Introduction
Unarmed | Weapon |
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
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
10 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
22 | 10 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
31 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
25 | 10 | - | - | - | - | - | - | - | - |
- |
Close
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
10 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
22 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
31 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
25 | 12 | - | - | - | - | - | - | - | - |
- |
Crouching
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
7 | 7 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
22 | 10 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
31 | 12 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
25 | 10 | - | - | - | - | - | - | - | - |
- |
Jumping
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
15 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
13 | 9 | - | - | - | - | - | - | - | - |
- |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Neutral | 22 | 12 | - | - | - | - | - | - | - | - |
- | ||||||||||
Diagonal | 22 | 12 | - | - | - | - | - | - | - | - |
- |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Neutral | 33 | 13 | - | - | - | - | - | - | - | - |
- | ||||||||||
Diagonal | 33 | 13 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
12 | 9 | - | - | - | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
24 | 12 | - | - | - | - | - | - | - | - |
- |
Command Normals
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 |
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
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 |
---|---|---|---|---|---|---|---|---|---|
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. |
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
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. |
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. |
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. |
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. |
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. |
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. |
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
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
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
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
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)