Punch Planet/Cid

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Cid

Cid is a setplay and mixup character who spends meter to convert into knockdowns, where she can set up her grenade to hit meaty, allowing her to run her offense. Her neutral is amazing, with great pokes like 2MP, 5MK, and 5HK to keep the opponent locked down. Once the opponent is scared of her pokes, she can use her signature special, 236K Grenade. This sets a slow moving and low projectile, which Cid can approach behind to start her offense. She also has 214K Knife Wheel and 236P Knife Rush to safely put pressure on the opponent from far away. Her fast and far reaching 5LP and 2LP let her check approaches easily, and confirm into 2MP for a simple conversion.

With meter, Cid can turn her best pokes into a knockdown using 236PP EX Knife Rush. This causes a wallbounce, allowing her to combo with a 2HP into higher damage. This leads into a knockdown, which allows her to set up Grenade to hit meaty. With the threat of grenade out, Cid is able to use her other unique tool: her chargeable normals. All of Cid's MP and HP normals can be charged by holding the button, giving them unique properties. 5[MP] stands out up close as a slow but high reward overhead, with 2[MP] acting as the low counterpart. She can go into either of these from 5LK, which is a safe standing low. On top of that, 5[MP] can be dash cancelled in startup, allowing her to slip in a sneaky throw or dodge a reversal attempt. Her plus frames from 236KK EX Grenade give her great pressure resets as well, and in general she has many ways to stay plus and repeatedly mix the opponent with the right resources.

Cid's greatest weakness lies in her reliance on meter. She can't easily confirm a knockdown without a counterhit or spent resources like DTC or EX Knife Rush, as her only special that gets her a knockdown on a grounded hit is 236HP which combos from very few normals. This means that she can't consistently convert her pokes in neutral to a knockdown, and sometimes not even into pressure. Not every knockdown is equal as well. Grenade generally leaves her plus, but in some situations it isn't plus enough to run her high/low, or the opponent is knocked too far away to get much.

Cid is a scary character, as her neutral is stellar and with resources she can convert it into powerful setplay and mixups. While she lacks much without meter, smart management can give her better steamrolling potential than almost any other character.


Pros Cons
  • Grenade: 236K Grenade is a versatile tool for setplay, neutral, and pressure alike.
  • Blender: Cid's various tools for high/low, left/right, and strike/throw mix let her open her opponents up repeatedly, and all loop back into her Grenade setplay, letting her loop okizeme very effectively.
  • Midrange: She has various strong midrange pokes to control space, check movement, and threaten counterhits with.
  • Charged Normals: Her charged MP and HP normals have great bonus effects, like 2[HP] becoming a damaging launcher, 5[HP] being a stellar poke with a dash cancel, 5[MP] being an overhead that also can dash cancel, and j.[HP] being an incredibly plus and hard to contest jump normal.
  • Punish: Her damage with meter is average, but it all leads into Grenade oki. If Cid lands a point blank 2HP with meter, prepare to hurt, and be ready for the fast mixup to come after it.
  • Meter Reliance: Without DTC or EX Knife Rush, Cid can't confirm a knockdown or convert a poke into a knockdown, making it difficult to go from neutral to offense from a whiff punish like others can.
  • Charge Time: The time it takes to charge Cid's knife normals leaves gaps in her neutral or pressure, letting the opponent sneak in a poke for high damage.
Character Info

Cid closeup.png

Character Profile

  • Age: 38
  • Height: 5'8"
  • Origin: Latin America
  • Occupation: Ex-Military, Ship Captain, Scavenger, Bounty Hunter, Ball Buster
  • Likes: Knife Collection
  • Hates: Asteroid Fields
  • Weapon: Stun Knife, Stun Grenades

Move List
Unique Moves

  • Target Combo 1: 5LK > 5MP
  • Target Combo 2: 5LK > 2MP
  • 5[MP]
  • ~ 66/44: Dash Cancel
  • 2[MP]
  • j.[MP]
  • 5[HP]
  • ~ 66/44 Dash Cancel
  • 2[HP]
  • j.[HP]

Specials

  • Knife Rush: 236P
  • Grenade: 236K
  • Knife Wheel: 214K

Supers

  • Move Out: 236236P
  • Let's Rock: 236236K


Grounded Normals

5LP
5LP
5LP
Pp cid 5lp.png
Damage Guard First Active Active Recovery Cancel
35 mid 4 2 10 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
8 +2 - - - -
2LP
2LP
Pp cid 2lp.png
Damage Guard First Active Active Recovery Cancel
35 mid 5 3 9 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
5 0 - - - -
5MP
5MP
Pp cid 5mp.png
Damage Guard First Active Active Recovery Cancel
70 mid 9 3 14 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
7 3 9 5 - -
2MP
2MP
Pp cid 2mp.png
Damage Guard First Active Active Recovery Cancel
70 low 7 4 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+2 -2 +4 0 - -
5HP
5HP
Pp cid 5hp.png
Damage Guard First Active Active Recovery Cancel
100 mid 11 2 20 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
0 -9 +7 -2 - -
2HP
2HP
Damage Guard First Active Active Recovery Cancel
100 mid 8 4 17 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+6 +1 +12 +7 - -


