Punch Planet/Agent G

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Agent G

Agent G is the classic shoto style character. He comes with all that you basically need: a fireball, a dp, and a bunch of strong buttons to control space in neutral. His 2MK and 5HP stand out as hard-to-contest buttons, and his 236P Lunar Disc fireball is a classic space control tool. He has amazing anti-airs as well, namely his 623K which has upper body invuln, and 5HK which allows for damaging juggles. To help deal with people using ATC to parry his fireball, he can charge Lunar Disc by holding P, which turns it into a fullscreen projectile and makes it more plus up close.

Agent's combo damage is off the charts as well, with tons of high damage juggle routes and links from his 214K specials. His natural launcher, 6HK, allows for high damage juggles afterwards. His 2HP is a great normal to start punishes with as well, as it combos to 214MK for extended links and grounded combos that hurt a ton. Spending meter is no issue either, with EX moves like 236PP, a strong DTC juggle starter with 623HK, and a very combo friendly super with 236236P Lunar Geyser. In the corner, he can do two supers in a single juggle, making for massive damage with 4 bars.

With his well rounded nature and his high damage, Agent seems very strong at a glance. However, a lot of these strengths are held back by his low health pool, which is the lowest in the game. This means that a mistake hurts hard with Agent, and in a game with parries, that can be a huge factor. He also struggles to really mix an opponent up without a knockdown, since his mixup mostly comes from crossup j.MK. He can enforce plus frames with brawling normals like 5LP, 2MP, and Lunar Discs, but he lacks a serious overhead threat. He also is a "jack of all trades, master of none" sort of character, as he has strong tools for most situations but often is beaten out by specialists.

All in all, Agent G is a good character if you want a versatile and simple all-rounder with damaging combos. He's familiar as a shoto, and it won't take long to pick him up and start playing.


Pros Cons
  • Well Rounded: Agent comes with solid tools for offense, defense, and especially neutral, letting him work in a majority of situations.
  • Damage Dealer: His punish damage is above average in general, and with high meter spend in the right situations, he's one of the highest damage characters in the game.
  • Neutral: Agent comes equipped with the classic fireball and DP combo, and solid pokes to compliment them, alongside damaging ways to work around ATC.
  • Meter Spender: EX Lunar Disc, DTC Crescent Kicks, and Lunar Geyser super all make for amazing and easy to use ways to spend meter in versatile ways.
  • Glass Bones: Agent is the lowest health character in the game, with only 1000 HP to work with. His punishes hurt, but their punishes hurt just as much.
  • Range Reliant: Without close range, his meterless combos aren't amazing, and he can struggle to even get a knockdown. EX Lunar Disc helps with range, but it isn't the best knockdown midscreen.
  • Master of None: Agent is outclassed by specialists in neutral, offense, and defense, and while he can work in all three categories, he excels in none.
  • Frame Advantage: His only plus on block normals are his jabs and 2MP, and none of his specials are plus, leaving him struggling to apply real pressure.
Character Info

Agent closeup.png

Character Profile

  • Age: CLASSIFIED
  • Height: CLASSIFIED
  • Origin: CLASSIFIED
  • Occupation: Galactic Agent
  • Likes: Gymnastics
  • Hates: Time Violations
  • Weapon: Power Suit


Move List
Unique Moves

  • 6MK
  • 6MK > HK
  • 6HK

Specials

  • Lunar Disc: 236P
  • ~Charge: 236[P]
  • Crescent Kicks: 623K
  • Crescent Splits: 214K

Supers

  • Lunar Geyser: 236236P
  • Legendary Agent: LK,LK,6,LP,HK

Normals

Standing Normals

Standing Light Punch
5LP
Pp agentg 5lp.png
Damage Guard First Active Active Recovery Cancel
35 Mid 4 2 10 SP/SU
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+8 +2 N/A N/A 0 0
  • Mash tool and usual jab punish

Standard light punch, 4 frames alongside his 2lp. Agent's fastest normal. Can be chained into other lights. Cannot be DTC'd.

