Difference between revisions of "SNK Heroines: Tag Team Frenzy/Mui Mui"
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=Normals= | =Normals= | ||
Notable normals: Far H, cl.H, Dash Attack - Mui Mui’s Far H is a very good tool. Quick to happen, high reaching, and it picks her up off the ground, getting her over certain attacks and items while she does so. Close H comes out fast and actually goes straight up with decent vertical that fits the visual. Keeping these in mind can do a good job of putting an opponent on notice so they don’t make any sudden rash moves. | |||
Mui Mui’s Dash Attack, while not far reaching (you can whiff it from the starting position) does come out pretty quick, giving her a lot of room to continue juggles. | |||
'''Close''' | '''Close''' | ||
Revision as of 14:44, 20 October 2018
File:Characters muimui thumb.png
Gameplay Overview
Normals
Notable normals: Far H, cl.H, Dash Attack - Mui Mui’s Far H is a very good tool. Quick to happen, high reaching, and it picks her up off the ground, getting her over certain attacks and items while she does so. Close H comes out fast and actually goes straight up with decent vertical that fits the visual. Keeping these in mind can do a good job of putting an opponent on notice so they don’t make any sudden rash moves. Mui Mui’s Dash Attack, while not far reaching (you can whiff it from the starting position) does come out pretty quick, giving her a lot of room to continue juggles.
Close
cl. L:
cl. H:
Far
Far L:
Far H:
Dash
Dash H:
Jump
j. L:
j. H:
Throws
Forward throw:
- xxx dmg
- Causes (soft or hard knockdown)
Back throw:
- xxx dmg
- Throws opponent
Air throw:
- Throws opponent behind
SP
Assist:
Special Moves
5S -
Without Spirit:
EX Item:
6S -
Without Spirit:
EX Item:
4S -
Without Spirit:
EX Item:
2S -
Without Spirit:
EX Item:
j.S -
Without Spirit:
EX Item:
Dream Finish
5D
(name of move):
2D
(name of move):
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.
dash = This means to dash to close distance.