Verdict Guilty/Gun

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Gun Gun.png
VG-GunVS.png
Ammo Capacity 0
Reload Time N/A
Throw Stun
Playstyle Poking
Bait and punish
Preferred Range Mid

Introduction

Gun is a Criminal character with excellent defense, surprising agility and good burst movement attacks, but finds himself forced to pray most of the time since he can't deal with turtling.


Playstyle
Gun.png Gun is a neutral-based character who excels at punishing, but can't do anything else.
Strengths Weaknesses
  • Surprisingly Agile: Gun's fast jumps allows him to quickly move on the stage.
  • Excellent Defense: 66A is an excellent Blockstun Cancel (BC) option that lets Gun land high damage punishes from far away. The damage is even greater when starting the combo with CCCC, another good BC option
  • Divine Anti-Airs: Gun's 44D is one of the best anti-airs in the game, allowing him to cash some good damage on hit. His jump normals also do a pretty good job at stuffing them
  • Can't Beat Downback: Gun has absolutely no way of hitting an opponent who just blocks low for the entire round. This includes his two jump normals.
  • Crumbles to Non-Interaction: Gun's gameplan relies on the opponent approaching him. However, this gameplan is very rarely applicable, as there are almost no reason for the opponent to engage with Gun.
  • Bad Normals: Gun's attacks either have poor hitboxes, short range or bad frame data. The only exception to this rule is his 5B.
  • Has Whiff Recovery: Unlike everyone else, Gun's attacks actually has some whiff recovery, making him easy to whiff punish.
  • Low Damage: Despite his damage potential, Gun's combos are utterly destroyed by this game's combo mechanics. As a result, his damage output is among the lowest in the game
  • Struggles to Approach: Gun has both the slowest walk speed and the shortest jump in the game. This makes zoning him out quite easy, although 66A helps making things not completely hopeless.
  • Knowledge Check Character: Gun's only chances to be a real character are to play against either himself or an opponent who doesn't know his weaknesses.


Move List

Normal Moves

5A
VG-Gun5A.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 5 2 - +4 -
Total: 8

Extremely short-ranged attack that almost never gets used. At least it's fast and plus.

5B
VG-Gun5B.png
Gun's only normal
Gun's only normal
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 3 7 2 - +0 -
Total: 11

The best normal in the entire game. It's fast, has a lot of reach, hits crouchers and has almost no recovery. It serves as Gun's best move, as well as his only poke.

5C
VG-Gun5C.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 5 15 3 - -9 -
Total: 22

Long-ranged poke that's outclassed by 5B in every single aspect except for damage. It also works as a decent anti-air.

5D
VG-Gun5D.png
Unreliable pre-emptive anti-air that leads to good damage if it somehow hits meaty. Also has a very shitty hitbox
Unreliable pre-emptive anti-air that leads to good damage if it somehow hits meaty. Also has a very shitty hitbox
Damage Guard Startup Active Recovery On Hit On Block Ammo
160 Mid 6 16 2 - -10 -
Total: 23
DON'T PRESS 5D


CCC
VG-GunCCC.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 1 4 0 - +14 -
Total: 4

5C but better, and can be BC'd into. However, it still whiffs on crouchers, so it's still worthless

CCCC
VG-GunCCCC.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
160 Mid 1 17 0 Launch -9 -
Total: 17

Gun's main Blockstun Cancel option at close range. Combo into 66A for a 400 damage punish.


c.P/K
VG-GunCloseAttack.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 6 0 - +8 -
Total: 7

Universal unexploitable plus frames.


2L
VG-Gun2Light.png
No, we didn't accidentally swap animations between crouching normals
No, we didn't accidentally swap animations between crouching normals
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 2, 5 1 (2) 1 13 - -8, -5 -
Total: 18

One of Gun's worst normals. While it looks big, its range is actually quite short. On top of that, its extremely short active frames and poor frame advantage makes it worse than 2H in every single regard. This makes 2L effectively useless

  • While there are two separate hitboxes, only one can hit at a time
2H
VG-Gun2Heavy.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 4 6 3 - +0 -
Total: 12

Decent close range option, but since Gun has no mix (and mostly BC on defense anyway) he rarely uses it.


j.P
VG-GunjPunch.png
This will whiff on crouchers, and it will make you angry
This will whiff on crouchers, and it will make you angry
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 1 13 0 - ~ -
Total: 13

Stubby, instant air normal that works very well as a panick air-to-air button

j.K
VG-GunjKick.png
This will ALSO whiff on crouchers, and it will ALSO make you angry
This will ALSO whiff on crouchers, and it will ALSO make you angry
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 3 13 3 - -~ -
Total: 18

Air wall button, it's the one Gun uses more in neutral. Still not great, since it whiffs on crouchers.


Special Moves

Slide Attack
Keyboard: 66C
Pad: 236C
VG-GunSlideAttack.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
240 Mid 12 15 10 Launch -17 ~ -2 -
Total: 36

5D but it now moves Gun forward and it does more damage. Please refer to 5D's entry to learn how to use this move.

