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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Close
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Crouching
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Jumping
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Neutral | - | - | - | - | - | - | - | - | - | - |
- | ||||||||||
Diagonal | - | - | - | - | - | - | - | - | - | - |
- |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Neutral | - | - | - | - | - | - | - | - | - | - |
- | ||||||||||
Diagonal | - | - | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
- |
Command Normals
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
Overhead. Staggers the opponent if connects as an overhead. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - |
Overhead. Staggers the opponent if connects as an overhead. |
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | low | no | 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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | no | 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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | no | - | - | - | - | - |
Command Grab with nice range. Unzen grab the opponent and slamms 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. 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 furter, increasing the damage a bit. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | 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. |
- | - | - | - | - | - | - | - | - | - |
Similar to Zangief's lariat, this move ignores projectiles and is a really good anti-air. Can be comboed into and is Unzen's main defensive tool. You will need to get used to this move if you want to score wins. |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Light | - | - | - | mid | - | - | - | - | - | - |
Heavy | - | - | - | mid | - | - | - | - | - | - |
EX | - | - | - | mid | - | - | - | - | - | - |
Unzen jumps and slams the ground creating a fire that damages the opponent even if the hit missed. This move is pretty usefull to close the distance bewteen you and the opponent, but use it sparingly since is unsafe on block. Heavier versions make Unzen jump further and create a bigger flame that lasts longer. |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Light | - | - | - | - | - | - | - | - | - | - |
Heavy | - | - | - | - | - | - | - | - | - | - |
EX | - | - | - | - | - | - | - | - | - | - |
Unzen hits the opponent for each consecutive " qcf + K " . Good damage and knockdown, easy to combo into. Heavier versions travel further. |
- | - | - | - | - | - | - | - | - | - |
Unzen does a long range hit with his hammer. Hits 2 times and can be comboed into pretty easely. All versions are the same. |
- | - | - | - | - | - | - | - | - | - |
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)