Fighter's History Dynamite/Makoto Mizoguchi: Difference between revisions

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===Strong Punch===
===Strong Punch===
'''Standing (Far)''' -  
'''Standing (Far)''' -  
 
Anti air. Think of it in terms of ryus stand mp/fierce in old SF, or just stand fierce in alpha 1. Differences being that in FHD normals tend to have a lot of priority compared to other fighters.
'''Standing (Close)''' -  
'''Standing (Close)''' -  
 
A headbutt. Important for combos. However ray, lee, fei lin, and clown can duck it realistically in combos. Comes out farther then a stand HK.
'''Crouching''' -  
'''Crouching''' -  
Anti air. Generally good enough to at least trade with any air attack. However if you trade it will always hit your dizzy spot so....


'''Jumping''' -  
'''Jumping''' -  
Not much use compared to his other air normals, other then a specific counter to certain normals, or to hit slightly lower when aiming for a dizzy spot.


'''Jumping (Neutral)''' -  
'''Jumping (Neutral)''' -


===Light Kick===
===Light Kick===

Revision as of 01:00, 6 December 2009

Introduction

Moves List

Normal Moves

Light Punch

Standing (Far) - Mizoguchis arm is invincible, only his body can be hit. Use this as a fake mini force field of sorts. Standing (Close) - Honestly I can think of no reason to use this over another attack, other then you are trying to hit there dizzy spot with it specifically.


Crouching - Like stand version but ducking. Differences being it allows your dizzy spot to be hit more easily, but you can also hit some harder to hit dizzy spots from opponents as well.

Jumping - Holy fucking shit hand of God move. This has incredible priority. Do use this, it will beat the repertoire of most characters moves clean. Stays out till you land as an added bonus.

Jumping (Neutral) -

Strong Punch

Standing (Far) - Anti air. Think of it in terms of ryus stand mp/fierce in old SF, or just stand fierce in alpha 1. Differences being that in FHD normals tend to have a lot of priority compared to other fighters. Standing (Close) - A headbutt. Important for combos. However ray, lee, fei lin, and clown can duck it realistically in combos. Comes out farther then a stand HK. Crouching - Anti air. Generally good enough to at least trade with any air attack. However if you trade it will always hit your dizzy spot so....

Jumping - Not much use compared to his other air normals, other then a specific counter to certain normals, or to hit slightly lower when aiming for a dizzy spot.

Jumping (Neutral) -

Light Kick

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) -

Strong Kick

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) -

Throws

Special Moves

Tiger Bazooka

  • Quarter Circle Forward + Punch

Tiger Smash

  • Back, Down-Back, Down + Punch

RenZokuKeri

  • Quarter Circle Forward + Kick
    • Can repeat motion for up to five kicks

Gottsui Tiger Bazooka

  • Quarter Circle Forward + ABCD

Super Move

ShoTenSai

  • Back, Down-Back, Down + ABCD

The Basics

Advanced Strategy

Match-ups

Vs. Clown:

Vs. Jean Pierre:

Vs. Kano Ryoko:

Vs. Karnov:

Vs. Lee Diendo:

Vs. Liu Feilin:

Vs. Liu Yungmie:

Vs. Marstorius:

Vs. Matlock Jade:

Vs. Mizoguchi Makoto (self):

Vs. Ray McDougal:

Vs. Samchay Tomyamgun:

Vs. Zazie Muhaba:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox