羅将神 ミヅキ, Rashoujin Mizuki
Colors
Introduction
Evil red priestess needs manicure badly.
This character is not very good. Pokes are more annoying than threatening, poor high/low game, gimmicky WFT. Her range is good but she can't safely start pressure off of anything. She does have a command grab and great normal throw range, which is really important to her game, since she has very few ways of forcing damage. Her damage is surprisingly high on a clean hit, she just has a lot of trouble landing any of her heavy hitters consistently or reliably. She therefore lives mostly off punishes, which are actually her one truly strong suit.
Strengths |
Weaknesses
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- Good punish game even at far ranges thanks to 214S and 214C, as well as decent range on her hard slashes.
- Strong damage in the event she actually lands something.
- PIG GRAB! Roll in and toss around fools who think they can just down-back all day against you.
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- Poor antiair all around.
- No reason to standblock anything against her.
- Specials are almost entirely useless for zoning and all but claw can be beat on reaction. Even the WFT.
- Her strongest combo punishes have a habit of not comboing properly.
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Data
- Damage taken: 115%
- Rage duration: 10 seconds
- Amount to rage: 19
- Walk speed: 480
- Backwalk speed: 480
- Dash speed: 1424
- Jump duration: 54 frames
- Width: 24
- Throw range: 20
- Throw recovery: 38 frames(!)
- Tier placing: D
Normals
Far Slashes
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5A:
- Properties: Recoil cancel on block. Deflectable.
- Stick swipe. Comes out kind of slowish, okay range, crap damage. Only advantage over 5B is that it recovers almost instantly on block.
- Be aware that this move will miss almost all crouching characters!
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5B:
- Properties: Recoil cancel on block. Deflectable.
- Another stick swipe, this time with a cool swish effect.
- Mizuki main poke, because of its fast startup, good hitbox, and long active frames.
- Nearly the same startup as 5A, slightly further range, and more than twice the damage.
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5AB:
- Properties: Recoil cancel on block. Deflectable.
- Mizuki swings in a wide arc in front of her. Startup is kind of slow, but the damage is huge and the wide recoil cancel window makes people not want to challenge her. Good punishment move but take care about throwing it out randomly.
- When timed right, this move is surprisingly good anti-air! The arc hits higher up than it might seem, stuffing careless jumps. Try to space yourself a bit out of their direct jump range to get the best out of this.
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2A:
- Properties: Recoil cancel on block. Deflectable.
- Just like 5A, only low, and just as bad.
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2B:
- Properties: Recoil cancel on block. Deflectable.
- Just like 5B, only slightly lower!
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2AB:
- Properties: Hits low, knockdown.
- Nasty on block, but hits low, comes out surprisingly fast and does a ton of damage. Good punisher.
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Near Slashes
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n.5A:
- Properties: Cancelable.
- Mid-height slap. Low damage, but quick and decent for spacing, so long as you're close enough to get it out. Basically no hitstop. Pepper in tick throws (either normal or 623C) after this occasionally.
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n.5B:
- Properties: Cancelable. Deflectable.
- Two hit move that is cancelable on hit. Combos into 236B and 214S.
- Since this is a near only move, you should use 66B for punishes when they're out of this move's reach.
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n.5AB:
- Properties: Recoil cancel on block. Deflectable.
- Short ranged two hit arc. Hitting twice means it's not good for catching jumpers, unlike 5AB.
- The damage is slightly less than either 2AB and 5AB, but it comes out very quickly(12f) so it can punish some things those can't.
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n.2A:
- Properties:
- The same as n.5A, except it's lower and you can't cancel it.
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n.2B:
- Properties: Cancelable. Deflectable.
- A two hit move just like n.5B, only the hitbox is lower.
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n.2AB:
- Properties: Hits low, knockdown.
- Same as 2AB.
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Overheads
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5BC:
- Properties: Hits high. Knockdown.
- Lame range, passable damage. Best used for throw avoidance.
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u.5BC:
- Properties: Hits high. Knockdown.
- Same as 5BC.
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Kicks
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5C:
- Properties:
- A claw comes out from under her skirt and swipes. It's really lousy on block and doesn't combo with anything, so why would you use it?
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6C:
- Properties: Hits low. Cancelable.
