Mizuki (SCON4)
| CHARACTER NAME | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 999 |
| Guard Gauge | 9999 |
| Jab Speed | Frame xx |
| Jab Height | xx |
| Backdash Type | x |
Summary
CHARACTER SUMMARY HERE (2-3 sentences)

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Frame 14 high jab. Quick recovery. | |
| Low crush. Sends the opponent flying at a low trajectory or pushes on block. | |
| Low, high crush. Turns opponent towards Mizuki on hit. Slow attack with good high crush frames. | |
| The punch. One of the best 4B's in the game in terms of startup and coverage. Sends the opponent flying at a low trajectory. | |
| Hits mid, staggers. | |
| Staggers on hit. Low amount of recovery means Mizuki can follow-up with a mix between jab, throw, and | |
| Slow dive kick. Staggers on hit. High damage. | |
| Special Moves | |
| Throw a fuma shuriken. Slower than most | |
| Throw multiple fuma shuriken up. One of the best "up-shuriken" attacks in the game and can serve as combo filler with low recovery, meter build, or as a super confirm to | |
| Hits mid. Links to | |
| Counter. Works on projectiles. On activation, Mizuki teleports behind and above the opponent and does a descending spin kick. | |
| Teleport backwards. Can be held to increase the distance of the teleport. | |
| Upwards kunai slash. Spinning launch. | |
| Mizuki's signature version of "air shanks". Throws a fuma shuriken downwards at a 45 degree angle. Its large amount of hitstun can link to most buttons, including | |
| Throws | |
| Normal overhead throw. 20 damage. | |
| 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 | |
| Slower than | |
| Reversal, requires and uses 75% chakra. Mizuki leaps backwards during the super-freeze, and then throws an unblockable fuma shuriken. 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
![]()
is one of the best projectiles in the game, serving double duty as a standard "air shank", but unlike other characters, a reliable combo starter due to its large amount of hitstun, comboing into nearly any button, including ![]()
. As in Vanilla, ![]()
can be looped indefinitely in a fashion similar to a simplified Haku [Needle Loop]. At mid-stage, Mizuki must
> ![]()
. On square stages with his back to a corner, Mizuki can simply ![]()
repeatedly, with the added benefit of the loop automatically catching substitutions.
Mizuki can perform other grounded loops as well. ![]()
links to
, and the ![]()
![]()
shuriken throw can also link to other buttons, including another ![]()
![]()
making another psuedo-infinite possible.
Mizuki has an anti-KNJ game stemming from his teleport strings such as ![]()
![]()
, which teleport him backwards. The teleport can be executed on whiff and followed with either
for his punch or
for his run kunai slash which can be cancelled (
). The KNJ punish is somewhat slow, however, and opponents may be able to turn and block or sidestep the
follow-up.
![]()
is notable as one of the strongest 4B's in the game due to its quick start up and large amount of guard frames.
![]()
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 ![]()
protects him from most attacks, but the reversal avoid the attack if Mizuki has his back to the wall.
Combos
| Combos | Notes |
|---|---|
| Meterless super confirm off of up-shuriken | |
| Meterless super confirm off of up-shuriken | |
| Meterless super combo that deals ~70-80% HP |
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
- Mizuki combo/tech video (Youtube) for Vanilla GNT4 by Hippo (most combos still function in Super as well as

loops)
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS