User:Jotamide/sandbox

From Mizuumi Wiki
Jump to navigation Jump to search

Koihime

Big Koihime tournaments:

AH3

File:AH3_Fiona_63214X.png

File:AH3_Maori_j623X.png

Ougon

http://ripougon.blogspot.com/2013/08/the-complete-system-guide-to-ougon.html

http://beastnote.blogspot.com/2013/03/introduction-to-ougon-musou-kyoku-cross.html

Collapsible Text

This text is not collapsible; but the next is collapsible and hidden by default:

Expanded, optional info.

MUs

vs. Basara

This is strange, but this matchup is actually not easy. Basara has alot of ways to open you up and even turtling attempts can just fail because of how tricky that guy is. Also don't even try to jump, if it's not tiger knee Tsubame and do it only when you're 100% sure it hits - it's just you have slow and floaty jump and Basara excels at dealing with that kind of jump arc. Be careful with his fakeouts, since his clone can do alot of stuff and if you hit the wrong target, pray for best. This matchup is surely the one, which comes with difficulty, and still good advantages - if you more or less got used to his tricks, then the most important thing in this MU is not respecting Basara. When he does mistake - do the 5AB for really big damage, since his defence is bad; if he tries to pull out the puff - try to 66AB > 2BC him so you will be able to reset the match to neutral state. By the way, his DP is not that good, you can just roll before it comes so opponent will whiff the move and its good opportunity to feed him another punish. To deal with opponent's tricky mobility, you can roll cancel into 214, since Basara struggles to punish it. Don't forget that, as mentioned above, Basara cannot be comboed by 2C into Tsubame Gaeshi while he is standing, so be careful!

vs. Enja

Every single Enja player loves to jump in with his j.AB. 3C and 6C beat this every time. You can actually completely stuff his approaches with these two kicks as well as the usual 2A/5B/2B suite. Most of his mixups leave him wide open; even a max range Rekka is easily punished with 2AB. If he flubs the third Rekka and you land behind him, you have enough time to land a backhit jumpin combo punish. A blocked 421S is easily AB'd on block pretty much every time. Just try not to rely on 2C abare too much if they know how to use their 5C.

Roadmap Tables 2.0

Character Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-04-10 by Jotamide.

9% complete
Page Completed To-do Score

Overview

{{{OverviewCompleted}}}

{{{OverviewTodo}}}

6/50
Strategy

{{{StrategyCompleted}}}

{{{StrategyTodo}}}

2/25
Combos

{{{CombosCompleted}}}

{{{CombosTodo}}}

1/25