- Short ranged low bite that can actually combo with 236A. Might be useful, but it's only slightly slower than 2AB and it's not like you can confirm the hit either way.
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2C:
- Properties: Hits low.
- Tail swipe. It comes out faster than 2A, but recovers slower. At least you can't deflect it.
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3C:
- Properties: Hits low. Knockdown.
- Claw sweep. It's lousy on block, like the rest of her kicks.
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Jumping
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j.A:
- Properties: Hits high.
- Air to air slap. Slow startup and basically no active frames really hurts the usefulness of this attack.
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j.B:
- Properties: Hits high. Deflectable.
- Air stick swipe. Good range and decent active frames, but when you don't need either you should stick with j.AB.
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j.AB:
- Properties: Hits high. Deflectable.
- High damage downwards angled swipe. Not too many active frames, but the startup is surprisingly fast, so you'll be using this a lot.
- Its range makes it a good anti-jumpin when you do a neutral jump.
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j.C:
- Properties: Hits high.
- Demon foot smash. Good active frames and range, but a downwards angle limits its usefulness. Basically no hitstop so useful for dealing with throw mash.
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Dashing
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66A:
- Properties: Cancelable.
- Dashing slap. This is, in every way, n.5A with more forward momentum and doable regardless of distance. Actually a really useful poke, thanks to this! Not too much range but almost no hitstop and no need to worry about being too close. As such, just like n.5A, it's great material for tick throws, or a tick 623C setup.
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66B:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Two hit slice. Combos on hit, cancelable on block. This is a good general purpose tool for getting combos started, as it combos with 214S for her strongest punisher. Be careful with it because it's much riskier on block than its n.5B counterpart. As a pressure tool it's kind of gimmicky.
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66AB:
- Properties: Knockdown. Deflectable.
- Long range swipe that does okay damage, comes out fast, and knocks down. If spaced to max range it's surprisingly not terrible on block, only a few characters can punish. Learning the range on this one would be a good idea.
- Also good at crossing under jumps and nailing them from behind.
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66C:
- Properties: Hits low. Knockdown.
- Literally a dashing 3C. Still just as lame, as there's no reason to high block against Mizuki.
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Unarmed
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u.5S:
- Properties:
- It's n.5A! Without the cancel!
- An okay poke for what it is, really.
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u.2S:
- Properties:
- Same as n.2A, so it's just a lower version of u.5S.
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ju.S:
- Properties: Hits high.
- Same as j.A. It's actually decent now that you don't have anything else to use..
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u.66S:
- Properties: Cancelable. Knockdown.
- Same as 66A, only it knocks down. The knockdown lets it confirm a combo into 8BC for you if for whatever reason you don't actually want your weapon.
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System
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Deflect - 216D:
- Average deflect. Nothing special here.
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Weapon Pickup - 5A:
- Faster than average.
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Taunt Disarm - Start Start Start:
- Very short taunt animation, all things considered. The actual drop is very late in it.
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Specials
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Juka Soudan - 236S: (can be used unarmed)
- Claw swipe. The A and B versions are all punishable on block, while the AB is just very slow on startup. Since they hit a different number of times, you can consider this like an inverse rekka or something.
- Hits once, knocks down. Damage and range are both really good, so you can sort of use it as a very long range poke or whiff punish.
- Since it comes out fast, it can actually be really good antiair. Backroll into it so Mizuki herself doesn't get hit.
- Hits twice, knocks down. Somehow, this does LESS damage than 236A.
- The main benefit here is mixing up with 236A, since if they try to punish after the first claw swipe they'll get hit by the second. This does not work on observant people, since they can see that the startup was longer.
- Hits 6 times, knocks down. Starts up very slow, but it's basically safe on block. If you can actually get this started, it's not a bad little blockstring and it chips like crazy. Good time slow fodder.
- Like 236A, you can backroll into it against poor jumpins. It probably won't knock them out of the air, but they'll have to deal with it when they land.
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Jashin Kyoumei - 214C: (can be used unarmed)
- Unblockable seal appears at the opponent's position. This comes out very slow and has an obvious animation, so it's not going to hit anyone attentive normally. As long as the seal starts appearing, it will come out even if Mizuki is hit, so you might fish for a gimmicky trade with it.
