Fighter's History Dynamite/Makoto Mizoguchi

From SuperCombo Wiki

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) - Anti air. Good for combos, and aiming for mid dizzy spots.

Standing (Close) - Good for combos, and aiming for mid to thigh range dizzy spots.

Crouching - Mizos legs is invincible, only his body can be hit. Used in the general rock sissors paper game that FHD normals go by.

Jumping - A cross up. 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) -

Long standing air to air attack. Deceptive hit box.

Strong Kick

Standing (Far) - A anti air. Unfortunately stand hp actually works better then it in most realistic situations where you would use it. So its use is a more minimal/specific counter.

Standing (Close) - A 2 hit axe kick. Starts closer then 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.

Crouching - A sweep. Deceptively long range. Remember that in FHD as long as the move is out, it can be canceled. Jumping - It can 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) - A 2 hit axe kick in the air.

Throws

Special Moves

Tiger Bazooka

  • Quarter Circle Forward + Punch

A slow start up/recovery/projectile. Mizoguchi does take a low stance during the attack which is its biggest saving grace. Tiger Smash

  • Back, Down-Back, Down + Punch

A quick rushing elbow. Its invincibility for the most part is non existent. However it is fast, and the jab version is awkward to punish at best. Spammable, but it doesnt have enough invincibility to beat any other said DPish attack if done at the same time. The hp version is good for combos. RenZokuKeri

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

On hit you can combo after the HK or air version. 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 mix ups. The last hit has more recovery and is punishable more realistically. Good for chipping damage.

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 then it "looks".

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 a air attack has hit the opponent and is still in stun, and your still in the attack animation of said attack.

Gottsui Tiger Bazooka

  • Quarter Circle Forward + ABCD

Super Move

ShoTenSai

  • Back, Down-Back, Down + ABCD

The move is completely invincible(besides throws)till he starts to fall. It does suck in. In general there are 2 versions of the move. If the first spin hits, he rises into the air with a shinryukenish attack that deals around 35%-40% damage. If the first hit misses he rushes foward with a dragon pun..elbow for 3 hits. Unfortunately this is duckable by everyone in the game except jean,zazzie 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 shinryukenish version of said move.

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