User:Inazuma

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Who should I play?

Easy characters are pickup-and-play with fairly simple game plans. Great for beginners and players coming from other games.

Intermediate characters require some knowledge of their mechanics and setups and need some execution.

Advanced characters have execution requirements or specific knowledge needed to be played effectively.

Easy

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
Haohmaru Mid-Far Shoto/Neutral
  • Reversal DP
  • Projectile Reflect
  • Fireball Feint

A solid all-rounder character with the classic shoto gameplan of controlling space with normals/fireballs and antiairing with a fast reliable DP. Haohmaru boasts great damage and a solid moveset for any situation.

Kyoshiro Mid-Far Neutral
  • Reversal DP
  • Command Grab
  • Crouch walk

A defensive neutral-focused character who controls space with long pokes and giant antiair options. On the offense, Kyoshirou has decent (but risky) mix options including a running overhead, an "instant" overhead, and a long-ranged (but slow) command grab.

Jubei Mid-Far Neutral/Counter
  • Command Counters
  • Cannot throw/combo into WFT

A defensive neutral-focused character who controls space with long pokes on the ground and in the air. Jubei can hit confirm into his DP off of his far pokes to get consistent damage at any range. His counters can do massive damage if you have a good read.

Charlotte Mid-Far Neutral
  • Reversal DP
  • Fast WFT
  • Cross-up Jump-in

Shoto-like character with huge horizontal space control on her pokes/specials, a solid vertical DP, and an extremely fast WFT for antiairs. Charlotte excels at keeping her opponents out with quick strikes at medium range. At close range, she can jump over the opponent for an easy and extremely damaging cross-up combo.

Earthquake Mid-Far Keep-away
  • Fast WFT
  • Teleport
  • Command Grab
  • Wall jump
  • Disjointed Normals

The game's big body who's a long-range zoner. Although slow on the ground, EQ has deceptively good mobility using his wall jump and could cover large amounts of space with his long disjointed normals and teleport attack. At close range, he has a good mix of his dashing low kick, dashing overhead, and a command grab.

Shiki Close Rushdown/Mixup
  • Reversal DP
  • Teleports
  • Cross-ups
  • Command Grab
  • Fullscreen SSM
  • Rekka

An extremely mobile rushdown character that puts her opponents into the blender when up close. Shiki possesses a variety of ways to open her target up using fast overheads that could cross-up, far-reaching jump heavy slash, far-reaching heavy low slash, command grabs, and a hard-to-react throw game. Her SSM is among the best in the game with its ability to track full screen, making projectiles and whiffing buttons extremely risky against her.

Yashamaru Mid Neutral
  • Double Jump
  • Rage Upgrades Every Special
  • Cannot throw/combo into WFT

A fundamentals-focused character with access to a double jump, allowing him to play footsies on the ground and in the air with his large normals. Yashamaru's kit is greatly enhanced during max rage, with all his specials upgraded when his meter is full; allowing him to access a left-right mix, invulnerability frames on some specials, and extremely damaging follow-ups.

Darli Mid-Close Rushdown/Mixup
  • Command Grab
  • Cross-up Jump-in
  • Armored Specials/WFT
  • Unblockables

An aggressive rushdown character with huge power behind her swings. Darli uses movement to control the air space with her giant air normals and a deadly ground mix via her dashing heavy slash (low) and her dashing kick (overhead). Her kit is rounded out with a mix of a long-range hit grab, command grab, and a series of armored specials including her WFT.

Wan-Fu Mid Neutral
  • Reversal DP
  • Loses Weapon after using Special
  • Command Grab (unarmed)
  • Cross-up
  • Unblockable

A unique character that fights by literally throwing away his weapon. Wan-Fu boasts decent range on his normals and wins air battles with his pillar toss special which can also cross up. Losing his weapon turns him into a grappler, making Wan-Fu a threat both armed and unarmed.

Warden Mid Neutral/Mixup
  • Target Combos
  • Feints
  • Projectile Reflect
  • Guard Point on some Moves
  • Unblockable

A powerhouse character that dominates neutral with big normals at the cost of a limited special moveset. Warden is a "target-combo" character that has the option to cancel his strings to go for a mixup. Some of his moves have a guard point that allows Warden to power through attacks and counter-attack for big damage.


Intermediate

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
Nakoruru Mid-Close Hit and Run/Stance
  • Fast WFT
  • Light/Kick Convertable WFT
  • Projectile Reflect
  • Walljump
  • Fly Stance
  • Air throw

An extremely mobile character that focuses on getting in and out with her "Mutsube" specials that zips her across the screen for whiff punishing misplaced attacks from the opponent. Nakoruru is able to cling to her bird for various applications, from controlling neutral to applying okizeme. When in max rage, Nakoruru gains one of the fastest and most threatening WFT in the game, being able to punish moves that are normally safe. Her kit is rounded out with a projectile and projectile reflect, letting her control the field despite her short normals.