- However, its vertical location is fixed and it has a wide hit area, so it can stuff jump landings. Unfortunately there's no way to do this on reaction against jumps.
- Has throw invincibility on startup. Mainly used in time stop to finish off the opponent.
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Shinma Messatsu Jin - 623C:
- PIG GRAB! Landing this gains you ten style points.
- This is actually a really good move, because command throws are really good. Surprisingly nice range/damage, and Mizuki's forward roll actually works well enough to make it useful!
- It's also good against blocked high jumpins, since like other command grabs you can try to nail their landings, and they need reversal timing to evade it.
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Haki Inmetsu Jin - 214S:
- Long range low hitting portal. Does a ton of damage if it hits, and Mizuki's just standing there like an idiot for about 8 hours if it doesn't. Combos into 8BC on hit.
- Stronger versions go further, but she stands around even longer. There isn't much point in bothering with this outside of guaranteed punishes unless the opponent has no reactions or you have an absurdly hard read on a fireball or something. The portal also destroys almost all ground-level projectiles.
- Best part? If it catches from too far away, they'll get sucked into the portal and then spit out for no damage. It also doesn't work if you trade, instead just letting the opponent harmlessly fall out.
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Gashin Kyoumei Kon - 623S:
- Crotch dog. This move is bad for so many reasons.
- Mizuki jumps up, and then the dog appears for the first overhead hit. If it hits, this will cause a reset state, which knocks the opponent backwards slightly. Then the dog dashes forwards and does not combo with the initial hit, letting the opponent block. The dogs eats almost all projectiles, at least.
- The strength of the slash used affects the direction Mizuki falls after the dog appears, with the A version moving backwards, the B version moving slightly forwards, and the AB version moving far forwards. At point blank, you can use the AB version as okizeme to make for an ambiguous crossup. The startup is very slow, so this is not something you can do on reaction to their wakeup timing.
- Since second hit is hugely disadvantageous on block, this means any character with a decent long range swipe can punish you for free even when you hit.
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Gashin Kyoumei Kon - 421S:
- Ojousama teleport. 421A teleports back almost the full screen away from the opponent, 421B teleports in front of them, 421AB teleports behind them. It takes a while to go anywhere, and it's vulnerable for a while both during startup and arrival -- you can be thrown on reaction if you're predictable with trying to get in. Mizuki has no mixups off of this move owing to the long duration.
- Its uses are niche at best. It can possibly be useful to escape away, but if they see it they can just dash on reaction and catch you coming out. She could also try a teleport behind the opponent if she correctly reads them using a fireball and throw them for it. Even with invincibility upon actually entering the portal, it's difficult to use effectively.
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Tenchi Makyou Jin - 236CD - WFT:
- Finally, a good move!
- Startup is slow but melee invincible for a good portion of the time, the hitbox is enormous, and IT'S SAFE ON BLOCK. MIZUKI HAS SOMETHING SAFE ON BLOCK HOLY CRAP. Too bad you can roll under it.
- Since it disappears entirely on block a lot of players just spam this repeatedly until it hits. This doesn't really work on anyone good, but it's funny.
- Its best use is as anti-air. If you see a poor jumpin you can use it, or backroll into it, to punish. Backrolling on reaction isn't so great on faster jumps, but you can do it pre-emptively and confirm the jump. But if your opponent just groundhogs all day, forget it.
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Combos
Normal
- Hits low. High damage, at least.
- Basic stuff.
- Basic stuff.
- Good damage, but 214S is really risky as anything but a punisher.
- Variation of the above for when you land 214S from far away, somehow. Sometimes the timing is awkward on the portal and you can't get the pursuit followup.
- Useful when you need a tad faster punish
- (66B or n.5B or n.2B) ...
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- Mizuki's strongest combo. Really nice damage. Do it whenever you can, preferably with 66B starter.
- Sometimes even a point blank n.5B or n.2B will push the opponent far enough so it will not combo. 66B is more consistent, but even that one can still not combo, and it's tough to get from close range.
- It always works from behind regardless of starter, so if they're dumb enough to do something that lets you punish from behind you should always let this one rip.
- Less damage, but the combo doesn't drop all the time and you can reliably do it point blank. Knocks the enemy down closer to you.