Standing Medium Punch
5MP
Pp agentg 5mp.png
Damage Guard First Active Active Recovery Cancel
65 Mid 8 4 15 N/A
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+8 -2 +12 +2 - -
  • Close range punish starter

Standing Medium Punch, generally combo fodder due to being negative on block. Can combo into itself and at close range into 2hp for chunky damage. Not special cancellable

Standing Heavy Punch
5HP
Pp agentg 5hp.png
HALT CRIMINAL
HALT CRIMINAL
Damage Guard First Active Active Recovery Cancel
80 Mid 10 4 23 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
-5 -7 +7 +5 - -
  • Neutral check and juggle extender

The Stop Sign. A very powerful normal that does it all, great to poke with due to its range and pushback, can combo well due to it only taking 1 JP and keeping juggle, and can nullify projectiles.

Standing Light Kick
5LK
Pp agentg 5lk.png
Damage Guard First Active Active Recovery Cancel
35 Mid 8 3 14 N/A
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+2 +1 N/A N/A - -
  • Cannot be DTC'd, airborne on frames 6~17

A unique hopkick normal. Lower body invuln and advantage on block make it niche, but useful. You can use the lower body invuln to go over low pokes in neutral, or use the low frame advantage to push a throw/counterhit mixup.

Standing Medium Kick
5MK
Pp agentg 5mk.png
Damage Guard First Active Active Recovery Cancel
75 Mid 15 3 18 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+4 -1 +10 +5 - -
  • Airborne on frames 7~17

Agent does the hopscotch in place, hopping off ground with one leg and then kicking with the other. Another weird normal but has some uses. This normal pulls his hurtbox off the ground, meaning it can go over a good amount of lows. The airborne portion is later than 5LK, and one frame shorter, but the range of 5MK lets it beat more lows than 5LK does.

Standing Heavy Kick
5HK
Pp agentg 5hk.png
Damage Guard First Active Active Recovery Cancel
95 Mid 11 5 18 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
KD -5 KD +3 - -
  • Allows for juggles after any connect

Agent's juggle normal. Surprisingly active and recovers as fast as his 2MK. Great as an anti air for its' incredible reach upwards. Fantastic normal if you are expecting your opponent to jump and you're not ready to dp.

Crouching Normals

Crouching Light Punch
2LP
Pp agentg 2lp.png
Damage Guard First Active Active Recovery Cancel
25 Mid 5 2 10 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+7 +3 N/A N/A 0 0

Crouching light punch, shares properties with Agent's standing LP. Advantage on his is lower however, so cannot be linked into 2MK like his standing LP.

Crouching Medium Punch
2MP
Pp agentg 2mp.png
Damage Guard First Active Active Recovery Cancel
65 Mid 6 3 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Fast crouching normal, +2 on block means it is great for stagger pressure since it comes out on frame 6. Good range and very little whiff recovery. Awkward to combo from due to only being +5, so don't expect big damage without some meter usage if you're at certain ranges.

Crouching Heavy Punch
2HP
Pp agentg 2hp frame1.png
Pp agentg 2hp frame2.png
Damage Guard First Active Active Recovery Cancel
80 Mid 7 3 24 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

AgentG's main combo starter, comes out very fast for a heavy normal; though does not have alot of range. His poor man's anti air as it does shrink his upper hurtbox for a few frames if you need something quick.

Crouching Light Kick
2LK
Pp agentg 2lk.png
Damage Guard First Active Active Recovery Cancel
35 Low 5 3 11 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Standard Low, can be chained into other lights and special cancellable.

Crouching Medium Kick
2MK
Pp agentg 2mk.png
Damage Guard First Active Active Recovery Cancel
65 Low 8 5 19 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Agent's main neutral tool, lots of range and comes out fast. You will be using this alot to confirm into fireballs, splits, you name it. The shoto staple.

