Difference between revisions of "SNK Heroines: Tag Team Frenzy/Mian"

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=Combos=
=Combos=


IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
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)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
Line 165: Line 167:


dash = This means to dash to close distance.
dash = This means to dash to close distance.
'''Mid-screen, 1000 health'''
1: j.H, L,L,L~5S, far.H~6S~H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2D (474 damage)
2: j.H, L,L,L~5S, far.H~4S, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2D (479 damage)
3: j.H, L,L,H, far.H~4S, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2D (493 damage)
'''Mid-screen, 500 health'''
1: j.H, L,L,L~5S, far.H~6S~H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2S xx 2D (482 damage)
2: j.H, L,L,H, 66H, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2S xx 2D (487 damage)
3: j.H, L,L,L~5S, far.H~4S, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2S xx 2D (505 damage)
'''Opponent in corner, 1000 health'''
1: j.H, L,L,L~5S, cl.H, 66H, IAD.H, 66H, 2S xx 2D (455 damage)
2: j.H, L,L,L~5S, 66H, cl.H~4S, IAD.H, 66H, 2D (460 damage)
'''Opponent in corner, 500 health'''
1: j.H, L,L,L~5S, cl.H~6S~S, 66H, 2S xx 2D (445 damage)
2: j.H, L,L,L~5S, cl.H~4S, backdash, far.H~4S, IAD.H, 66H, 2S xx 2D (490 damage)
'''Corner-to-Corner, 1000 health'''
1:  L,L,L~5S, far.H~4S, dash, IAD.L, 66H, cl.H, 2D (431 damage)
2: L,L,H, 66H, dash, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2D (453 damage)
'''Corner-to-Corner, 500 health'''
1: L,L,L~5S, far.H~4S, walk(6), IAD.L, 66H, cl.H~4S, IAD.H, 66H, 5S xx 2D (455 damage)
2: L,L,L~5S, 66H, IAD.L, 66H, far.H~4S, IAD.H, 66H, 5S xx 5D (462 damage)


=Videos=
=Videos=

Revision as of 20:44, 15 October 2018

File:Characters mian thumb.png

Gameplay Overview

Normals

Notable normals: Far H, cl. H - These two normals are notable for Mian because they’re a bit unconventional. Far H will take Mian over low based moves and make her avoid throws. Despite this, you can combo into her ground-based special moves like normal when you hit it. Close Heavy is an odd one, on the other hand, because it will groundbounce an opponent you hit with it that’s grounded, but will pop up an opponent that you hit with it otherwise. Good to keep in mind.

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 - Karin

  • Mian delivers a series of 6 hits that launches an opponent upward. If they’re standing when this hits, all 6 hits will connect, popping them up high. If they’re airborne or already being juggled, you won’t get all the hits and they won’t be popped up as high. Like other moves, you can hit this one twice before the game says you can’t do it anymore. 80 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • This one’s 9 hits as opposed to 6 on a standing opponent. Recovery is a little quicker, so like the original, you can follow up on it. Damage wise, though, it’s not a huge increase compared to the regular version. 84 damage.


2S - Rasen

  • Mian slides in with a low kick, then comes up with a rising kick that pops the opponent upward. The recovery’s not great, so you can’t follow up on it under normal circumstances, but it DOES give her some slight mid and head level invul on startup. 90 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of Rasen is three hits as opposed to two, and pops the opponent up a bit higher. You also recover from this version faster. If you’re in the corner, you can follow up with cl.H. It also has invulnerability, so you can use it to bypass some supers. 100 damage.


6S (useable in air): - Bienkyu - Forward

  • Mian floats up and forward at an angle. From here, she can do one of four angled dive kicks.
Attack 1: Mian dive kicks backward, away from where she’s facing.
Attack 2: Mian dive kicks down and forward.
Attack 3: Mian dive kicks down and forward at a much lower angle.Notable in that if Mian touches a wall without hitting the opponent, this instead becomes Attack 4.
Attack 4: Mian dive kicks straight down.

