The Rumble Fish 2/Garnet

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TRF2 MAIN GARNET.png

Introduction

GARNET COLORS.png
Gender Female Blood type O(Rh-) Birthday July 23rd Fighting Style Specializes in very precise kicks Birthplace Unknown (Resides in America) Height 170cm Weight 47kg Voice Actor Yuki Nakaya

A beauty only known by her nickname Garnet (real name seems to be unknown) that partakes in an information broker business with her otaku-hacker-partner Abel. While she seems to look the part of a nurse, her rather sexy outfits are actually battle suits designed by Abel (with questionable tastes) that for the most part, can easily allow Garnet herself to take a beating while increasing her combat capabilities (along with other various outfits helping with their operations).

While she tends to be a bit of a typical money grubber along with being a bit devilish in attitude, there are times where Garnet has accepted jobs out of sympathy for her clients while also still working closely with Abel despite their conflicting personalities. Deep down she desires a lover, even though she slightly puts up with Aran's frequent and unrequited advances towards her at arm/leg's length.

After somehow winning herself a mansion as a result of the 5th F.F.S. tournament (either through winning the competition or being a runner-up), Garnet notices her lifestyle is not one for standard luxury as she immediately returned to her old occupation without a second thought. Though somehow, Abel mysteriously disappeared....prompting Garnet and her new hacker partner, Cobol, to look for him via joining the 6th F.F.S. tournament.

Fun fact (RF2): Ballet is her hobby, and being able to tell if people are lying is her special skill. She enjoys trying new sweets (but she can’t eat too much even if she doesn't get that fat).

Gameplay

Garnet is a tricky, technical rushdown character who excels at pushing opponents towards the corner and capitalizing on mistakes with huge damage. With fantastic ground movement speed and solid light normals for poking and starting pressure (especially her 3-way delayable attack), opponents can very easily find themselves backed against the wall, where Garnet can begin her onslaught of staggers and frame traps, all of which lead to some of the most damaging meterless combos in the game, especially if she has her Boost Dive active.

However, her ground game, while strong, is somewhat limited thanks to a lack of safety on her special moves and her heavy normals being quite risky to throw out in neutral (much like any other character with a 3-way delayable move), and her extremely high-and-semi-floaty jump arc makes her very easy to anti-air on top of making her aerial approaches awkward overall. That, and she also has a tall hurtbox on top of having fairly low HP, often making her land her mark as often as possible with little openings.

Overall, Garnet is a strong character who rewards aggression, creativity, and some precision in her tools. Originally eclipsed by Hazama in prior versions, later revisions have allowed most of her other aspects to shine on top of a new midair command normal to add to her cross-up game.

Side note: Amongst the cast, Garnet has a ton of animation details changed from the first game to this one.

Pros Cons
Incredible meterless damage with a majority of her tools and high-low mixup options, especially her SK Biting Jest. Slightly awkward normals limit her poking ability, on top of her moves being quite unsafe without meter to extend them.
Piercing Heart cancels can be used to create tricky pressure sequences mixed in with her pokes and great anti-airs. Extremely high and slightly-floaty jump makes her aerial approaches hard to manage, and highly susceptible to anti-airs herself.
Amazing Boost Dive augments her already impressive damage. Does not have a true projectile which can force her to approach badly.

Version Differences

-New abilities added to Garnet's Boost Dive:
--LK Gaze Slash and the second hit of SK Gaze Slash now disable recovery options, allowing for more consistent combo possibilities. (v1.1)
--Attacks now deal double guard gauge damage/reduction (20% increase) when landing against a blocking opponent's weak point; Lud's Tetsuwan Guard negates this effect. (v.1.1)

-Move properties changed for Proud Slap:
--Increased startup and no longer blows opponents away on hit, but now has a larger hitbox downwards, allowing it to hit crouching opponents. (v.1.1)
--Can now be followed up with Gaze Slash or Scheme Stifle on hit and block. (v.1.1)

-New aerial command normal: Liar Lip (j.4SK), an aerial turnaround version of her j.SK. (v.1.1)
-Removed upper body vulnerable portion from the second part of ground dodge. (v.1.1)

Move Set

Standing Normals

5LP
GARNET LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

5SP
GARNET SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

cl.SP
GARNET CSP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description


5LK
GARNET LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

5SK
GARNET SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

cl.SK
GARNET CSK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

Crouching Normals

2LP
GARNET 2LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

2SP
GARNET 2SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Really tall anti-air, but sadly really lacks in horizontal range with some recovery; trying to chain into this even with a very deep 5LP from a dash might still result in this whiffing or hitting with little favor. This overall limits Garnet's poking game from a crouching position, even though it catches reckless jumpers easily.

