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OsirisKun

Mian Tools/Info KOF14

Oct 17th, 2016
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  1. Mian Notes
  2.  
  3.  
  4. Standing
  5.  
  6. Far LP: 25 damage. A short little jab. Stubby, but almost 0 on block.
  7. -Chains into:
  8. --Nothing
  9. -Cancels into:
  10. --MAX Cancel
  11.  
  12. Close LP: 25 damage. Fast poke. -1 or 2 on block, it seems. Not much to say.
  13. -Chains into:
  14. --2LP
  15. --Auto-Combo
  16. -Cancels into:
  17. --Karin (LP)
  18. --Bienkyu
  19. --MAX Cancel
  20.  
  21. Far LK: 30 damage. Mian kicks up, lowering her body. This can AA most shorthops. -3~ on block.
  22. -Chains into:
  23. --Nothing
  24. -Cancels into:
  25. --MAX Cancel
  26.  
  27. Close LK: 30 damage. Mian kicks her opponent's shin. This move is fast, 0 on block, and hits low. Very good button.
  28. -Chains into:
  29. --5LP
  30. --5LK
  31. --2LP
  32. --2LK
  33. -Cancels into:
  34. --Karin (LP)
  35. --Bienkyu
  36. --Rasen (LP/EX)
  37. --MAX Cancel
  38.  
  39. Far HP: 70 damage. A long poke forward. Bit of a startup, and unsafe on block, but pushback is good that most jabs cant punish you.
  40. -Chains into:
  41. --Nothing
  42. -Cancels into:
  43. --MAX Cancel
  44.  
  45. Close HP: 70 damage. Another short jab. Pretty fast for a heavy punch. Nothing much to say. Minus on block.
  46. -Chains into:
  47. --Ouka-Shu
  48. -Cancels into:
  49. --Karin (All)
  50. --Bienkyu
  51. --Rasen (All)
  52. --Rangurenbu (Both)
  53. --Hiren Enbu (Both)
  54. --MAX Cancel
  55.  
  56. Far HK: 80 damage. Mian does a jumping kick, leaping 1/3rd of the screen. This leaves her above the ground, immune to low attacks. Safe on block. Mian receives no pushback on this move.
  57. -Chains into:
  58. --Nothing
  59. -Cancels into:
  60. --Nothing
  61.  
  62. Close HK: 80 damage. Mian kicks over her head. Despite its appearance, this move hits mid. This move is plus on block, but a bit slow on startup.
  63. -Chains into:
  64. --5LP
  65. --Ouka-Shu
  66. -Cancels into:
  67. --Karin (All)
  68. --Bienkyu
  69. --Rasen (All)
  70. --Rangurenbu (Both)
  71. --Hiren Enbu (Both)
  72. --Zesshou Shisen Enbu
  73. --MAX Cancel
  74.  
  75. Blowback: 75 damage. Mian throws her hands mid. Fairly slow, shorter than f.C range.
  76.  
  77.  
  78. Crouching
  79.  
  80. LP: 25 damage. Very stumpy and fast.
  81. -Chains into:
  82. --5LP
  83. --5LK
  84. --2LP
  85. --2LK
  86. -Cancels into:
  87. --Karin (LP)
  88. --Bienkyu
  89. --Rasen (All)
  90. --MAX Cancel
  91.  
  92. LK: 30 damage. Also pretty stumpy, but fast, plus on block, and hits low.
  93. -Chains into:
  94. --5LP
  95. --2LP
  96. -Cancels into:
  97. --Karin (LP)
  98. --Bienkyu
  99. --Rasen (All)
  100. --MAX Cancel
  101.  
  102. HP: 70 damage. Mian lifts her body with hands raised, creating a decent AA. It's slow on startup, and pretty unsafe on block, so use Bienkyu to get out.
  103. -Chains into:
  104. --Nothing
  105. -Cancels into:
  106. --Karin (All)
  107. --Bienkyu
  108. --Rasen (All)
  109. --Rangurenbu (Both)
  110. --Hiren Enbu (Both)
  111. --Zesshou Shisen Enbu
  112. --MAX Cancel
  113.  
  114. HK: 80 damage. Mian's sweep. Pretty nice range, and quick for a sweep.
  115. -Chains into:
  116. --Nothing
  117. -Cancels into:
  118. --Bienkyu
  119. --MAX Cancel
  120.  
  121.  
  122. Jumping
  123.  
  124. LP: 45 damage. Mian chops a hand forward. Fast, and hits most crouching characters. This move does 40 damage if shorthopped.
  125. -Cancels into:
  126. --Bienkyu*
  127.  
  128. LK: 45 damage. Mian kicks a leg up. Doesn't hit crouching opponents, but fairly big. This move does 40 damage if shorthopped.
  129. -Cancels into:
  130. --Bienkyu*
  131.  
  132. HP: 70 damage. Mian strikes a palm forward. Stumpy range, and kind of slow.
  133. -Cancels into:
  134. --Bienkyu*
  135.  
  136. HK: 70 damage. Mian sticks her legs out, at a surprisingly short range. Slow to start up too, but will probaby beat most buttons in the air.
  137. -Cancels into:
  138. --Bienkyu*
  139.  