Cannonball
Keyboard: 66A
Pad: 236A
VG-GunCannonball.png
Gun's only special
Gun's only special
Damage Guard Startup Active Recovery On Hit On Block Ammo
240 Low 7 10 19 Launch -21 ~ -11 -
Total: 35

Excellent punish tool, especially when BC'd into. Can combo into Clothesline, as long as the opponent doesn't crouch during the combo.

Clothesline
]D[
VG-GunClothesline.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
220 Mid 2 20 17 Launch -27 -
Total: 38

Decent to mediocre anti-air that shifts Gun's hurtbox in such a strange way that some pokes and projectiles now whiffs against him. Would also work well as a combo ender, if it weren't for Crouch Shifting's existence.

  • Can iframe through some normals and projectiles, such as Minso's crouching normals
Whiplash
Keyboard: 44D
Pad: 214D
VG-GunWhiplash.png
Please jump
Please jump
Damage Guard Startup Active Recovery On Hit On Block Ammo
220 Mid 3 19 12 Launch -23 -
Total: 33

The best anti-air in the game. Unfortunately, Gun can't force jumps, so this goes generally unused.

  • Can't be used by player 2 if they're using a controller


Universal Moves

Grab
VG-GunGrab.png
Good luck ever landing this
Good luck ever landing this
Damage Guard Startup Active Recovery On Hit On Block Ammo
220 - 2 13 0 Launch - -
Total: 14

Stun throw. Does more damage than a regular throw!

  • Applies stun on hit


Strategy

General Gameplan

Our best advice regarding Gun is to not play him in the first place, which isn't something you usually read on a wiki, but Gun is bad enough for us to write it about him. However, if you're really determined to play him, here is Gun's gameplan:

Gun is a character who specializes in punishing enemy mistakes, be it with BCs, whiff punishes or anti-airing. While his damage is on the lower end of the spectrum, his 5B and 66A allows him to whiff punish most attacks, while 44D is basically a stop sign for aerial approaches. This gameplan, while good on paper, gets instantly shut down by one singular critical flaw: he doesn't have an answer to blocking low. Not even his jumping normals can hit crouchers. This wouldn't be much of an issue if he had projectiles to compensate, but he doesn't. This gives the opponent little to no reason to interact with Gun, unless he somehow gets a lead.


Neutral

Gun will spend most of the time in neutral jumping around and pressing 5B, fishing for hits in order to hitconfirm into 66A (midscreen). This gameplan is very risky and kinda gets destroyed by walking and blocking, but this is the only way Gun can play the video game.

Against zoners, Gun can't do anything. His short jump and slow walk speed makes projectiles quite difficult to navigate through, although once around half screen, he can use 66A to very quickly get close. This can be easily punished, though, so be careful when doing this.


Defense

  • BCing into 66A is the only thing Gun ever needs. It punishes basically every normal on block
  • If close enough, Gun can also go for CCCC before comboing into 66A for a more damaging punish


Offense/Okizeme

Gun is one of the only fighting game characters ever to lack both offense and okizeme. While he often gets a knockdown, there's nothing he can do with them. Not even meaties, since BCs invalidate that option. Even if those weren't a thing, Gun doesn't have any overheads (not even an IOH) not does he have plus frames outside of a singular meaty 5B. This makes jumping back and returning to neutral Gun's best option after a knockdown.


Matchups

Gun (mirror)

  • Placeholder

Gyeong

  • Placeholder

Hyuk

  • Placeholder

Jae

  • Placeholder

Minso

  • Placeholder

Reese

  • Placeholder

Si'u

  • Placeholder

Yohan

  • Placeholder


Combos

Midscreen

  • 5B, 5B > 66A (360 damage)
Gun's BnB, and probably the only combo he's ever gonna land (or go into). You can add ]D[ at the end of the combo for an additional 220 damage, but it won't connect against opponents CSing mid-combo.
  • 2H, 2H > 66A (400 damage)
Same combo as above, but more damaging.
  • CCCC > 66A (400 damage)
BC combo. Great damage for Gun standards, especially for a 2 hit combo.
  • Throw, [walk 5B]*2 > 66A (580 damage)
For the (very) rare occasion Gun lands a throw. Gun's maximum damage combo


Corner

  • 5B, 5B, 5B (180 damage)
The BnB, but worse. The reason you don't go into Cannonball is because opponents recovers from knockdowns faster in the corner. In Gun's case, it's fast enough to leave him minus on hit, which is obviously really bad.
  • 2L, 2L, 5B (220 damage)
Same combo as above, but more damaging.


Anti-Air

  • 5C > CCC > 66A (400 damage)
Good damage for Gun standards, but unfortunately he won't ever find an opportunity to land this combo since the opponent has no reason to jump against Gun.
  • 5A > Throw
Throw confirm. Once again, you won't ever land this but hey, good damage is still good damage!




General
FAQ
Controls
HUD
System
Changelog
Characters
Gun
Gyeong
Hyuk
Jae
Minso
Reese
Si'u
Yohan