2LK
GARNET 2LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - No -

Move Description

2SK
GARNET 2SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - No -

Move Description

Jumping Normals

j.LP
GARNET 8LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

j.SP
GARNET 8SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

j.LK
GARNET 8LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

j.SK
GARNET 8SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

Command Normal

Pinhead Split
6LK
GARNET 6LK-2.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High 24 - - -4/-5 No Yes

Garnet's command overhead which is a typical axe kick. Slow, but cancels into specials or AA for a combo. Its low hitbox means it can also catch opponents out of a GD and can be mixed in with IB leaks.

Proud Slap
6SP
GARNET 6SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid 25 - - 0 No No

Slow jumping kick with her j.LP animation that causes a wallbounce near the corner, and a vertical launch on counter hit. Has generous low invulnerability, but it will whiff on most crouching opponents, leaving you in a lengthy recovery animation that's asking to get punished.

Special Moves

Piercing Heart
236X
GARNET 214LP.PNG
==214LP; Anti-Air Hit==
==214LP; Anti-Air Hit==
GARNET 214LK.PNG
==214LK; Middle Hit==
==214LK; Middle Hit==
GARNET 214SP.PNG
==214SP; Low Hit==
==214SP; Low Hit==
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - - -
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
214LP - Mid - - - - - -

Can be held. Press 4 or 6 on hit for an additional attack that will pull/push the opponent in that direction. Press SK to get out of stance for a quick feint to add pressure.

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
214LK - Mid - - - - - -

Can be held. Press 4 or 6 on hit for an additional attack that will pull/push the opponent in that direction. Press SK to get out of stance for a quick feint to add pressure.

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
214SP - Low - - - - - -

Can be held. Press 4 or 6 on hit for an additional attack that will pull/push the opponent in that direction. Press SK to get out of stance for a quick feint to add pressure.

Biting Jest
236K
GARNET 236K.PNG
236K
236K
GARNET 236SK-SK.PNG
236SK-SK
236SK-SK
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - - -

Unique sliding kick, with the SK version having a followup that launches. Like many slide kicks, it has solid high invulnerability but is also very punishable due to a lasting animation. But on hit, it scores a solid sweep knockdown that allows Garnet to setup for some great oki, or better yet on the launch can easily chase down the foe for juggles due to being untechable. A risky attack, but easily one of her most rewarding for mixups.

Gaze Slash
623K
GARNET 623K.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - - -

Garnet's anti-air DP/DK, which serves its job in a more committal fashion than LP Piercing Heart. SK version has Garent followup with a second rising push kick which while tacks on some extra damage and forcing a possible air recovery, is easily as punishable as any other DP.

Scheme Stifle
421K
GARNET 421K.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - - -

Garnet's other overhead via her spin-leaping forward into her j.SK animation. Is rather risky as it can be exposed to IB's and is around -6 on block. Though on hit it provides a decent knockdown and can also be used to avoid plenty of grounded moves such as grounded projectiles.

Universal Mechanics

Throw
4/6SP
GARNET THROW.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Throw - - - - No -

Move Description

Detecting Eyes
LK+SP/LP+SK
GARNET BOOST.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - No -

A "weak point" is put onto the opponent and when hit they will flash white and take massive damage. One of the best Boost Dives on a character who really needs it. Watch the victim's HP bar get depleted the moment they whiff a DP.

Jolt Attack (air OK)
LP+LK
GARNET JOLT.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Unblockable - - - - No -

Universal unblockable attack.

Advanced Attack
SP+SK
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

Super Arts

Offensive Art

Piercing Soul

2141236K
GARNET OA.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

A LK Gaze Slash right into a forward kick-away that shoots a laser beam across the screen; what's unique about it is that it tracks the opponent's elevation in relation to Garnet before the kick comes out.
Thus if the foe is juggled, Garnet waits before they fall into the same elevation as her.

Garnet's main answer to most far-ranged attacks due to how instant the beam is but also works for combo finishes. Despite this, it's around -9 if the beam kick is blocked along with still having to go through the initial Gaze Slash kick.

Defensive Art

Mimic Teller

463214K (while knocked down and near opponent)
GARNET DA.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Throw - - - - No -

Costs 2 DEF to use. Unique throw attack done when Garnet is knocked down where she grabs the foe (if they are even nearby) with her legs and flings them to the other side.

Once this move comes out and if the foe is actually in range, it's impossible to avoid due to the grab hitbox being active 0 frames from the startup flash. And if it connects, Garnet is rewarded with 1 OFF.

Critical Art

Sweet Shuffle

2363214K
GARNET CA.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Costs 6 bars. Garnet's new CA that replaces her old Trick and Tease CA from the first game that's far more practical in usage. Upon rushing at her foe, she then does an autocombo-ranbu into a series of rapid-Piercing Hearts before kicking the foe up then stylishly slamming them down and away.

Extremely good CA to combo into if you happen to have max bars with Garnet, and should be used to finish combos whenever you can (never use it out in the open unless you foresee an easy punish however).

Critical Art

World's End

3421646P
GARNET CA2.PNG
[Insert big ball of violence here]
[Insert big ball of violence here]
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Costs 6 bars. Garnet's secret CA that does a boatload of damage where upon connecting with her 5SK animation, the foe is kicked off the screen while she herself flies over above them and some slapstick violence happens with smoke and other random shit flying out from the corner. Afterwards she and the foe then dip back onto the screen (with the foe being flung back in via knockdown) and Garnet does a quasi-taunt animation in response.

A very odd-yet huge damage super, which while doesn't have as much practicality as Sweet Shuffle, is worth for money making just for amusement's sake.

Cobol (originally Abel in the first game) also makes a cameo on the side and holds up a sign that changes from a cupid-heart-wing-arrow symbol to an hourglass. The foe if they get K.O.ed by this move also remains offscreen while Garnet leaps back by herself.

Combos

  • 2LP > 2LK > 5SP > 236SK~SK, dash 2LP > 5SK > 5SP(1) > 236LK

Basic meterless combo. By slightly delaying the follow-up string after the launcher, you can ensure a knockdown. You can pick up the juggle higher if you want to try and chase down an air tech, but it's generally not advisable to do so.

  • 2LP > 2LK > 5SP > 5SK > 236SK~SK > 214236K

Basic combo into OA. Preferable to the meterless combo when possible, since it leads to better oki. Delay the super slightly if your combo is longer, to make sure the opponent can't escape the second hit.

  • 6B > AA > cl.SP > 5SK > 236SK~SK, dash 2LP > 5SK > 5SP(1) 236LK

Easy confirm from overhead into Advancing Attack. You can technically go straight into 236SK from 6B, but AA makes it safer since it's easier to confirm.

  • CORNER (2 hits) > 236SK~SK > j.LP > j.LK > j.SK > j.SP, dash 2LP > cl.SK > 2SP > 236LK/623K

Highly damaging corner combo that builds a ton of Offensive Gauge. Best used as a punish since you can't really confirm into it.

  • JA > j.SK > j.SP, land j.LK > j.SK > j.SP

Basic combo from Jolt Attack. Slightly delay the first jump before continuing the combo. After j.SK > j.SP, you can also choose to follow up with something like 2SP > 236LP~6LP if you want.

Strategy

quit mashing and block!

Colors

{{{colors}}}

External Links

youtube.com twitch.tv


General
FAQ
Controls
HUD
System
Strategy
Glossary
Netplay
Links
Characters
Aran
Bazoo
Beatrice
Boyd
Garnet
Greed
Hazama
Hikari
Kaya
Lud
Mito
Orville
Sheryl
Typhon
Viren
Zen