Ninja Masters/Unzen

From SuperCombo Wiki
Nm unzen select.png

Introduction

Unarmed Weapon
Unzen-sprite1.gif Unzen-sprite2.gif

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.


Summary

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

Kof.lp.png
Unarmed
Ninjamas UnzA.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
10 7 - - - - - - - -

-

Kof.lp.png
Armed
Ninjamas UnzA-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
13 9 - - - - - - - -

-


Kof.lk.png
Unarmed
Ninjamas UnzB.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
22 10 - - - - - - - -

-

Kof.lk.png
Armed
Ninjamas UnzB-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
31 12 - - - - - - - -

-


Kof.sp.png
Ninjamas UnzC.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
15 7 - - - - - - - -

-


Kof.sk.png
Ninjamas UnzD.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
25 10 - - - - - - - -

-

Close

Kof.lp.png
Unarmed
Ninjamas UnzA.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
10 7 - - - - - - - -

-

Kof.lp.png
Armed
Ninjamas UnzA-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
13 9 - - - - - - - -

-


Kof.lk.png
Unarmed
Ninjamas UnzclB.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
22 12 - - - - - - - -

-

Kof.lk.png
Armed
Ninjamas UnzclB-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
31 12 - - - - - - - -

-


Kof.sp.png
Ninjamas UnzC.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
15 7 - - - - - - - -

-


Kof.sk.png
Ninjamas UnzD.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
25 12 - - - - - - - -

-

Crouching

D.png Kof.lp.png
Unarmed
Ninjamas Unz2A.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
7 7 - - - - - - - -

-

D.png Kof.lp.png
Armed
Ninjamas Unz2A-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
13 9 - - - - - - - -

-


D.png Kof.lk.png
Unarmed
Ninjamas Unz2B.png
Ninjamas Unz2B-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
22 10 - - - - - - - -

-

D.png Kof.lk.png
Armed
Ninjamas Unz2B-2w.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
31 12 - - - - - - - -

-


D.png Kof.sp.png
Ninjamas Unz8C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
15 9 - - - - - - - -

-


D.png Kof.sk.png
Ninjamas Unz8D.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
25 10 - - - - - - - -

-

Jumping

Kof.lp.png
Unarmed
Ninjamas Unz8A.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
15 9 - - - - - - - -

-

Kof.lp.png
Armed
Ninjamas Unz8A-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
13 9 - - - - - - - -

-


Kof.lk.png
Unarmed
Ninjamas Unz8B.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral 22 12 - - - - - - - -

-

Diagonal 22 12 - - - - - - - -

-

Kof.lk.png
Armed
Ninjamas Unz8B-2.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral 33 13 - - - - - - - -

-

Diagonal 33 13 - - - - - - - -

-


Kof.sp.png
Ninjamas Unz8C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
12 9 - - - - - - - -

-


Kof.sk.png
Ninjamas Unz8D.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
24 12 - - - - - - - -

-

Command Normals

F.png+Kof.lp.png
Unarmed
Ninjamas Unz6A.png
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

-
Armed
F.png+Kof.lp.png
Ninjamas Unz6A-2.png
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

Kof.lk.png+Kof.sp.png
Ninjamas UnzBC.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


D.png+Kof.lk.png+Kof.sp.png
Ninjamas Unz2BC.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


F.png+Kof.lk.png
Close
Ninjamas Unz6B.png
Ninjamas Unz6B2.png
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.


Df.png+Kof.lk.png
close
Ninjamas Unz3B.png
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

Dai Gokusa Tu Geki
Db.pngQcb.png+P.png
Ninjamas Unz1214P.png
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.


Inga Ohou
Qcb.pngUb.png+P.png
Ninjamas Unz2147P.png
Ninjamas Unz2147P-2.png
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.


Dai Funsai Geki
Kof.lk.png+Kof.sk.png
Ninjamas UnzBD.png
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.


Daichi Meido
Hcb.png+P.png
Ninjamas Unz63214P.png
Ninjamas Unz63214P-2.png
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.


Zan Ge Kaku Go
Qcf.png+K.png (x3)
Ninjamas Unz236K-1.png
Ninjamas Unz236K-2.png
Ninjamas Unz236K-3.png
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.


Zan Nin Sabaki
Armed
Dp.png+P.png
Ninjamas Unz623P.png
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.


Darkness Sending
Hcf.png+P.png
Ninjamas Unz41236P.png
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

Mei Mya Kumi Zin
ch.B.pngF.png+Kof.lp.png+Kof.sp.png
Ninjamas UnzPOW.png
Ninjamas UnzPOW-2.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- 54 - - - - - - - - -

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.

This move also has a weird store trick (or glitch, not sure)

If you hold AC after executing the move, Unzen will still get the gauge depleted, but you can move freely and use normals, specials and even draw/save your weapon, but when you release AC, Unzen will proceed to run and attempt to grab the opponent. This "store" remains even if Unzen gets hit or knocked down.


Combo Super

Surging Waves Flame
Chain Combo Ender
F.png+Kof.lk.png
Ninjamas UnzCS.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
67 - - mid - - - - - -

Unzen uses burning fire sumo slaps on the opponent. Fire knockdown. If done during Armed stance it changes to Unarmed stance.

Desperation Move

Yomi Okuri
B.pngHcb.pngF.png+Kof.lp.png+Kof.sp.png
Ninjamas UnzDM.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
80 - - - - - - - - -

Command grab super, Less range than his regular command grabs but double the damage. If whiffs, Unzen does a single headbutt that knocks down with 18 damage on hit and is unsafe on block.

Finisher

Pulling Transfer
Uarmed
Qcb.pngHcf.png+Kof.lp.png+Kof.sp.png
Ninjamas UnzFIN.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
96 - - mid - - - - - -

Unzen executes a hit grab with short range, but a superb damage. Can be comboed into after a stagger.

Srategy

As a grappler, Unzen's main objective is to land his command grabs for big damage, so a main step is learn how to land said grabs on a safe way. Here I will detail ways to accomplish this:

Tick throw:
By connecting a light normal po forcing the opponent to block it, gives you the chance to land a command grab as soon as they recover from the hit stun or block stun respectively, for this your best friends are:

cl.C: A quick low-hitting standing normal which doesn't has much hit stun so is perfect for tick throwing or starting a chain combo.

j.C: Good jump normal that seems to have a slightly lower hitbox than it may look, this makes it good for both tick throwing and opening a chance to start your combo, but be careful because it easily can lose on air to air engages.

st.A: Lightning quick jab with good range, good for both poking and tick throwing

w st.A: Same as st.A but hitting a bit harder and a bit longer too

Forward Dash: Unzen's command grabs have more range than what you would expect, dash forward into command grab is a quite efficient way to punish a move or as a surprise move.


(I will add more to this section with Matchup information and more specific plays)

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)

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Goemon
Houoh
Kamui
Karasu
Kasumi
Natsume
Nobunaga
Raiga
Ranmaru
Sasuke
Tenho
Unzen