- Hits low. Damage is somewhat poor, and 2AB exists, but you can do this. They might mash between the hits on block and get nailed if they don't realize what's going on.
- If the other guy actually gets hit by 236AB, you can follow it up for some nice damage.
- If you somehow manage to land 214C in the corner, then you can squeeze an extra damage.
- Corner only. It doesn't have to be antiair hit.
- Unarmed swag.
Time slow
- 2C 623S 8BC or 6C xx 623S 8BC
- Low hit that combos into the overhead dog. This can be exploded on reaction to the low, so be careful.
- Second hit can crossup if 623AB is used and if it connects your only option is dash xx 8BC.
- If the second hit of the dog doesn't connect, you can Issen instead or do few j.AB reps. This is character specific, working best on characters with high juggle boxes like Haohmaru.
- Boring, but if you can't wait for them to come down to Issen them, that's what you're stuck with.
- Boring, but she doesn't have much. Explodable, so just do the Issen.
- Finish weak opponents off with this. If he jumps, backdashes, or tries some other way try to escape, use an Issen.
Strategies
General
- If you pick this character, you lost at the character select screen. At least you didn't pick Nakoruru.
- Your pokes are kind of okay, and your movement is not half bad. Try and use your range to your advantage, with lots of ranged pokes like 5B.
- Abuse 623C pig grab liberally, try to tick throw into it off of 66A. Roll into it during lulls or as a fast punish.
- Punish jumps with 5AB, neutral jump AB, backroll 236A, or WFT depending on situation.
- If you do Mizuki's 623AB in very close range and enemy blocks first hit, Mizuki jumps over enemy and second hit become cross-up. Is it useful? Hell no!
Damage and defense
- Best punishers:
- 2AB - Surprisingly fast for what it is, forces a knockdown.
- 66B xx 214A 8BC - This is always your best option if they're open enough to be hit by it.
- Antiair:
- 5AB - Spaced right, this is a really nice option that beats many jumpins clean.
- 1D xx 236A - Backroll claw is fast and beats a lot of near jumpins clean.
- 66AB - When crossing under the opponent.
- 236CD - Also works from a backroll like claw.
Frame Data
Move
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Damage
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Startup
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Active
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Total
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Cancel
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Weapon Clash
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Hit Adv.
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Backhit Adv.
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Block Adv.
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Guard
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Notes
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5A |
5 |
10 |
3 |
22 |
x |
1~9(9) |
-2 |
-2 |
-3 |
Mid |
Weak attack, Deflectable(weak)
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5B |
11 |
11 |
5 |
30 |
x |
1~10(10) |
-1 |
+7 |
-9 |
Mid |
Medium attack, Deflectable(med)
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5AB |
29 |
19 |
3 |
58 |
x |
5~18(14) |
-2 |
+8 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
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2A |
5 |
10 |
3 |
22 |
x |
6~9(4) |
-2 |
-2 |
-3 |
Mid |
Weak attack, Deflectable(weak)
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2B |
11 |
11 |
5 |
30 |
x |
4~10(7) |
-1 |
+7 |
-9 |
Mid |
Medium attack, Deflectable(med)
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2AB |
28 |
14 |
3 |
43 |
x |
- |
KD |
KD |
-24 |
Low |
Knockdown attack
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n.5A |
5 |
7 |
3 |
19 |
7~9(3) |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
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n.5B |
4, 4 |
9 |
3 |
32 |
12~17(6) |
- |
-2 |
+6 |
-9 |
Mid |
Medium attack, Deflectable(med)
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n.5AB |
17, 17 |
12 |
1 |
52 |
x |
2~10(9) |
-2 |
+8 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
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n.2A |
5 |
7 |
3 |
19 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
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n.2B |
4, 4 |
9 |
3 |
32 |
12~17(6) |
- |
-2 |
+6 |
-9 |
Mid |
Medium attack, Deflectable(med)
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n.2AB |
28 |
14 |
