Fighter's History Dynamite/Makoto Mizoguchi

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Fhd mizoguchi.png



Introduction

Mizoguchi is the 28 year old (during events of FHD) high school student. He prefers partying to studying and is just the loudest guy you'll ever meet. Mizoguchi is NOT the main character of the game and plays the role of the reluctant "hero", as he keeps getting kidnapped and made to train and fight in tournaments instead of moving on with his life. Despite all of this, he's appeared in other games like Suiko Enbu and KOF: Maximum Impact Regulation A.

Gameplay wise, Mizoguchi is a mid-tier rushdown character with devastating combos. Despite looking like a Ryu clone, his fireball is kinda weak and his poking game is only okay, though his light Avalanche Punch (Qcd.png+P.png) can be safe on block. Get good at linking off of his Scissor Kicks (Qcf.png+K.png) if you want to keep up with the top tiers - if he stuns you it can often mean death.

Weak Spot

FHD-mizoguchi-neutral.png FHD-mizoguchi-squat-1.png FHD-mizoguchi-squat-2.png FHD-mizoguchi-crouch.png
Frame count - 2 2 -

Mizoguchi's weak point is his headband, and as an average height character it's vulnerable to some standing pokes as well as any jump-ins and crossups. Stance shifting can help him a lot.

Color Options

Punch Kick
Fhd-mizoguchi-color1.png Fhd-mizoguchi-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
Tiger Bazooka Qcf.png + P.png fireball
KoRyuuSai Qcd.png + P.png dp, elbow anti-air, reversal
Renzoku Keri Qcf.png + K.png tatsu, flying kicks rekka and a tatsu - can be repeated up to five kicks, LK version can fly over projectiles
Gottsui Tiger Bazooka Qcf.png + Snka.gifSnkb.gifSnkc.gifSnkd.gif fireball, impractically long startup
TsuuTenSai Qcd.png + Snka.gifSnkb.gifSnkc.gifSnkd.gif "The Big Blue" hidden move, rush (invincible) → anti-air, behaves differently if opponent was hit at very start (point-blank range)

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close): activation range = 47
Damage 7 Startup FHD-mizoguchi-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Great attack for demolishing dizzy spots with a thick hitbox.

  • Standing LP (Far):
Damage 7 Startup FHD-mizoguchi-stand-far-LP.png 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 LP:
Damage 7 Startup FHD-mizoguchi-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Same as st.far LP but crouching and a bit less range.

  • Jumping LP (Diagonal/Neutral):
Damage 12 Startup FHD-mizoguchi-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Best air-to-air at your disposal, but relative to other characters it's not that great. Good for safe jumps. Stays out until you land.

Heavy Punch Snkb.gif

  • Standing HP (Close): activation range = 55
Damage 28 Startup FHD-mizoguchi-stand-close-HP-1.png FHD-mizoguchi-stand-close-HP-2.png 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 than st.HK.

  • Standing HP (Far):
Damage 30 Startup FHD-mizoguchi-stand-far-HP.png FHD-mizoguchi-stand-far-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

Great poke, great far anti-air. Arm becomes vulnerable 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 HP:
Damage 30 Startup FHD-mizoguchi-crouch-HP-1.png FHD-mizoguchi-crouch-HP-2.png FHD-mizoguchi-crouch-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 (14) 18

Your best anti-air by far. However, the opponent will 100% hit your dizzy spot if you mess this up.

  • Jumping HP (Diagonal/Neutral):
Damage 28 Startup FHD-mizoguchi-jump-HP.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

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

Light Kick Snkc.gif

  • Standing LK (Close): activation range = 47
Damage 7 Startup FHD-mizoguchi-stand-close-LK.png 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 LK (Far):
Damage 7 Startup FHD-mizoguchi-stand-far-LK.png 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 LK:
Damage 7 Startup FHD-mizoguchi-crouch-LK.png 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 paper scissors game that FHD normals go by.

  • Jumping LK (Diagonal):
Damage 12 Startup FHD-mizoguchi-diagonal-jump-LK .png
Chain cancel no
Special cancel yes
Frame count 4

A crossup. Priority is similar to jump punch, coming out faster than LP but at a lower angle than it. Thus, it loses the air-to-air battle use that the jump punch also doubles as.

  • Jumping LK (Neutral):
Damage 12 Startup FHD-mizoguchi-neutral-jump-LK .png
Chain cancel no
Special cancel yes
Frame count 4

Long standing air-to-air attack. Deceptive hitbox.

Heavy Kick Snkd.gif

  • Standing HK (Close): activation range = 47
Damage 28 total Startup FHD-mizoguchi-stand-close-HK-1.png FHD-mizoguchi-stand-close-HK-2.png 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 than 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 also anti-air, however in general it's not as useful as other attacks for the same circumstance.

