FHD main page | The Characters |
Introduction
Mizoguchi is the 28 year old (Or whatever the current story decides to change his age to) high school student. His story changes depending on version of said character. He is constantly trying to finish school(with the occasional partys, and girls)however he unfortunately happens to be too skilled for his own good, and his master forces (kidnaps) him to enter more tourneys to constantly prove he is the worlds greatest fighter. This is the reason why he has still not finished. Also depending on story his most important thing to him is his girlfriend. However in the comic the most important thing to him is yummy. After protecting her and a secret scroll they end up becoming a couple and fucking like crazy. The manga shortly after this became to risque for regular customers and was banned for being to awesome. He also goes to school with ryoko, however they apparently other then there sexual encounters there relationship appears to be one sided as mizoguchi regularly subjects her to physical abuse for nothing better then to test his skills during lunch break. In one story Ox is used as a training dummy by mizoguchi from his master. He eventually knocks it out and eats it.
Mizoguchi is NOT the main character of the game. Mizoguchi plays the role of the reluctant "hero". Where as ray is the true main character of the game. As a matter of fact despite the fact that ray real life job is a detective. His goal in life is to only fight to proove he is the strongest in the world. So in fact ray is the ryu of the game. Unfortunately ray wears tight pants.. very tight pants. And besides his win pose, almost has no cool points what so ever. Which lead helped mizoguchi become the most distinguishable character of the game. With the edition of yummy and the then the comic showing there sexual relationship this was only magnified to the point of mizoguchi and yummy getting there own game to live out the fantasy of sexual tension in a forbidden old time japan(some random weapon fighter). And then ray was gone as far as being taken out of the next FH game through a robotic "plot twist".
In the game Mizoguchi is good enough mid-tier character. Only playable because of powerful combos. Unfortunately landing these combos are not easy as he has competitively the worst normal set of specials and regular attacks in the game.
Weak Spot
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Frame count | - | 2 | 2 | - |
Color Options
Punch | Kick |
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Moves List
Quick Reference
Normal Moves
Light Punch 
- Standing (Close):
Damage | 7 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Great move to demolish dizzy spots due to thick hitbox.
- Standing (Far):
Damage | 7 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Might be the fattest far jab in the entire game. Good for keeping the opponent far from you.
- Crouching:
Damage | 7 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Same as st.far but crouching and a bit less range.
- Jumping (Diagonal/Neutral):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | yes | ||
Frame count | 4 | ∞ |
This one has an incredible priority. Use it a lot, it will beat a lot of air-to-air attacks. Stays out 'till you land.
Strong Punch 
- Standing (Close):
Damage | 28 | Startup | ![]() |
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Recovery |
Chain cancel | no | ||||
Special cancel | yes | ||||
On hit | -3 | ||||
On block | -8 | ||||
Frame count | 4 | 3 | 3 | 18 |
A headbutt. Important for combos. However Ray, Lee, Feilin and Clown can duck the first hurtbox and realistically fall out of the combo. Comes out faster then stand HK.
- Standing (Far):
Damage | 30 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Great poke, great far anti-air. Arm becomes vulnerabe only after the active frames. Think of it in terms of Ryu's stand MP/HP 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.
- Crouching:
Damage | 30 | Startup | ![]() |
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Recovery |
Chain cancel | no | ||||
Special cancel | yes | ||||
On hit | -3 | ||||
On block | -8 | ||||
Frame count | 4 | 3 | 3 | 18 |
Your best anti-air by far. But if you'll mess up, opponent will 100% hit your dizzy spot.
- Jumping (Diagonal/Neutral):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
Frame count | 4 | 6 | ∞ |
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.
Light Kick 
- Standing (Close):
Damage | 7 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Good for combos, and aiming for mid to thigh range dizzy spots.
- Standing (Far):
Damage | 7 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +5 | |||
On block | +6 | |||
Frame count | 2 | 3 | 4 |
Another decent anti-air. Good for combos, and aiming for mid dizzy spots.
- Crouching:
Damage | 7 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Mizo's leg is invincible, only his body can be hit. Used in the general rock scissors paper game that FHD normals go by.
- Jumping (Diagonal):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | yes | ||
Frame count | 4 | ∞ |
A crossup. Priority is similar to jump punch, comes out faster then lp, but at a lower angle then it. Thus it loses the air to air battle use that the jump punch also doubles as.