3 |
43 |
x |
- |
KD |
KD |
-24 |
Low |
Knockdown attack
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5C |
5 |
11 |
3 |
30 |
x |
- |
-1 |
+7 |
-14 |
Mid |
Medium attack
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6C |
5 |
13 |
3 |
33 |
16~18(3) |
- |
-2 |
+6 |
-15 |
Low |
Medium attack
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2C |
2 |
6 |
3 |
18 |
x |
- |
-2 |
-2 |
-7 |
Low |
Weak attack
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3C |
6 |
11 |
3 |
33 |
x |
- |
KD |
KD |
-17 |
Low |
Knockdown attack
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j.A |
6 |
11 |
3 |
22 |
x |
- |
-- |
-- |
-- |
High |
Weak attack
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j.B |
9 |
12 |
6 |
23 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
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j.AB |
24 |
14 |
3 |
25 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack, Deflectable(heavy)
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j.C |
4 |
8 |
6 |
19 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
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ju.C |
4 |
8 |
6 |
19 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
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5BC |
14 |
20 |
4 |
41 |
x |
- |
KD |
KD |
-15 |
High |
Medium attack Knockdown attack
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u.5BC |
14 |
20 |
4 |
41 |
x |
- |
KD |
KD |
-15 |
High |
Medium attack Knockdown attack
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66A |
5 |
7 |
3 |
19 |
7~9(3) |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
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66B |
4, 4 |
9 |
3 |
32 |
12~17(6) |
2~9(8) |
-2 |
+6 |
-26 |
Mid |
Medium attack, Deflectable(heavy)
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66AB |
16 |
10 |
3 |
32 |
x |
- |
KD |
KD |
-17 |
Mid |
Knockdown attack
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66C |
6 |
11 |
3 |
33 |
x |
- |
KD |
KD |
-17 |
Low |
Knockdown attack
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u.5S |
5 |
7 |
3 |
19 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
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u.2S |
5 |
7 |
3 |
19 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
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ju.S |
6 |
11 |
3 |
22 |
x |
- |
-- |
-- |
-- |
High |
Weak attack
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u.66S |
5 |
7 |
3 |
19 |
7~9(3) |
- |
KD |
KD |
-7 |
Mid |
Knockdown attack
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u.66C |
6 |
11 |
3 |
33 |
x |
- |
KD |
KD |
-17 |
Low |
Knockdown attack
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2BC |
4 |
14 |
3 |
39 |
x |
- |
-- |
-- |
-- |
Mid |
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u.2BC |
4 |
14 |
3 |
39 |
x |
- |
-- |
-- |
-- |
Mid |
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8BC |
13 |
39 |
15 |
92 |
x |
- |
-- |
-- |
-- |
Mid |
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u.8BC |
13 |
39 |
15 |
92 |
x |
- |
-- |
-- |
-- |
Mid |
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Juka Soudan - 236A |
18 |
12 |
3 |
40 |
x |
- |
KD |
KD |
-22 |
Mid |
Knockdown attack
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Juka Soudan - 236B |
12x2 |
20 |
2 |
67 |
x |
- |
KD |
KD |
-20 |
Mid |
Deflectable(med) Knockdown attack
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Juka Soudan - 236AB |
5x6 |
32 |
2 |
73 |
x |
- |
KD |
KD |
-9 |
Mid |
Deflectable(heavy) Knockdown attack
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Jashin Kyoumei - 214C |
17 |
55 |
3 |
82 |
x |
- |
KD |
KD |
x |
x |
Knockdown attack 1-11f throw invincible
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Shinma Messatsu Jin - 623C |
20 |
3 |
1 |
41 |
x |
- |
KD |
KD |
x |
Mid |
Fixed damage Knockdown attack
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Haki Inmetsu Jin - 214S |
2x6, 4, 30 |
20 |
x |
81 |
x |
- |
KD |
KD |
-49 |
Low |
Knockdown attack
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Gashin Kyoumei Kon - 623S |
8, 12 |
29 |
11 |
101 |
x |
- |
KD |
KD |
-20 |
High |
Medium attack Knockdown attack
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Makai Tensei - 421S |
x |
x |
x |
51 |
x |
- |
-- |
-- |
-- |
Mid |
18-24f fully invincible
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Tenchi Makyou Jin - 236CD |
3x7, 28 |
23 |
67 |
90 |
x |
- |
KD |
KD |
-8 |
Mid |
1-16f melee invincible
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