  • Standing HK (Far):
Damage 28 Startup FHD-mizoguchi-stand-far-HK.png FHD-mizoguchi-far-HK-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -1
On block -6
Frame count 6 5 (6) 17

An anti-air. Unfortunately, stand HP actually works better then it in most realistic situations where you would use it, so its use is as a more minimal/specific counter.

  • Crouching HK:
Damage 28 Startup FHD-mizoguchi-crouch-HK.png 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 that as long as the move is out, it can be canceled.

  • Jumping HK (Diagonal):
Damage 28 Startup FHD-mizoguchi-diagonal-jump-HK.png 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 uses for crossing up would be to throw the opponent off with the different stun times between the 2 attacks and going for ambiguous crossup. Doing j.HK will cross up but keep you in the front, whereas doing j.LK will cross up and stay crossed up.

  • Jumping HK (Neutral):
Damage 28 total Startup FHD-mizoguchi-neutral-jump-LK .png FHD-mizoguchi-neutral-jump-HK-2.png Recovery
Chain cancel no/no
Special cancel yes/yes
Frame count 4 2 1 3

Aerial axe kick. There's nothing to really say anything about it.

Throws

Damage 32 FHD-mizoguchi-throwbox.png
28
Range
(From pushbox)
32
  • Tsukami Nage: B.png/Ub.png/Uf.png/F.png + Snkb.gif

Mizoguchi choke slams the opponent into the ground. It leaves him at a good distance for many ambiguous mixups with crossups and hops with his Scissor Kicks. Unfortunately, many DPs in this game are instant, so this is not as abusable as it would seem.

  • Ashi Nage: B.png/Ub.png/Uf.png/F.png + Snkd.gif

Mizoguchi tosses the opponent across the screen. Mizoguchi wants to stay close to the opponent most of the time, but go for it if you want to make space. Mainly useful against Marstorius and Ryoko.

Here's an interesting bug: if Player 2 Mizoguchi kick throws 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

  • Tiger Bazooka: Qcf.png + P.png
Damage 16 Startup FHD-mizoguchi-tigerbazooka.png Recovery
On hit +3
On block -2
Frame count 21 1 30

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

  • KoRyuuSai a.k.a. Avalanche Punch: Qcd.png + P.png
Damage Light
24
Hard
48 total
FHD-mizoguchi-avalanchepunch-1.png FHD-mizoguchi-avalanchepunch-2.png FHD-mizoguchi-avalanchepunch-3.png FHD-mizoguchi-avalanchepunch-4.png FHD-mizoguchi-avalanchepunch-5.png FHD-mizoguchi-avalanchepunch-5-0.png FHD-mizoguchi-avalanchepunch-6.png 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 first is fully invincible, while the second is only invincible for its first frame. The LP version doesn't go that far and knocks down on the first hit, meaning that the other hits will whiff if it connects on the first or second hit. The LP version is awkward to punish, so it is somewhat spammable. The HP version goes further and won't immediately knock down, meaning that the rest of the hits will connect for more damage. It is not good for passing through fireballs - at best it will trade or beat them if done fairly close and timed well. The HP version is good for combos, however. The first hit always connects with the second, but the second will not connects with the third if the opponent is far enough. Be careful about using this move too much - it doesn't have enough invincibility to beat any other similar DP-ish attack if done at the same time.

  • Renzoku Keri a.k.a. Scissor Kick: Qcf.png + K.png (can be repeated up to 5 kicks on ground and 4 kicks in air)

1st Part (initial kicks):

Damage 1st
10
2nd-4th*
6/7/8
Startup
(on ground)
Startup
(in air)
FHD-mizoguchi-scissorkick-mid.png FHD-mizoguchi-scissorkick-mid-adjust.png Recovery:
(17) - LK version
(12) - HK version
(varies) - cancelled from air normal
Last 4 frames are landing
On hit Light
0
Hard
+4
On block Light
-5
Hard
-1
Frame count 2 6 4 2 2 17 12 varies
Loop cycle - 8 -

2nd Part (final kick):

Damage 24* FHD-mizoguchi-scissorkick-end.png FHD-mizoguchi-scissorkick-end-adjust.png Recovery:
(21) - LK version
(17) - 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 2 21 17 varies

*If comboed from the previous hit

Mizoguchi performs a flurry of flying kicks while advancing forward. On hit you can combo into them, but it's better to use the HK version for this. On block, the first four hits leave you at a slight disadvantage though generally not enough for you to actually be punished. This then lends itself to rock-paper-scissors type mixups. The last hit has more recovery and is more realistically punishable. Good for chip damage. Useful for ambiguous cross ups as a stand alone move after a knock down. The 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 who is still in stun, and you're still in the attack animation of said attack. Compared to how other special attacks in FHD work, its priority is negligible, however it does go over lows. Though even that is a bit slower than it looks.