- Jumping (Neutral):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | yes | ||
Frame count | 4 | ∞ |
Long standing air to air attack. Deceptive hitbox.
Strong Kick 
- Standing (Close):
Damage | 28 total | Startup | ![]() |
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Recovery | |
Chain cancel | no/no | |||||
Special cancel | yes/yes | |||||
On hit | -/0 | |||||
On block | -/-5 | |||||
Frame count | 4 | 2 | 1 | 3 | 18 |
A 2-hit axe kick. Starts closer then close stand HP distance wise. Thus the same combos do not work, or require greater timing if going for a close attack. Very important for combos. It can anti-air, however in general not as realistic as other attacks for the same circumstance.
- Standing (Far):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -1 | |||
On block | -6 | |||
Frame count | 6 | 5 | 17 |
An anti-air. Unfortunately stand HP actually works better then it in most realistic situations where you would use it. So it's use is a more minimal/specific counter.
- Crouching:
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | kd | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
A sweep. Deceptively long range. Remember that in FHD as long as the move is out, it can be canceled.
- Jumping (Diagonal):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
Frame count | 4 | 6 | ∞ |
It may cross up. However jump LK in general does the job better. Main use for crossing up would be to throw the opponent off with the diff stun times between the 2 attacks, and when going for ambiguous cross up. Where as doing the HK will cross up but keep you in the front, and the lk will cross up, and cross up.
- Jumping (Neutral):
Damage | 28 total | Startup | ![]() |
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Recovery | |
Chain cancel | no/no | |||||
Special cancel | yes/yes | |||||
Frame count | 4 | 2 | 1 | 3 | ∞ |
Aerial axe kick. Can't really say anything about it.
Throws
Damage | 32 | ![]() |
28 | ||
Range (From pushbox) |
32 |
The punch version Mizoguchi choke slams the opponent into the ground. It leaves him at a good distance for many ambiguous mix ups with cross ups, and hops with his Scissor kicks. Unfortunately many DPs in the game are instant, so this is not as abusable as it would seem.
The kick version tosses the opponent across the screen. You can use it in a sort of "reseting" the match sort of thought.
Here's an interesting bug: if player 2 Mizoguchi will kick throw Zazie to the left, Zazie will end up flying into Mizoguchi from the right side and fall at point-blank range. Zazie will push Mizoguchi to the left while in the air.
Special Moves
Damage | 16 | Startup | ![]() |
Recovery |
On hit | +3 | |||
On block | -2 | |||
Frame count | 21 | 1 | 30 |
A slow start up/recovery/projectile. Mizoguchi does take a low stance during the attack which is it's biggest saving grace.
Damage | Light 24 Hard 48 total |
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Recovery | |
On hit | Light kd/kd/kd Hard -/-/kd | ||||||||
On block | Light -7/-3/+1 Hard -/-14/-10 | ||||||||
Frame count | Light | 2 | 3 | 1 | 1 | 2 | 1 | 4 | 11 |
Hard | 2 | 3 | 1 | 1 | 2 | 1 | 5 | 21 |
A 3-hit quick rushing elbow, your main reversal and optional anti-air. 1,5 out of 3 hits are invincible. The 1st hit always connects with the 2nd, but the 2nd not connects with the 3rd if opponent is far enough. However it is fast, and the LP version is awkward to punish and spammable. But it doesn't have enough invincibility to beat any other said DP-ish attack if done at the same time. The HP version is good for combos.
1st Part (initial kicks):
2nd Part (final kick):
Damage | 24* | ![]() |
Recovery: (23) - LK version (19) - HK version (varies) - cancelled from air normal Last 4 frames are landing | |||
On hit | Light kd Hard kd | |||||
On block | Light -9 Hard -5 | |||||
Frame count | 8 | 2 | 23 | 19 | varies |
*If comboed from the previous hit
Mizo performs up to 5 flying kicks. On hit you can combo into them, but better use HK version for it. On block the first four hits leave you at a slight disadvantage though in general not enough for you to actually be punished. Which then lends it self to rock paper scissors type mixups. The last hit has more recovery and is punishable more realistically. Good for chipping damage. Useful for ambiguous cross ups as a stand alone move after a knock down. LK version goes over fireballs and can be used to try to slowly gain distance, or to hop over an opponent. The air version can only be done if an air attack has hit the opponent and is still in stun, and your still in the attack animation of said attack. Comparing it to how most every other special attack in FHD works, its priority is negligible, however it does go over lows. Though even that is a bit slower than it "looks".