  140. Blowback: 90 damage. Mian bends her body back and whaps the opponent. This is slow and hits mid.
  141. -Cancels into:
  142. --Bienkyu*
  143.  
  144. *Bienkyu is cancellable from these hits only on block or confirm. If you whiff, you do not have access to Bienkyu.
  145.  
  146.  
  147. Command Normals
  148.  
  149. Ouka-Shu: 60 damage. Mian winds up a donkey kick for her opponent, and hits them. Ouka-Shu will cause the opponent to crumple if it is the first hit in the combo. This move is unsafe on block, but pushback makes it safer.
  150. -Chains into:
  151. --Everything, if it's the first hit in the combo
  152. --Nothing if it's not
  153. -Cancels into:
  154. --Karin (All)
  155. --Bienkyu
  156. --Rasen (HK/EX)
  157. --MAX Cancel
  158.  
  159.  
  160. Throws
  161.  
  162. Houyokuten: 100 damage. Mian slaps her opponent and kicks them away to fullscreen. This is techable.
  163.  
  164. Houbien: 100 damage. Mian grabs her opponent and throws them to the other side of the screen. This is techable.
  165.  
  166.  
  167. Specials
  168.  
  169. Karin: Mian shuffles forward waving her arms in a pattern. This move can juggle crumpled opponents.
  170. --LP version: 76 damage. 4 hits, 20 damage each before scaling. This is the safest version, and leaves the opponent standing in front of Mian.
  171. --HP version: 97 damage. 6 hits, 15 damage each for the first 2 and 20 damage each for the last 4 before scaling. This version is less safe on block.
  172. --EX version: 136 damage. 9 hits, 15 damage each for the first 6, 20 for the next 2 hits, and 25 on the last hit before scaling. This version is not super-cancellable, but supers will probably connect after this move is finished.
  173.  
  174. Bienkyu: Mian has an air-hop. Doing the Bienkyu motion will have Mian jump through the air. She flies up at and angle before stopping vertically. Mian can press a button to stop her forward movement and perform her attack. This move can be done forward or backward, as well as cancelled out of itself in the air once. If Mian has done a normal jump or super-jump, she cannot cancel this move into itself in the air.
  175. -Pressing LP has her fly backward.
  176. -Pressing LK has her drop down where she is in the air.
  177. -Pressing HP has her fly forward at a downward angle.
  178. -Pressing HK has her fly forward at a much more horizontal angle.
  179. --LK version: 60 damage. Mian leaps about 10% of the screen.
  180. --HK version: 70 damage. Mian leaps about 40% of the screen.
  181. --EX version: 100 damage. Mian leaps about 25% of the screen. Her attacks are faster with this version, but the attacks give blowback-like properties.
  182.  
  183. Hiyoushou: Mian hopes forward, spins, and sends a forceful palm out. Your opponent gets knocked against the far wall, and is given a hard knockdown.
  184. --LP version: 80 damage.
  185. --HP version: 90 damage. Slower startup, but 0 on block.
  186. --EX version: 120 damage. This version is faster than HP, and gives your opponent a wallbounce instead of a hard knockdown.
  187.  
  188. Rasen: Mian's DP. She slides forward with a kick, and kicks again in the air. This move hits low.
  189. --LK version: 87 damage.
  190. --HK version: 107 damage.
  191. --EX version: 96 damage. This version has a faster startup.
  192.  
  193.  
  194. Supers
  195.  
  196. Rangurenbu: Mian strikes her opponent. If they are caught, she puts them through a ranbu super, a series of attacks.
  197. --Standard: 188 damage. Mian sends her opponent to full screen.
  198. --MAX version: 353 damage. Mian ends her opponent directly in front of her.
  199.  
  200. Hiren Enbu. Mian leaps in the air and spins wildly, dealing damage to her opponent if caught there. Most characters can run under her if the attack whiffs, making it very unsafe.
  201. --Standard version: 178 damage. 18 hits, 10 damage each with a 15 thrown in the middle before scaling.
  202. --MAX version: 350 damage. 25 hits, 16 damage each before scaling. This version has Mian leaping twice. Id the first leap's hits connect, the second's should, too.
  203.  
  204. Zesshou Shisen Enbu: Mian's Climax. Mian spins across the screen. If she catches the opponent, they get sent through a series of hits. 450 damage.
  205.  
  206.  
  207. Mian is a strange looking character, but she has a fantastic set of tools going with her. She has nice quick normals, and decent specials.
  208.  
  209. One of the biggest things she has going for her is Bienkyu. The ability to cancel most anything into Bienkyu and allow it to be safe makes her pretty powerful. Even on block, these normals are cancellable into either MAX Cancel or Bienkyu.
  210.  
  211. Unfortunately, she doesn't have a lot of great combo potential without MAX Cancelling. However, since her specials send her opponent either flying away or in front of her, you shouldn't have a problem keeping them under your thumb with crossup Bienkyus.
  212.  
  213. Mian is really cool, and I feel like she has a lot of potential in the right hands. Be careful to use the right button when using Bienkyu, and you should be good. I recommend putting her anywhere on a team. Experiment, and see where she fits best for you. Have fun!
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