(→Universal Mechanics: Added Damage and Meter values, also fixed the descriptions) |
(→Special Moves: Added Damage, Meter gain and fixed descriptions) |
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Line 666: | Line 666: | ||
| version = | | version = | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 50 | ||
| meter = 12 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - | ||
| cancel = | | cancel = | ||
| description = Command Grab with nice range. Unzen grab the opponent and slams them on the ground for excellent damage. (half bar to be exact) Your main grab and the one you really want to learn how to tick properly because it hurts, a lot | | description = Command Grab with nice range. Unzen grab the opponent and slams them on the ground for excellent damage. (half bar to be exact) Your main grab and the one you really want to learn how to tick properly because it hurts, a lot (More about this on the strategy section) If you have meter, you can do Power Move after it to erase full and a third of the opponent's health from a simple tick. | ||
Even tho the input is 1214+P, the game will accept 214214P too. | Even tho the input is 1214+P, the game will accept 214214P too. | ||
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| version = | | version = | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 31 | ||
| meter = 15 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - | ||
| cancel = no | | cancel = no | ||
| description = Unzen does a stance and waits for hits. Reversal move that only counters mids, but it stuns the opponent if it hits, allowing you to do 1214P. This move will make your opponent to think twice about how he must attack you. | | description = Unzen does a stance and waits for hits. Reversal move that only counters mids, but it stuns the opponent if it hits, allowing you to do 1214P. This move will make your opponent to think twice about how he must attack you as it can also catch specials and even some power moves. | ||
}} | }} | ||
}} | }} | ||
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| version = | | version = | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 25 | ||
| meter = 12 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - | ||
| cancel = - | | cancel = - | ||
| description = | | description = After the Command grabs, Unzen's most important move, this lariat has some upper body invulnerability and ignores projectiles during the whole duration of it, making it a great anti-air option if done later on the opponent's jump or earlier if predicting a crossup, as this will hit them from the back, also helps Unzen to deal with projectiles, but this doesn't avoids low hitting projectiles like Goemon, Houoh or Raiga's ones. | ||
The first hit can reach crouchers, but after it the move can be crouched. | |||
}} | }} | ||
}} | }} | ||
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| version = Light | | version = Light | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 30 | ||
| meter = 12 | |||
| guard = mid | | guard = mid | ||
| startup = - | | startup = - | ||
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| version = Heavy | | version = Heavy | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 30 | ||
| meter = 12 | |||
| guard = mid | | guard = mid | ||
| startup = - | | startup = - | ||
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| version = EX | | version = EX | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 30 | ||
| meter = 12 | |||
| guard = mid | | guard = mid | ||
| startup = - | | startup = - | ||
Line 754: | Line 762: | ||
Since the fire hits low, you can whiff this normal close to your opponent to score damage. | Since the fire hits low, you can whiff this normal close to your opponent to score damage. | ||
Unarmed heavier versions make Unzen jump further and create a bigger flame that lasts longer, but with the weapon, all versions make Unzen jump the same distance but with the corresponding flame duration. | |||
}} | }} | ||
}} | }} | ||
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| version = Light | | version = Light | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 15 * 3 | ||
| meter = 12 * 3 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - | ||
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| version = Heavy | | version = Heavy | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 15 * 3 | ||
| meter = 12 * 3 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - | ||
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| version = EX | | version = EX | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 15 * 3 | ||
| meter = 12 * 3 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - | ||
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| version = | | version = | ||
| subtitle | | subtitle | ||
| damage = - | | damage = 22 -13 | ||
| meter = 4 * 2 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - | ||
| cancel = - | | cancel = - | ||
| description = Unzen does a long range hit with his hammer. Hits 2 times | | description = Unzen does a long range hit with his hammer. Hits 2 times, the 2nd hit causes a knockdown. Good move to use on neutral but as Unzen lacks of special cancelable moves or chains that can be ended on a special this move is hard to combo into. | ||
All versions are the same. | All versions are the same. | ||
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| version = | | version = | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 40 | ||
| meter = 15 | |||
| guard = - | | guard = - | ||
| startup = - | | startup = - |
Revision as of 09:47, 14 November 2021
Introduction
Unarmed | Weapon |
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Story:
Normally a big kind-hearted guy becomes blindlly violent when drunk.