  • Gottsui Tiger Bazooka a.k.a. Screaming Tiger Bazooka: Qcf.png + Snka.gifSnkb.gifSnkc.gifSnkd.gif
Damage 80 Startup FHD-mizoguchi-supertigerbazooka.png Recovery
On hit +14
On block +9
Frame count 91 1 19

Beefed-up version of Tiger Bazooka. Its startup is much longer than the regular version at roughly 1.5 seconds. In exchange, it deals five times as much damage on hit. However, the chip damage is unfortunately the same as the regular version, meaning that there's no reason to try to set this up after a knockdown or just use it in general - the opponent will always be ready to at least block it, if not jump over it and punish it.

The only real way to land this move is to cancel into it right after you dizzied an opponent. Mizoguchi already has high damaging combos, however, so this is only maybe worth doing to hit certain weak spots.

Hidden Move

  • TsuuTenSai a.k.a. "The Big Blue": Qcd.png + Snka.gifSnkb.gifSnkc.gifSnkd.gif

1st Part (the initial spin):

Damage Grab
version

86 total
FHD-mizoguchi-avalanchepunch-1.png FHD-mizoguchi-bigblue-2.png FHD-mizoguchi-bigblue-3.png
Range
(from pushbox
to hitbox end)
12
Frame count 2 2 3

2nd Part (the uppercut):

Damage Normal
version
(first
3 hits)

39 total
FHD-mizoguchi-bigblue-4.png FHD-mizoguchi-bigblue-5.png FHD-mizoguchi-bigblue-6.png FHD-mizoguchi-bigblue-7.png FHD-mizoguchi-bigblue-8.png FHD-mizoguchi-bigblue-9.png FHD-mizoguchi-bigblue-10.png FHD-mizoguchi-bigblue-11.png FHD-mizoguchi-bigblue-12.png 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 this move. If the first spin hits and isn't blocked, then Mizoguchi will rise into the air with a Shinryuken-ish attack that deals around 35%-40% damage. If the first hit misses or is blocked, the Mizoguchi will do a small rush forward with an elbow DP for three hits. The first two hits after this rush do not knock down, though, meaning that you are punishable even on hit if you are not close enough for the third hit to connect. This move is completely invincible (except against throws) until Mizoguchi starts to fall. Unfortunately, it's duckable by everyone in the game except Jean, Zazie and Mastourious. This move is mainly useful as a high-risk, high-reward wakeup option. It is not useful for going through fireballs unless the opponent is very low on life - it doesn't go very far and is punishable even on hit unless you're practically touching the opponent.

There are also a couple of other versions of this move that you can get. The first is a four hit version of the same move. The other 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 is a basic shoto-style character focused on rushdown and high damage combos. His powered up specials are useful in resets and post-stun stuff but can be countered easily.

Combos

Combos
Combo Position Damage Notes Video
2C, 2B > 412B
2C, 2B > 236D (x5)
Anywhere 53-65
87
BnB combo. Only one hit of 412B might connect, resulting in less damage. WIP
j.D, 5B > 412B
j.D, 5B > 236D (x5)
WIP WIP WIP WIP
5C, cl.D (1 hit) > 412ABCD WIP WIP Unavoidable stun vs Jean and Lee. Can use any Heavy into Big Blue if you've already landed 1 weak point hit. WIP
cl.B/cl.D > 236D (x4), 2C > 412B WIP WIP WIP WIP
236ABCD, cl.D, 236D (x4), etc.. or 412ABCD WIP WIP Combo from charged fireball. WIP

Tatsu loops

Video explanation

These are mostly useful as a stun punish. "Light" here means any light you can chain (cl. or cr. LP or LK). Landing close HK is important, it has less pushback than other heavies but still combos into tatsu.

  • j.LK xx qcf+HK (x3), cl.HK (1 hit) xx qcf+HK (x4), Light, st./cr.HP xx qcf+HK (x5)
  • j.LK xx qcf+HK (x3), cl.HK (1 hit) xx qcf+HK (x4), Light, cl.HP/HK (1 hit) xx qcf+HK (x4), Light xx b,db,d+HP

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 Mizoguchi's clear cut winning matchups. Clowns only saving grace is the fact Mizoguchi's regular combos do not work vs him.

Vs. Jean:

  • 3 - 7

On paper the match appears quite lopsided. 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 Mizoguchi's 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 Karnov 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's normal combos do not work on.

Vs. Feilin:

Another balanced match, she is better than Mizoguchi in air to air

Vs. Yungmie:

Vs. Marstorius:

  • 7 - 3

Another easy match but beware the Power Slam. Mars has a hard time getting around you fireballs, especially the LP version.

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.

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