Hanzo Mid-Close Hit and Run/Setplay/Mixup
  • Command Grabs
  • Cancellable Backdash
  • Cross-up
  • Teleports
  • Walljump
  • Air throw

A tricky and mobile ninja that confuses the opponent through multiple teleport options and various mixups. Hanzo can lock his target down with his fireball, allowing him to get close to go for a high, low, left, right, and command grab mix. During max rage, Hanzo becomes extremely threatening with his EX fireball, which he can now combo from and lead into an air reset for another mix, placing his target into a blender.

Galford Mid-Far Zoner/Setplay/Mixup
  • Command Grabs
  • Cancellable Backdash
  • Teleports
  • Walljump
  • Air throw

A projectile zoner ninja paired with a trusty canine to help dominate the ground space and mix his opponents with setups. Galford can choose between his fast startup but long recovery plasma blade or his slow startup but short recovery Poppy to keep his opponents at bay. After scoring a knockdown, he can set up Poppy to him apply his wide selection of mixup options or reset his zoning gameplan.

Tam Tam Mid-Far Zoner
  • Reversal "DP"
  • Command Grab
  • Command Grab SSM
  • Instant Overhead
  • Rekka

Playstyle

Genjuro Mid-Close Rushdown/Mixup/Setplay
  • Reversal DP
  • Fast WFT
  • Light/Kick Convertable WFT
  • Command Grab
  • Crossups
  • Rekka

Playstyle

Kazuki Mid-Close Neutral/Resource Management
  • Air-Invul Anti-air
  • Unorthodox Teleport
  • Resource Management
  • Walljump

Playstyle

Mina Mid-Far Zoner/Stance
  • Bow Stance
  • Fast WFT
  • Light Convertable WFT
  • Projectile Absorb/Counter
  • Command Jumps
  • Walljump

Playstyle

Iroha Mid-Far Shoto/Zoner
  • Double Jumps
  • Hop Dash
  • Reversal DP
  • Command Parry
  • Crossup Jump-ins
  • Command Grab SSM

Playstyle

Cham Cham All Zoner/Mixup
  • Demon Flip Command Jump
  • Command Grab (from Demon Flip)
  • Crossup
  • Walljump

Playstyle

Hibiki Mid Neutral
  • Fast WFT
  • Light/Kick Convertable WFT
  • Above Average WFT Damage
  • Command Dash
  • Command Parry

Playstyle


Amakusa Mid-Far Zoner/Mixup
  • Projectile Invul Specials
  • Cancellable Command Dashes
  • Crossups
  • Disjointed Normals
  • Walljump

Playstyle

Advanced

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
Ukyo Mid-Close Neutral/Mixup
  • Instant Overhead
  • Projectile Reflect
  • Crossup
  • Cancellable Backdash
  • TK motion execution

Playstyle

Yoshitora Close Rushdown/Mixup
  • Reversal DP
  • Instant Overhead
  • Crossup Jump-in
  • Armored Special
  • Command Grab
  • Unique win condition via landing all specials

Playstyle

Wu-Ruixiang Far Zoner/Setplay/Trap
  • Traps setups
  • Projectile Reflect
  • Command Counter
  • Guard Points
  • SSM Combos
  • Unblockable Setups

Playstyle

Rimururu Close Timescam/Setplay/Trap
  • Air-Invul Antiair
  • Projectile Reflect
  • Crossup Jump-ins
  • Multiple Jumps/Walljumps
  • Cancellable Backdash
  • SSM Combos
  • Unblockable Setups

Playstyle

Basara Far/Close Zoner/Setplay/Mixup
  • Teleport DP
  • Feints via Clones
  • Command Grab
  • Crossup Jump-ins
  • Cancellable Backdash
  • Walljump
  • Disjointed Normals
  • Reversal WFT
  • SSM Combo
  • Unblockable Setup

Playstyle

Shizumaru Mid Neutral/Mixup
  • Reversal DP
  • Projectile Reflect
  • Crossup Jump-in
  • Instant Overhead
  • Cancellable Backdash
  • TAP
  • Walljump
  • Float
  • Fullscreen Anti-projectile SSM

Playstyle

Sogetsu Mid-Far Zoner/Setplay/Mixup
  • Air-Invul Antiair
  • Teleports
  • Walljump
  • Fullscreen SSM
  • Unblockable Setups

Playstyle

Gongsun Li Mid-Far Neutral/Zoner/Setplay/Timescam
  • Air-Invul Antiair
  • Teleports
  • Fast WFT
  • Walljump
  • Disjointed Normals (Unarmed)
  • SSM requires setup

Playstyle

Baiken Mid-Close Neutral/Mixup
  • Air-Invul Antiair
  • Instant Overhead
  • Armored Command Dash
  • Command Guard
  • Strict Half-circle Inputs

Playstyle