Profile
The rival of Kyo Kusanagi and one of the main characters of the KOF series--Iori Yagami (maybe). As a result of some prank (?) by someone else, MissX's appearance has been changed. Fights to return things to the way they used to be.
Don't try to figure out her (his?) true identity.
Gameplan
Recommended Partners
Normal Moves
c.L
c.L
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
5L
|
22
|
5
|
?
|
?
|
2
|
0
|
13
|
11
|
N/A
|
Standard close jab that is 0 on block. Its 5f startup can counter mashing against characters with slow jabs.
|
5LL
|
20
|
N/A
|
N/A
|
-
|
-2
|
-4
|
19
|
17
|
N/A
|
The second hit of her autocombo. Can be used as a frame trap after f.L when delayed, but not c.L.
|
5LLL
|
21
|
-
|
?
|
?
|
-5
|
-7
|
19
|
17
|
N/A
|
Last hit of her autocombo. It is unsafe on block, so remember to cancel into a special move like 5S or 6S.
|
|
c.H
c.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
52
|
5
|
-
|
-
|
SKD
|
17 (with jump cancel)
|
SKD
|
12
|
N/A
|
Standard launcher. Can be jump canceled on guard.
|
|
f.L
f.L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
22
|
6
|
-
|
-
|
0
|
-2
|
13
|
11
|
0
|
Miss X kicks with her right foot. This move has decent range and also can be cancelled into 5LL when delayed. Delaying into 5LL serves as a frame trap that beats mashing and jumping as well.
|
|
f.H
f.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
52
|
11
|
-
|
-
|
-3
|
-5
|
19
|
17
|
0
|
Miss X does a roundhouse kick. This move has amazing horizontal range. It can also be used to frame trap off of f.L, but the f.L must be delayed.
|
|
j.L
j.L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
22
|
-
|
-
|
-
|
-
|
-
|
N/A
|
N/A
|
0
|
Standard jumping light attack. It's a decent air to air, but getting a conversion depends on the height it hits at.
|
|
j.H
j.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
37
|
-
|
-
|
-
|
-
|
-
|
N/A
|
N/A
|
0
|
Your go to air to air/anti-air move as Miss X. It reaches pretty far below her and also ground bounces on hit.
|
|
66H
66H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
60
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Wall-bounces. This move is also the ender of a c.L > c.H gatling. Unfortunately this move doesn't have much reach, so you will have to pay close attention to your spacing.
|
|
Universal Mechanics
Forward Throw
Forward Throw 6L+G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
75
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
0
|
Throw. Causes hard knockdown, and nets you a safejump in the corner. Hold up forward after the throw, and IAD j.H at the apex of your jump.
|
|
Back Throw
Back Throw
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
75
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
-
|
Throw. Causes soft knockdown. Dash jump j.4L can be used as a crossup afterward.
|
|
Air Throw
Air Throw j.5L+G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
75
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
-
|
Throw. Causes soft knockdown.
|
|
Assist
Assist 5I
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
37
|
29
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
Shoots out Kyo's head and stuns the other player on hit for about 2 seconds. This is one of the fastest SP items in the game, and it is very useful for escaping game ending combos. It also shoots out flames that stun the other player if they're in the air, making this SP item very useful on the ground and in the air.
|
|
Special Moves
5S
108 Shiki Yamibarai 5S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
30
|
16
|
-
|
-
|
-4
|
-6
|
23
|
21
|
1.5
|
Fast moving fireball that goes across the ground. It persists after tag cancelling as well.
|
EX
|
49
|
8
|
-
|
-
|
SKD
|
1
|
SKD
|
23
|
0
|
Miss X swings her arms upwards with fire traveling alongside. This move is +1 on block making it very useful for frame traps as well as combos.
|
|
2S
100 Shiki Oniyaki 2S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
90
|
6
|
-
|
-
|
SKD
|
-33
|
19
|
17
|
1
|
Miss X's DP. It has really low startup (6 frames!). Her DP mainly covers vertical range and doesn't move forward very much.
|
EX
|
112
|
8
|
-
|
-
|
-40
|
-42
|
19
|
17
|
0
|
Miss X spins around 3 times in a row rapidly. Her EX 2S also moves her forward a good bit. You can cancel into a Dream Finish with this move, but it has to be on the 6th hit.
|
|
4S
Kuzukaze 4S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
0
|
11
|
-
|
-
|
9
|
Unblockable
|
-
|
-
|
-
|
Command grab that switches the opponent's position. 4S is very useful for putting your opponent into the corner. You can also force your opponent to take an item if grabbed. For example, 4S into Daimon stuns the other player, but not Miss X. You can do this with any item and the other player can't do anything about it. The regular version can only be used once in a combo.
|
EX
|
0
|
6
|
-
|
-
|
11
|
Unblockable
|
-
|
-
|
1
|
Same benefits as the regular version, but it comes out faster and can be used freely until the EX item's effects wear off.
|
|
6S
127 Shiki Aoibana 6S
A series of rekkas.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
15, 16, 17
|
9
|
-
|
-
|
-4
|
-6
|
19
|
17
|
1
|
Miss X uppercuts the opponent twice, and leaps forward with an two-handed strike. With this move being 3 parts, delaying each input makes for excellent staggered pressure.
- The first two rekkas push the opponent backwards quite a bit, which makes it very easy to move the other player into unblockable items like the Banana and the Springboard.
- On the last rekka, Miss X takes her feet off of the ground which means you can do an unblockable setup with the Daimon item. If you summon the Daimon and connect the last rekka, you'll crack your opponent's defense.
|
EX
|
15,16,17
|
13
|
-
|
-
|
-3
|
-5
|
23
|
21
|
0
|
Same benefits as the regular version, except the last rekka knocks the opponent in the air much higher than normal.
|
|
j.S
Dream Finish
5D
Five D 5D
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
200
|
10
|
-
|
-
|
HKD
|
-50
|
-
|
-
|
4
|
Miss X swings her kendo stick and knocks the opponent away. Has some invincibility on startup, but it doesn't lock into an animation.
|
|
2D
Two D 2D
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
200
|
7
|
-
|
-
|
HKD
|
-18
|
-
|
-
|
4
|
Miss X lunges forward and unleashes a barrage of quick attacks. Her dash is ridiculously fast and it locks into an animation. Use this super to avoid incoming items.
|
|
Combos
For information on combo notation, please refer to this page.
Mid-screen
1000 health
IAD j.H 5LLH 66H IAD j.H 66H c.H jc j.L 66H 6SSS 2D (406 damage)
500 health
IAD j.H 5LLH 66H f.H (delay) 5S 66H IAD j.H 66H c.H jc j.L 66H 6SSS 2S (2 hits) 2D (435 damage)
Corner
1000 health
5LLL 6SSS c.H jc j.L 66H IAD j.H 66H 2S (2 hits) 2D (432 damage)
500 health
Corner-carry
1000 health
5LLL 6SSS c.H jc j.L 66H 66 IAD j.H 66H 2S (2 hits) 2D
500 health
Videos
SNK Heroines - MissX Combos by
Mikadok
Costumes
External Links