Crouching Heavy Kick
2HK
Pp agentg 2hk.png
Damage Guard First Active Active Recovery Cancel
95 Low 10 3 23 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Punch Planet's cast has alot of strong sweeps, and Agent's is definitely one of them. Comes out pretty quick at frame 10, causes an HKD; and can be difficult to punish if the Agent is spaced right. On hit can be linked into Lunar Geysar. Can also be used as a combo ender to get strong oki with its' hard knockdown state.

Air Normals

Jumping Light Punch
j.LP
Pp agentg jlp.png
Damage Guard First Active Active Recovery Cancel
35 High 6 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Jumping Medium Punch
j.MP
Pp agentg jmp.png
Damage Guard First Active Active Recovery Cancel
65 High 7 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

0

Jumping Heavy Punch
j.HP
Pp agentg jhp.png
Damage Guard First Active Active Recovery Cancel
95 High 12 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Jumping Light Kick
j.LK
Pp agentg jlk.png
Damage Guard First Active Active Recovery Cancel
20 High 6 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Jumping Medium Kick
j.MK
Pp agentg jmk.png
Damage Guard First Active Active Recovery Cancel
65 High 7 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Jumping Heavy Kick
j.HK
Pp agentg jhk.png
Damage Guard First Active Active Recovery Cancel
95 High 15 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Unique Moves

Forward Medium Kick
6MK
Pp agentg 6mk.png
Damage Guard First Active Active Recovery Cancel
65 Mid 15 3 16 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Forward Heavy Kick (After 6MK)
6MK~HK
Pp agentg mkxhk.png
Damage Guard First Active Active Recovery Cancel
95 High 15 5 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Forward Heavy Kick
6HK
Pp agentg 6hk.png
Damage Guard First Active Active Recovery Cancel
95 Mid 17 3 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Special Moves

Crescent Kicks
623K
Pp agentg crescentkicks frame1.png
Pp agentg crescentkicks frame2.png
Pp agentg crescentkicks frame3.png
LK Damage Guard First Active Active Recovery Cancel
85,15,15 Mid 4 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MK Damage Guard First Active Active Recovery Cancel
85,15,15 Mid 4 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HK Damage Guard First Active Active Recovery Cancel
85,15,15 Mid 4 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
KK Damage Guard First Active Active Recovery Cancel
120,15,15 Mid 4 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Lunar Disc
236P,236[P]
Pp agentg fireball.png
LP Damage Guard First Active Active Recovery Cancel
65 Mid 15[28] 1 30[25] -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Slow moving projectile that travels near half screen length before disappearing when uncharged. Will just reach the opponent on the other side of the screen when charged.

MP Damage Guard First Active Active Recovery Cancel
65 Mid 15[28] 1 30[25] -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Slightly faster than LP version, travels slightly farther than half screen length before disappearing when uncharged. Will reach the other side of the screen charged.

HP Damage Guard First Active Active Recovery Cancel
65 Mid 15[28] 1 30[25] -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

A fast moving projectile that travels 3/4ths of the screen when uncharged. Will travel full screen when charged.

PP Damage Guard First Active Active Recovery Cancel
40,40 Mid 15 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

A fast moving 2-hit projectile that travels full screen.


Crescent Splits
214K
Pp agentg crescentsplits.png
LK Damage Guard First Active Active Recovery Cancel
65 Mid 21 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Can OTG opponent in HKD state.

MK Damage Guard First Active Active Recovery Cancel
70 Mid 23 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Can OTG opponent in HKD state.

HK Damage Guard First Active Active Recovery Cancel
75 Mid 27 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Can OTG opponent in HKD state.

KK Damage Guard First Active Active Recovery Cancel
100 High 25 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Can OTG opponent in HKD state.

Super Moves

Lunar Geyser
236236P
Pp agentg lunargeyser.png
Damage Guard First Active Active Recovery Cancel
45,45,45,45,45 Mid 7 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Can OTG opponent in HKD state.


Legendary Agent
LK, LK, 6, LP, HK
Pp agentg legendaryagent.png
Damage Guard First Active Active Recovery Cancel
70,70,70,70,70,70,70 - 0+1 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

A "Raging Demon" type moving command grab. Is active for about 3/4ths of the screen.