Damage | 80 | Startup | ![]() |
Recovery |
On hit | +14 | |||
On block | +9 | |||
Frame count | 91 | 1 | 19 |
Beefed-up version of Tiger Bazooka. If you thought startup of the normal fireball was long, so this one charges up for roughly 1,5 seconds. That's abysmal. And if you somehow manage to at least unleash it, opponent will be ready to block it. What a trash.
The only real way to land it is to cancel into it right after you dizzied an opponent. But do you really want to use it if you can do one of your powerful combos that may deal greater damage? Maybe, if projectile will hit an exposed weak spot for additional damage.
Hidden Move
1st Part (the initial spin):
Damage | Grab version 86 total |
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Range (from pushbox to hitbox end) |
12 | |||
Frame count | 2 | 2 | 3 |
2nd Part (the uppercut):
Damage | Normal version (first 3 hits) 39 total |
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Recovery | Landing | |
On hit | kd* | ||||||||||||
On block | -30* | ||||||||||||
Frame count | 6 | 2 | 1 | 2 | 2 | 2 | 1 | 2 | 4 | 31 | 6 |
*Frame advantage is measured from the third hit
The almighty elbow uppercut also known as "The Big Blue". In general there are 2 versions of the move. If the first spin hits, Mizoguchi rises into the air with a Shinryuken-ish attack that deals around 35%-40% damage. If the first hit misses, Mizo does a small rush forward with an elbow DP for 3 hits. This version of the move is completely invincible (besides throws) 'till Mizoguchi starts to fall. Unfortunately it's duckable by everyone in the game except Jean, Zazie and Mastourious.
However I said IN GENERAL. There are also a couple of other versions you can get. One is a four hit version of the same move. And another is a spin, that will then "teleport" next to the opponent and then go into the Shinryuken-ish version of said move.
The Basics
Makoto Mizoguchi its a basic shoto balanced special character focused in low rushdown, his powered up specials are useful in resets and post stun stuff but can be countered easily.
Combos
- j.SK, cr.SP , strong dash uppercut
- Strong tiger kick x 4 , strong dash uppercut or super dash uppercut
- Super Tiger Shot , j,SK ,cl.HK ,combo from above
Advanced Strategy
Match-ups
Ray | Lee | Zaz | Kar | Jea | Miz | Sam | Yun | Mat | Clo | Fei | Mar | Ryo | |
Mizoguchi | 4 | 4 | 3 | 4.5 | 3 | - | 5 | - | 7 | 7 | - | 7 | 7 |
Vs. Clown:
- 7 - 3
One of mizoguchis clear cut winning matchs. Clowns only saving grace is the fact mizoguchis regular combos do not work vs him.
Vs. Jean:
- 3 - 7
On paper the match appears quite lop sided. However the general idea of mizoguchi having some situational yet damaging combos help keep him in the match.
Vs. Ryoko:
- 7 - 3
Although a generally bad match for Ryoko, having some of the most realistic counters to mizoguchis spammable moves help keep her and her player from leaving the machine before the match starts.
Vs. Karnov:
- 4.5 - 5.5
Ease of use is probably what keeps this match from being even. Mizoguchi has a lot of counters that if done will instantly win you the ground, however what karnovs does is easier then what you have to do to win.
Vs. Lee:
- 4 - 6
Mizoguchi has a lot of answers to lee. But again ease of use comes into play. Lee is also one of the characters that mizoguchi normal combos do not work on.
Vs. Feilin:
Another balanced match, she is better than Mizoguchi in air to air
Vs. Yungmie:
The easiest way to say her name is yummy.
Vs. Marstorius:
- 7 - 3
Another easy match but beware with the Power Slam
Vs. Matlok:
- 7 - 3
Another easy match of a shotokan vs a turtler, but Overhead Kick can be a good counter agaisnt your Tiger Shot
Vs. Mizoguchi (self):
Most people pick ray.
Vs. Ray:
- 4 - 6
A bit unfair matchup, use your SRK instead of your Tiger Fire.
Vs. Samchay:
- 5 - 5
Fair matchup, try to counter Knees with your kicks series or wait if he whips a tikakou
Vs. Zazie:
- 3 - 7
A bad match. A lot of your counters to his patters are high risk and low reward.