5LK
5LK
Pp cid 5lk.png
Damage Guard First Active Active Recovery Cancel
35 low 5 2 12 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+1 -1 - - - -
2LK
2LK
Pp cid 2lk.png
Damage Guard First Active Active Recovery Cancel
35 low 5 2 11 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+2 +0 - - - -
5MK
5MK
Pp cid 5mk.png
Damage Guard First Active Active Recovery Cancel
70 mid 7 3 20 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
-1 -5 +7 +3 - -
2MK
2MK
Pp cid 2mk.png
Damage Guard First Active Active Recovery Cancel
70 mid 8 3 18 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+3 +2 +10 +8 - -
5HK
5HK
Pp cid 5hk.png
Damage Guard First Active Active Recovery Cancel
100 mid 13 2 20 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+1 -4 +8 +3 - -
2HK
2HK
Pp cid 2hk.png
Damage Guard First Active Active Recovery Cancel
100 low 9 4 22 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
KD -14 KD -3 - -

Air Normals

jLP
jLP
Pp cid jlp.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMP
jMP
Pp cid jmp.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHP
jHP
Pp cid jhp.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jLK
jLK
Pp cid jlk.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMK
jMK
Pp cid jmk.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHK
jHK
Pp cid jhk.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Unique Moves

Target Combo 1
5LK, 5MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Target Combo 2
5LK, 2MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5MP (Charged)
5[MP]
Pp cid 5mp charged frame2.png
Damage Guard First Active Active Recovery Cancel
80 high 26 3 17 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+7 -7 +9 -2 - -

Hits overhead. Causes a ground bounce against airborne targets.

Dash Cancel
66/44
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

backdash 24 frames then 5 cancel-able frames at the end, forward dash 16 frames then 4 cancel-able frames at end

2MP (Charged)
2[MP]
Pp cid 2mp charged.png
Damage Guard First Active Active Recovery Cancel
80 low 17 4 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+7 +2 +8 +4 - -

Can hit OTG. Does not cause an air reset, unlike 2MP.


jMP (Charged)
j[MP]
Pp cid jmp charged frame2.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5HP (Charged)
5[HP]
Pp cid 5hp charged.png
Damage Guard First Active Active Recovery Cancel
110 mid 25 2 19 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
+7 -6 +13 +0 - -
2HP (Charged)
2[HP]
Pp cid 2hp charged frame2.png
Damage Guard First Active Active Recovery Cancel
110 mid 16 4 16 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
KD +5 KD +10 - -

Can be jump cancelled.

jHP (Charged)
j[HP]
Pp cid jhp charged.png
Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Special Moves

Knife Rush
236P
Pp cid lpkniferush.png
LP Damage Guard First Active Active Recovery Cancel
- mid - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Forward-moving strike attack.

MP Damage Guard First Active Active Recovery Cancel
- mid - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Moves forward a bit further than the LP version.

HP Damage Guard First Active Active Recovery Cancel
- mid - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Moves forward a bit further than the MP version.

PP Damage Guard First Active Active Recovery Cancel
- mid - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Invincible reversal. Causes a wall bounce when used in a combo.

Knife Wheel
214K
Pp cid lkknifewheel frame3.png
LK Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Overhead attack performed from a little forward-moving hop. Can pass over some moves such as Agent's projectile.

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

Moves further than LK version.

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

Moves further than MK version and causes a knockdown.

KK Damage Guard First Active Active Recovery Cancel
- high - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Grenade
236K
Pp cid grenade travelling.png
LK Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Slow moving projectile that travels along the ground. Travels about half screen length before disappearing.

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

Slightly faster-moving than the LK version, and reaches a bit further.

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

Faster still than the MK version, and reaches almost full screen.

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

Spawns 2 grenades that travel full screen.

Super Moves

Move Out
236236P
Pp cid moveoutsuper.png
Damage Guard First Active Active Recovery Cancel
- Mid - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Forward-moving multi-hit attack. Costs 2 stocks.


Let's Rock
236236K
Pp cid letsrockinstall.png
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Install super. Costs 4 stocks. Grants all her uncharged punches the benefits they normally get from a full charge, and also powers up light punches (which cannot normally be charged). Also acts as an instant cancel.