Mizuki (SCON4)

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CHARACTER NAME
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HP 999
Guard Gauge 9999
Jab Speed Frame xx
Jab Height xx
Backdash Type x
class="gnt4_nav" colspan="13"
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Summary

CHARACTER SUMMARY HERE (2-3 sentences)

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
DESCRIPTION
DESCRIPTION
Down DESCRIPTION
Away from opponent DESCRIPTION
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Special Moves
DESCRIPTION
DESCRIPTION
Down DESCRIPTION
Away from opponent DESCRIPTION
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Throws
Normal overhead throw. 20 damage.
Down Hard knockdown throw. Does 40 damage. Good option when the opponent has enough chakra to KNJ. Super Moves
One of the fastest-activating as well as one of the few two-hit supers in the game
Down Slower than , but Mizuki advances further, hitboxes have more active frames and the it deals more damage. One of the better wake up supers in the game due to the large amount of active frames.
Away from opponent Reversal, requires and uses 75% chakra. Mizuki leaps backwards during the super-freeze, and then throws an unblockable rasenshuriken. Can be charged to throw an additional shuriken for more damage. The shuriken hit has enough hitstun to combo at any realistic distance though the hit is subbable.

Strategy

Away from opponent can serve as one of the best reversals in the game as it leads to a full combo, though Mizuki must beware that the victim can substitute after the initial hit. If the opponent jumps (including as part of the incoming string) before the shuriken hits, they will be knocked to the ground, removing all opportunity for a combo. The distance of Mizuki's backwards leap means Away from opponent protects him from most attacks, though the reversal may not work if Mizuki has his back to the wall.

Combos

Combos Notes
DESCRIPTION
DESCRIPTION
Towards opponent DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

  • 2Y: added as a knockdown throw for 40 damage
  • Grabbable Moves: 6B(A), 6BB(B), 6A, 8A, JA
  • 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2
  • 6B: now staggers
  • 6B(B): has one more frame of hitbox
  • 6BB(B): Y cancels properly now
  • 6BB(A): is now 8A; transition is later
  • 2B: made strong, change to hit direction (normally causes the opponent to face Mizuki)
  • 2B(B): made a mid
  • 2BBA(B): hitbox disappears three frames sooner
  • 8B: pushes back on block
  • RB: starts a frame later; move ends sooner
  • 5A: charge time decreased from 13f to 8f
  • 6A: when used in string teleport backwards; faster action after; unique follow ups for string or raw (A and B)
  • 6A(B): changed to be 2BA(B)
  • 6AB(B): removed
  • 4A: window improved; can activate on projectiles
  • A4A: teleports up and behind the opponent
  • 8A: projectiles have an additional frame gap between their spawn
  • JA: now throws two shurikens
  • 5X: is GNT4 activator into 2X animation with less damage; first hitbox turns backturned opponents around; does less hits on the dance
  • 2X: is GNT4 2X activator with large size and better duration on hitboxes; first hitbox turns backturned opponents around; activation does more damage than 5X; slightly less super freeze timing
  • 4X: is a super projectile that begins with a jump backward; unblockable; requires and uses 75% meter; can be charged with X for more damage
  • GRKnJ: made into 4B; hand is now closed; travel time is faster


Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

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