decent tall hitbox, making this move an excellent poke.

5C
5C
PBO Mei 5C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her wand in a large upward arc. Functions similar to an even bigger and slower version of 5A/5B. Despite the animation this attack does not hit opponent directly above Mei. Good for comboing off certain hits like the far follow-up of Mei's Magical Grapple special.

5CC
5CC
PBO Mei 5CC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her wand back around. Hits twice. Slightly shorter reach than 5C, but still connects pretty reliably.

5CCC
5CCC
PBO Mei 5CCC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei finishes by swinging her wand upward. Longest reaching hit of Mei's heavy chain.

6C
6C
PBO Mei 6C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei flips into the air with her wand. Hits twice. Puts Mei airborne and can only be cancelled with Counter Burst and meter options such as Enhanced specials. Decent anti-air and probably Mei's best choice for dealing with opponents trying to get above her.

5SP
5SP
PBO Mei 5SP.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei performs a large swing with her wand. Has standard Counter Burst properties. Hits twice, but the first hit whiff crouchers. Second hit is an overhead, but will occasionally whiff crouching opponents if you are too close to them in the corner. This attack can cause a hard knockdown on a Critical hit, but this this only works if first hit DOESN'T connect, so the opponent will need to either be crouching or outside the range of the first hit.

2A
2A
PBO Mei 2A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei's crouching jab. Hit's low and can OTG.

2B
2B
PBO Mei 2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei does a slightly longer low kick. Hits low and can OTG. Moves Mei forward slightly.

2C
2C
PBO Mei 2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei does a low kick with both feet while flattening herself to the ground. Hits twice, both hits are lows. Good at low profiling certain moves as Mei goes very close to the ground for this attack. In Quick and Omnia styles this move can cause a hard knockdown against standing opponents as long as both hits connect, but will always cause a hard knockdown off a Critical hit. In Hard style this move always causes a hard knockdown. Critical hits opponents OTG.

j.A
j.A
PBO Mei jA.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei points her wand downward. Hits 3 times, but the first hit will only hit jumping opponents. Remains active until Mei hits the ground.

j.B
j.B
PBO Mei jB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei does a jumping kick. Goes at longer and more downward angle than j.A so makes for a decent quick jump in. Also useful in air combos.

j.C
j.C
PBO Mei jC.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei performs a large vertical spin with her wand. Decent sized hitbox that goes all around her. Good option for jump -ins and cross-ups, as well as in air combos.

j.6C
j.6C
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her wand in a horizontal arc in front of her. Hits twice. Can be canceled into from j.5C making this move useful in air combos.

j.2C
j.2C
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei aims her wand downward shooting out a bunch of sparkles. Stops Mei's air momentum. Deceptively big hitbox, but still might not hit opponents if Mei is too far above them. Causes hard knockdown on Critical.

j.SP
j.SP
PBO Mei jSP.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei swings her wand in a large arc in front of her. Has standard Air Counter Burst properties. Causes hard knockdown on Critical. Mostly useful as an air-to-air and as a combo ender.

66A
66A
PBO Mei 66A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei dashes forward while thrusting her wand. Hits 3 times.

66B
66B
PBO Mei 66B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei performs a sliding kick. Hits 3 times, all hits are lows. Can be used to low profile certain moves. In Quick and Omnia styles this move can cause a hard knockdown, but only if at two of the hits connect or if it gets a Critical.In Hard style this move always causes a hard knockdown. Critical hits opponents OTG.

66C
66C
PBO Mei 66C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei performs a flying drop kick. Hits twice. Causes a significant amount of knockback and can cause a wall splat on Critical, but only if the first hit DOESN'T connect.

Throws

5/6B+C
Throw
4/6C When Close
PBO Mei T.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - Throw Throw

Mei's throw. Flings the opponent high into the air making this move good for starting juggles/air while in mid screen. In the corner the wall will cause the opponent recover quicker reducing the combo options from this move.

j.B+C
Air Throw
j.4/6C When Close
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - Throw Throw

Mei air grab. Chucks the opponent a good distance away.

Special Moves

6SP
Candy Shot/Candy Mega Shot[Enhanced]
6SP (Air OK)
PBO Mei 6SP.jpg
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Light - - - - - - - -

Mei creates three small projectiles that track towards the opponent. While the tracking on this move is overall pretty good the projectiles do not move in a straight line leading to situations where not all the shots will hit especially against crouching opponents. However the erratic movement of the projectiles also makes them harder for the opponent to avoid by jumping and in general this move is very good at filling up screen space and making it difficult for the opponent to approach. The main weakness of this move is it's relatively slow startup, on the flip-side it has very little recovery and the long amount of time the projectiles remain on screen makes it fairly good for oki and as a tool for covering Mei's approach.

The air version of this move instead has Mei point downward creating two projectiles. This version is mostly useful for when the grounded version is less safe, such as against opponents with full screen projectiles of their own. The air version comes with it's own risks as Mei will fall immediately after and be vulnerable until she lands.

Medium - - - - - - - -

Mei fires a single large fast projectile straight in front of her. In the early phase of this attack the projectile will hit 3 times making it decent for beating out opponent's projectiles. In the later phase the attack it will only hit once and generally not interact with other projectiles. In Quick and Omnia styles the 3 hit phase of the projectile lasts till about halfway between starting position and will the continue full screen. In Hard style Mei will only get the 3 hit part of the attack if it hits right in front of her and the projectile will travel just short of fullscreen. All versions of this projectile whiffs crouchers.

