User:Vick/Sandbox1

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Button Picture vs Colors

A120LO Input A.png = Light, A120LO Input B.png = Heavy, A120LO Input C.png, 2A120LO Input A.png 2A120LO Input A.png

{{clr|2|2A}}  {{clr|5|2B}}  {{clr|11|2C}}

2A 2B 2C
2A 2B 2B 2C

All Colors  
Color 01 Color 02 Color 03 Color 04 Color 05 Color 06 Color 07 Color 08 Color 09 Color 10 Color 11 Color 12
Color 01 Color 02 Color 03 Color 04 Color 05 Color 06 Color 07 Color 08 Color 09 Color 10 Color 11 Color 12
Megumi Kerikeri Punch
Megumi Kerikeri Punch
214A/B
A120LO Megumi 214A-1.png
A120LO Megumi 214A-2.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 21 (+4-10) 5 (+2-8) Low No J, SP, SU KD, L 5 6 28 +3 / -5 0-7 full head, 7-9 top
II. Input buffer

You can buffer a button for the last 5fr, but you only have 2fr window to combo 2A. Earlier you will get 66A, later you won't combo.
Here's breakdown of these 5 frames:

  • Frames 1-2: 66A
  • Frame 3: no momentum 2A
  • Frames 4-5: 2A connects!

Any inputs done later / not buffered can be blocked.

Frame Breakdown  
⚠️ Disclaimer:
Which frames to hit will depend on when the first hit connects.
The example bellow is in the corner, it hits asap.
00 First 214A startup frame
09 First hitbox appears, increment counter.
11 Hitbox actually connect.
Dash buffer
41 Can start "holding" forward, but you can't buffer the dash yet
43 66 buffer starts (first forward input possible)
52 6Z buffer starts
2A input window
55
56 66A
57 66A
58 No Momentum 2A / ✔️3A
59 ✔️ 2A / ✔️ 3A
60 ✔️2A / ❌ 3A
61
69 214A's Histun end
B 21 (+4-10) 5 (+2-8) High No J, SP, SU KD, L 5 6 28 +3 / -5 0-7 full head, 7-9 top

This version launches but doesn't knockdown... and isn't jump cancellable.
So it should really be reserved for post-2BB (only after second hit) or vs an airborne oponent.
To add salt to injury, it can drop combo during juggles... Brilliant.

Which makes it overall pretty underwhelming, as it limits its potential uses.
By example, you can't use it after 6B as they'd be able to tech out before you completely recover... Though you could use it to force an air tech and threaten with an air grab or anti-air.
Frankly I'm not sure... As a launcher, it doesn't seem to adds enough damage or be reliable enough to be worth.
Maybe as a GC? The first hitbox comes out pretty fast (4fr faster than 214A) but it has only 2fr of invincibility (vs 9fr for 214A).

Megumi Kerikeri Punch
Megumi Kerikeri Punch
214A/B
A120LO Megumi 214A-1.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 21 (+4-10) 5 (+2-8) Low No J, SP, SU KD, L 5 6 28 +3 / -5 0-7 full head, 7-9 top
II. Input buffer

You can buffer a button for the last 5fr, but you only have 2fr window to combo 2A. Earlier you will get 66A, later you won't combo.
Here's breakdown of these 5 frames:

  • Frames 1-2: 66A
  • Frame 3: no momentum 2A
  • Frames 4-5: 2A connects!

Any inputs done later / not buffered can be blocked. Can do 214C too

Frame Breakdown  
⚠️ Disclaimer:
Which frames to hit will depend on when the first hit connects.
The example bellow is in the corner, it hits asap.
00 First 214A startup frame
09 First hitbox appears, increment counter.
11 Hitbox actually connect.
Dash buffer
41 Can start "holding" forward, but you can't buffer the dash yet
43 66 buffer starts (first forward input possible)
52 6Z buffer starts
2A input window
55
56 66A
57 66A
58 No Momentum 2A / ✔️3A
59 ✔️ 2A / ✔️ 3A
60 ✔️2A / ❌ 3A
61
69 214A's Histun end
B 21 (+4-10) 5 (+2-8) High No J, SP, SU KD, L 5 6 28 +3 / -5 0-7 full head, 7-9 top

This version launches but doesn't knockdown... and isn't jump cancellable.
So it should really be reserved for post-2BB (only after second hit) or vs an airborne oponent.
To add salt to injury, it can drop combo during juggles... Brilliant.

By example, you can't use it after 6B as they'd be able to tech out before you completely recover... Though you could use it to force an air tech and threaten with an air grab or anti-air.
Frankly I'm not sure... As a launcher, it doesn't seem to adds enough damage or be reliable enough to be worth.
Maybe as a GC? The first hitbox comes out pretty fast (4fr faster than 214A) but it has only 2fr of invincibility (vs 9fr for 214A).

Tooltips test

<a href="#">link</a> <a href="#">Tooltip test</a>