Each of these dive kicks hits once, and you can do Bienkyu - Forward or Backward into other dive kicks if one of these hits. Recovery wise, they’re pretty bad. Following up on them naturally is therefore difficult. 70 damage regardless of which dive kick connects.

Without Spirit:

EX Item:

  • EX Bienkyu functions exactly like the standard Bienkyu, save for having invul on startup, so you can use it to escape some situations.
  • Each of the EX dive kicks goes in the same angles as their normal counterparts. Unlike those, however, these will knock a standing opponent off their feet. You also recover from the EX dive kicks faster as well. 70 damage regardless of which dive kick connects.


j.4S - Bienkyu - Backward

  • The Backward variant of the Bienkyu sends Mian up and away from her opponent, with the dive kicks working exactly the same way.

Without Spirit:

EX Item:

  • Like the EX Bienkyu forward, you have invul on the start of this. Other than that, it shares all the same functionality as its Forward counterpart, including dive kicks.

SP cost: All versions of the Bienkyu cost ½ a bar; all the dive kick follow ups cost another ½ a bar.


4S - Hiyoushou

  • Mian spins forward with a palm strike. If it connects, the opponent gets wallbounced, allowing for follow ups. This has armor during the latter end, as it’s about to become active. The armor only protects her from the front; so if you’re behind her, you can hit her. 90 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of Mian’s palm strike makes her stay in place as she jumps and spins. The attack happens faster and still wallbounces, and has some startup invul, too, with the tradeoff of not having much horizontal range compared to the regular version. It’s pretty safe if it’s blocked, too. 100 damage.

Dream Finish

5D

Rangurenbu

  • Mian hits the opponent with her fan, which goes into a ranbu series of strikes. The usual applies, where you should only do it if you know you can hit it. If it connects, you’re invulnerable against any ongoing items flying around. 350 damage. SP cost: 4 bars.


2D

Hiren Enbu

  • Mian floats in the air, spinning rapidly. This move gets some invulnerability on startup, but if you miss, you’re wide open. 350 damage. SP cost: 4 bars.

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.


Mid-screen, 1000 health

1: j.H, L,L,L~5S, far.H~6S~H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2D (474 damage)

2: j.H, L,L,L~5S, far.H~4S, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2D (479 damage)

3: j.H, L,L,H, far.H~4S, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2D (493 damage)

Mid-screen, 500 health

1: j.H, L,L,L~5S, far.H~6S~H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2S xx 2D (482 damage)

2: j.H, L,L,H, 66H, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2S xx 2D (487 damage)

3: j.H, L,L,L~5S, far.H~4S, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2S xx 2D (505 damage)

Opponent in corner, 1000 health

1: j.H, L,L,L~5S, cl.H, 66H, IAD.H, 66H, 2S xx 2D (455 damage)

2: j.H, L,L,L~5S, 66H, cl.H~4S, IAD.H, 66H, 2D (460 damage)

Opponent in corner, 500 health

1: j.H, L,L,L~5S, cl.H~6S~S, 66H, 2S xx 2D (445 damage)

2: j.H, L,L,L~5S, cl.H~4S, backdash, far.H~4S, IAD.H, 66H, 2S xx 2D (490 damage)

Corner-to-Corner, 1000 health

1: L,L,L~5S, far.H~4S, dash, IAD.L, 66H, cl.H, 2D (431 damage)

2: L,L,H, 66H, dash, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2D (453 damage)

Corner-to-Corner, 500 health

1: L,L,L~5S, far.H~4S, walk(6), IAD.L, 66H, cl.H~4S, IAD.H, 66H, 5S xx 2D (455 damage)

2: L,L,L~5S, 66H, IAD.L, 66H, far.H~4S, IAD.H, 66H, 5S xx 5D (462 damage)

Videos

External Links

Contributors

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina