SNK Heroines: Tag Team Frenzy/Mian

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A female fighter who uses her skills as a Sichuanese opera performer as part of her fighting style. While she is generally unfriendly and shy, she will act more girly around those she considers her friends.

Gameplan

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.

Recommended Partners

  • Mui Mui - Allows her to easily set up a full combo by swapping with Mian mid-rekka.

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 30 4 - - 0 -2 13 11 -
5LL 27 - - - -1 -3 19 17 -
5LLL 28 - - - -5 -7 19 17 -
c.H
c.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 8 - - SKD 17 SKD 17 -

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
30 5 - - 3 1 13 11 -
f.H
f.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 16 - - 1 -1 19 17 -
j.L
j.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 6 - - - - - - -
j.H
j.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 8 - - - - - - -
66H
66H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
80 18 - - SKD/HKD -9 SKD 19 -

Wall-bounces. This move is also the ender of a c.L > c.H gatling.

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
50, 50 4 - - HKD Unblockable SKD 19 -

Throw, multi-hit. Causes soft knockdown.

Back Throw
Back Throw
4L+G
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 4 - - HKD Unblockable SKD 19 -

Throw. Causes soft knockdown.

Air Throw
Air Throw
j.5L+G
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 4 - - HKD Unblockable SKD 19 -

Throws opponent behind. Causes soft knockdown.

Assist
Assist
5I
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- 16 - - - - - - -

Requires SP Item. Grants you 5 seconds of armor. It protects from normals and supers as well, but is vulnerable to throws.

Special Moves

5S
Karin
5S
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 100 17 - - SKD/-17 -15/-24 19 17 1

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.

EX 110 17 - - SKD -6 19 17 0

On activation, EX version moves you forward a longer distance and is 9 hits instead of 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.

2S
Rasen
2S
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 90 10 - - SKD/-41 -33/-42 SKD 17 1

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.

EX 100 10 - - SKD -18 SKD 17 0

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.

4S
Hiyoushou
4S
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 90 31 - - SKD/-10 0/-11 - - 1

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.

EX 100 26 - - SKD -4 - - 0

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 trade off of not having much horizontal range compared to the regular version. It's pretty safe if it's blocked as well.

6S
Bienkyu - Forward
6S Bienkyu - Forward (Ground) Attack 1 Attack 2 Attack 3 Attack 4
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal - 13 - - - - - - 0.5

Mian floats up and forward at an angle. From here, she can do one of four angled dive kicks. 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. EX Bienkyu functions exactly like the standard Bienkyu, save for having invul on startup, so you can use it to escape some situations.

Attack 1 70 9 - - - - - - 0.5

Mian dive kicks backward, away from where she's facing.

Attack 2 70 9 - - - - - - 0.5

Mian dive kicks down and forward.

Attack 3 70 9 - - - - - - 0.5

Mian dive kicks down and forward at a more acute angle. If during this move's trajectory Mian touches a wall without hitting the opponent, this followup becomes Attack 4.

Attack 4 70 9 - - - - - - 0.5

Mian dive kicks straight down.

EX 80 9 - - SKD - - - 0

Each of the EX dive kicks goes in the same angles as their normal counterparts. However, the EX versions will do more damage, cause knockdown, and have less recovery.

j.4/6S
Air Bienkyu - Backward/Forward
j.4/6S Bienkyu - Backwards (Air) Bienkyu EX
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal - 13 - - - - - - 0.5

The backward variant of the Bienkyu sends Mian up and away from her opponent, with the dive kicks working exactly the same way. You can follow up into this from ground Bienkyu at no extra Spirit Gauge cost.

Attack 1 70 9 - - - - - - 0.5

Mian dive kicks backward, away from where she's facing.

Attack 2 70 9 - - - - - - 0.5

Mian dive kicks down and forward.

Attack 3 70 9 - - - - - - 0.5

Mian dive kicks down and forward at a much lower angle. If during this move's trajectory Mian touches a wall without hitting the opponent, this followup becomes Attack 4.

Attack 3 70 9 - - - - - - 0.5

Mian dive kicks straight down.

EX 80 9 - - SKD - - - 0

Like on 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.

Dream Finish

5D
Rangurenbu
5D
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
350 18 - - HKD 20 - - 4

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.

2D
Hiren Enbu
2D
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
350 11 - - HKD -11 - - 4

Mian floats in the air, spinning rapidly. This move gets some invulnerability on startup, but if you miss, you’re wide open.

Combos

For information on combo notation, please refer to this page.

Mid-screen

1000 health

  • j.H, L,L,L~5S, far.H~6S~H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2D (474 damage)
  • j.H, L,L,L~5S, far.H~4S, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2D (479 damage)
  • j.H, L,L,H, far.H~4S, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2D (493 damage)

500 health

  • j.H, L,L,L~5S, far.H~6S~H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, 2S xx 2D (482 damage)
  • j.H, L,L,H, 66H, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2S xx 2D (487 damage)
  • j.H, L,L,L~5S, far.H~4S, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2S xx 2D (505 damage)

Corner

1000 health

  • j.H, L,L,L~5S, cl.H, 66H, IAD.H, 66H, 2S xx 2D (455 damage)
  • j.H, L,L,L~5S, 66H, cl.H~4S, IAD.H, 66H, 2D (460 damage)

500 health

  • j.H, L,L,L~5S, cl.H~6S~S, 66H, 2S xx 2D (445 damage)
  • j.H, L,L,L~5S, cl.H~4S, backdash, far.H~4S, IAD.H, 66H, 2S xx 2D (490 damage)

Corner-carry

1000 health

  • L,L,L~5S, far.H~4S, dash, IAD.L, 66H, cl.H, 2D (431 damage)
  • L,L,H, 66H, dash, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2D (453 damage)

500 health

  • L,L,L~5S, far.H~4S, walk(6), IAD.L, 66H, cl.H~4S, IAD.H, 66H, 5S xx 2D (455 damage)
  • L,L,L~5S, 66H, IAD.L, 66H, far.H~4S, IAD.H, 66H, 5S xx 5D (462 damage)

Videos

SNK Heroines - Mian combos by Mikadok
SNK Heroines Mian Combo Exhibition (NO ITEMS) by COMBONAUTS

Costumes


External Links