After kicked out of the mountain temple which he entered for training, he has secluded himself in the mountains to continue training.
Strategy
Unzen, the grappler of the game. Compared to other characters he is terrible, having slow movement, bad pokes, no real pressure and really limited combos. However... He has a big catch, his tick throws are excellent and, more importantly, his Power Move can be confirmed by a simple knockdown. This turns him into a character that the opponent must be afraid of when he is close, because if he gets a chance to land a simple A, C or Knockdown, it will be a lot of pain for them.
Pros and Cons
+ His damage output is really good.
+ Even being slow, can deal with projectiles thanks to his Lariat-like move.
+ Excellent counter move for mind games and reads.
- He is a big and slow target, meaning he suffers a lot from crossups.
- No reliable way to deal with the opponent's pressure.
- His best pokes aren't that big of a deal.
- If the opponent plays keep away or turtling tactics then suffers a lot to get in.
Move list
Normals
Standing
Far
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
10 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
22 | 10 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
31 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
25 | 10 | - | - | - | - | - | - | - | - |
- |
Close
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
10 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
22 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
31 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
25 | 12 | - | - | - | - | - | - | - | - |
- |
Crouching
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
7 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
22 | 10 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
31 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
25 | 10 | - | - | - | - | - | - | - | - |
- |
Jumping
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Neutral | 22 | 12 | - | - | - | - | - | - | - | - |
- | ||||||||||
Diagonal | 22 | 12 | - | - | - | - | - | - | - | - |
- |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Neutral | 33 | 13 | - | - | - | - | - | - | - | - |
- | ||||||||||
Diagonal | 33 | 13 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
12 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
24 | 12 | - | - | - | - | - | - | - | - |
- |
Command Normals
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
18 | 10 | - | high | - | - | - | - | - | - |
When this move hits a crouching opponent, it staggers them allowing for a follow-up |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
21 | 10 | - | high | - | - | - | - | - | - |
When this move hits a crouching opponent, it staggers them allowing for a follow-up. |
Universal Mechanics
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
34 | 12 | - | - | - | 1 | - | - | - | - |
Unarmed, Unzen grabs the opponent and slams them. Armed, He uses his Hammer to do a home run swing on the opponent. This is really outclassed by his command grabs. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
40 | 14 | - | - | - | 1 | - | - | - | - |
Only works on crouching opponents. Launches on a juggling state, but Unzen has almost no options to do with it. However, it is really useful to do Okizeme 1214 plays. Use it to surprise turtlings. |
Special Moves
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
50 | 12 | - | - | - | - | - | - | - | - |
Command Grab with nice range. Unzen grab the opponent and slams them on the ground for excellent damage. (half bar to be exact) Your main grab and the one you really want to learn how to tick properly because it hurts, a lot (More about this on the strategy section) If you have meter, you can do Power Move after it to erase full and a third of the opponent's health from a simple tick. Even tho the input is 1214+P, the game will accept 214214P too. Heavier versions make Unzen jump higher and further, increasing the damage a bit. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
31 | 15 | - | - | no | - | - | - | - | - |
Unzen does a stance and waits for hits. Reversal move that only counters mids, but it stuns the opponent if it hits, allowing you to do 1214P. This move will make your opponent to think twice about how he must attack you as it can also catch specials and even some power moves. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