The air version of this move is essentially the same except it also ricochets Mei back a bit when used. This version is mostly for air to airs and some air combos as it will almost always whiff against grounded opponents.

Heavy (100%BG) - - - - - - - AUB

In the Quick and Omnia style Mei will fire three bigger versions of her medium Candy Shot that each hit 3 times. In Hard style she instead fires a single large projectile that hits 8 times. Unlike the medium version this projectile will hit crouchers.

Similar to the medium Candy Shot the air version is essentially the same as the grounded version. Unlike the medium version this move has the advantage of being air unblockable and being large enough to potentially hit standing opponents.

2SP
Magical Impact/Magical Strike[Enhanced]
2SP
PBO Mei 2SP.jpg
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Light - - - - - - - AUB

Mei lunges upward before bringing her wand down on the opponent. The initial lunge consists of 2 hits that are both air-unblockable. The wand swing is an overhead that hits 3 times. Decent anti-air/reversal option that does very well in clash wars, however is quite unsafe on block and cannot be cancelled into anything.

Medium - - - - - - - -

Very similar to the light version however this version goes further forward. Unlike the light version the first 2 hits of this move are not air-unblockable and it otherwise has most of the same strengths and weaknesses as the light version with it's main advantage being it's increased reach.

Heavy (100%BG) - - - - - - - AUB

Mei does several small flips a good distance forward before bringing her wand down for the final strike. Hits a total of 9 times. This move is fairly different from the light and medium version as it does not work well as and anti-air since the first few hits will go under most jumpers (though like most enhanced moves it is air-unblockable). Also unlike the medium and light versions all hits of this move are mids. This move however is still a strong option as a reversal or guard cancel and good ender in certain combos. This move can also hit OTG opponents and will pull them up guaranteeing they get hit with the entire attack.

4SP
Magical Grapple
4SP (Air OK)
PBO Mei 4SP.jpg
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Light - - - - - - - -

Mei rolls forward a short distance before striking the opponent with her wand, if the wand hit is successful Mei will the grab the opponent before throwing them into the air. The first part of this move hits mid, the second hit is an overhead and the final is a hit grab that only activates if the overhead is successful. A somewhat slow overhead option that provides for some decent combo options when successful.

The air version is a completely different attack, essentially being the flip from the medium version but with a slightly different arc, going higher, but not as far.

Medium - - - - - - - -

Mei performs an aerial flip with two different follow ups by pressing any button either close to or further away from the opponent. This move is similar to Yuzuha's Diving Eagle move however for this move the flip itself is not an attack.

The air version of the flip mostly the same and has the same follow-ups, just with slightly more downward arc.

If Mei does the follow-up close to the opponent she will perform an unblockable command grab where she scoops them up before driving them into the ground. Mei can grab opponents either standing or in the air, however getting close enough to grounded opponents to use this move is very difficult but still technically possible. Does a nice chunk of damage but cannot be comboed from. It does however leave Mei at enough of an advantage to restart her offense or otherwise continue the battle at her pace.

If Mei does the follow up away from the opponent she perform a vertical spin with her wand hitting all around her. This attack is plus on block and leads into an easy combo on hit. It is also possible to cross-up with this move making it an extremely strong tool for starting Mei's offense.

Heavy (100%BG) - - - - - - - -

Mei performs a flip with a larger arc than the medium version.

The air version of the flip is mostly the same and has the same follow-ups, just with slightly more downward arc.

The close follow-up command grab is mostly the same as the medium version just with increased damage and the gap between Mei and the opponent after is wider.

If Mei does the follow-up away from the opponent the move changes more from the medium version. Mei will now points her wand down and shoot out sparkles similar to her j.2C. This attack is an overhead and the hitbox on it is deceptively big both vertically and horizontally, however despite being a enhanced special it is air blockable. On a Critical hit this move will also cause a hard knockdown.

Phantom Breakers

Quick Super Attack
Seventh Heaven Shot
5H+SP (200%BG)
PBO Mei QPB.jpg
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - AUB

Mei creates 7 large projectiles around her that then home in on the opponent. Each projectile hits multiple times, but the exact number of hits this attack cause varies greatly. Very good damage on hit and can cause quite a lot of chip on block. Slowish start-up makes it difficult to use in combos, so it's probably best used as a punish or as a fullscreen anti-air.

Hard Super Attack
Magical Smash Arrow
5H+SP (Air 0K)(200%BG)
PBO Mei HPB.jpg
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - - - -

Mei jumps into the air and performs a devastating magical dropkick. Mostly used as a combo ender as is confirms well from most of Mei's attacks and the damage scales very well. It can even hit opponents OTG. It does however whiff against crouchers if they are right in front of you. Causes a hard knockdown.

This move is also one of the few supers in the game that can be used in the air, making it useful for both air combos and a a strong air-to-air option. The air version also travels farther and has Mei fall at a diagonal angle, making this move cover a huge area though not quite fullscreen.

External Links

Phantom Breaker: Omnia
General

ControlsFAQHUDStrategySystemPatch Notes

Characters

ArtifactorCocoaEndeFinGaitoInfinityItsukiKurisuLMMaestraMeiMikoto NishinaMikoto WRenRiaRimiShizukaShin-WakaSophiaTokiyaWakaYuzuha