Psychic Force 2012/Genshin

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Genshin Kenjoh

Introduction

Genshin is considered by many in the JPN scene to be one of the strongest characters. Unfortunately he is also one of the hardest. Genshin's entire gameplan revolves around controlling space both offensively and defensively with his Soul Mine traps (46+L) of which he can set up to 5. Once Soul Mines are active they retain a constant hitbox allowing you to use them as combo extenders and they can also be set off to control even more space with the Demon Foot special (66+L when Soul Mine is active). On top of all that, Genshin is one of only two characters who have a burst PSY move in Trap Card (180°+L+S) allowing him to punish aggressive opponents. If you like trap based setplay, Genshin just might be for you.

Weight Class: Lightweight
Strengths Weaknesses
  • Soul Mines can be used offensively to box an opponent in, or defensively as a shield
  • Demon Foot can be very annoying to deal with
  • His Ogre Spirit (S/66+S) is a big and slow projectile. This is good because Genshin can throw out two at a time and set up while the opponent is dealing with them.
  • If allowed to fill the screen with Soul Mines he can just overwhelm the opponent
  • When Soul Mines are out opponents just have to leave damage on the table sometimes
  • Has significant startup time on some attacks
  • His grab has a very long startup time, and bad range which hurts his approach game
  • Soul Mines can be dissipated by coming in contact with other PSY moves
  • Soul Mines only last about 10 seconds before going away
  • He is a complicated and difficult character that requires a lot of thought to play effectively

Moves

Basic Techniques

Light Attack
c.L
c.L
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
- 40 12f/10f 30f/34f - - - -
Strong Attack
c.S
c.S
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
- 120 16f/12f 26f/38f - - - -
Weak Shot
L
L
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
- 100 26f 20f 50 - Y 45
Grab
G+L
G+L
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
- 180 12f 15f - - - -
Barrier Break
[6]S
[6]S
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
50% 180 17f 47f - - - -

PSY Moves

Demon Fire Soul
S/66+S
S/66+S
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
30% 180 32f 26f 30 - Y 45°
Ream Mark
46+L
46+L
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
30% 190 21f 14f 30 10 Seconds N 40°
Dharmapala
66+L
66+L
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
30% 260 21f 69f - - N -
Kongo Wheel
46+S
46+S
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
40% 260 16f 46f - Restraint:7f N -
Todoroki Thunder Bead
180°+L
180°+L
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
40% 220 33f 52f 70~50 - - 40°
Guardianship
180°+L+S during hitstun
180°+L+S during hitstun
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
70% 120x1~10 51f 12f 60 - Y -
Curse Killing
466+S, 816438+L+S,G+L,+G+L+S / 294672+G+L,L+S,G+L+S
466+S, 816438+L+S,G+L,+G+L+S / 294672+G+L,L+S,G+L+S
PSY Damage Startup Recovery Travel Speed Duration Guidance Attack Angle
60% 350/50 37f 14f 90 44f N 26°

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