25 | 12 | - | - | - | - | - | - | - | - |
After the Command grabs, Unzen's most important move, this lariat has some upper body invulnerability and ignores projectiles during the whole duration of it, making it a great anti-air option if done later on the opponent's jump or earlier if predicting a crossup, as this will hit them from the back, also helps Unzen to deal with projectiles, but this doesn't avoids low hitting projectiles like Goemon, Houoh or Raiga's ones. The first hit can reach crouchers, but after it the move can be crouched. |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Light | 30 | 12 | - | mid | - | - | - | - | - | - |
Heavy | 30 | 12 | - | mid | - | - | - | - | - | - |
EX | 30 | 12 | - | mid | - | - | - | - | - | - |
Unzen jumps and slams the ground creating a fire that damages the opponent. This move is pretty useful to close the distance between you and the opponent, but use it sparingly since it is unsafe on block. Since the fire hits low, you can whiff this normal close to your opponent to score damage. Unarmed heavier versions make Unzen jump further and create a bigger flame that lasts longer, but with the weapon, all versions make Unzen jump the same distance but with the corresponding flame duration. |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Light | 15 * 3 | 12 * 3 | - | - | - | - | - | - | - | - |
Heavy | 15 * 3 | 12 * 3 | - | - | - | - | - | - | - | - |
EX | 15 * 3 | 12 * 3 | - | - | - | - | - | - | - | - |
Unzen hits the opponent for each consecutive " qcf + K " . Good damage and knockdown, easy to combo into. Heavier versions travel further. |
22 -13 | 4 * 2 | - | - | - | - | - | - | - | - |
Unzen does a long range hit with his hammer. Hits 2 times, the 2nd hit causes a knockdown. Good move to use on neutral but as Unzen lacks of special cancelable moves or chains that can be ended on a special this move is hard to combo into. All versions are the same. |
40 | 15 | - | - | - | - | - | - | - | - |
Command throw with good range. Unzen grabs the opponent and slams him into the ground. Good move to tick into and leaves the opponent on a perfect position for Power Move. All versions are the same. |
Spirit Gauge
Power Move
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - |
Unzen charges meter, once is full he runs towards the opponent and grabs them. If you are hit during the charge you keep it, so you can sacrifice some health for meter. The strongest point with this move is that, if you do this while the opponent is knocked down and you reach him, he can do nothing to avoid this move, he can't jump or mash anything to get away. This move turns Unzen's knockdowns into a real threat for the opponent. |
Combo Super
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
Unzen uses burning fire sumo slaps on the opponent. Fire knockdown. If done during Armed stance it changes to Unarmed stance. |
Desperation Move
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
Command grab, almost point blank range. If whiffs, Unzen does a single headbutt that knocksdown on hit and is bad on block. |
Finisher
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
Unzen executes a hit grab with short range, but a superb damage. Can be comboed into after a stagger. |
Combos
Weapon Combos
Weapon Chain Attacks -------------------- Punch Starters `````````````` LP far ---> LP -----> HP ----> HP -----> HP (E) LP close HP f + LP f + HP (SE, U) LK HK d + HP (E) f + HP (T, E) d + HK (_, E) LP (E) f + LP (O) ---> HP (*) -----> HP ----> HP -----> HP (E) f + LP f + HP (SE, U) HK d + HP (E) f + HP (T, E) d + HK (_, E) LP (E) Kick Starters ````````````` LK far (_) ---> LP -----> HP ----> HP -----> HP (E) LK close (_) HP f + LP f + HP (SE, U) LK HK d + HP (E) f + HP (T, E) d + HK (_, E) LP (E)
Unarmed Combos
Chain Attacks ------------- Punch Starters `````````````` LP far ---> HP -----> HP ----> f + LP (O)----> HP (E) LP close LK HK f + HP (SE) f + HP (T, E) d + HK (_, E) HP far ---> HP (*) -----> HP ----> f + LP (O)----> HP (E) f + HP (T, E) HK f + HP (SE) f + HP (T, E) d + HK (_, E) Kick Starters ````````````` LK far (_) ---> HP -----> HP ----> f + LP (O)----> HP (E) LK close (_) LK HK f + HP (SE) f + HP (T, E) d + HK (_, E)