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

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[[File:Characters_mian_thumb.png|right]]
{{TOClimit|2}}
[[File:SNKH Mian Profile.png|right]]


==Gameplay Overview==
==Profile==
 
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.
==Normals==


==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.
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'''
===Recommended Partners===
 
*'''Mui Mui''' - Allows her to easily set up a full combo by swapping with Mian mid-rekka.
cl. L:
 
*
 
cl. H:
 
*
 
'''Far'''
 
Far L:
 
*
 
 
Far H:
 
*  
 
'''Dash'''
 
Dash H:
 
*
 
 
'''Jump'''
 
j. L:
 
*
 
j. H:
 
*


==Throws==
==Normal Moves==
====== <font style="visibility:hidden" size="0">c.L</font> ======
{{MoveData
|image=SNHK_Mian_cL.png
|caption=
|image2=SNHK_Mian_cLL.png
|caption2=
|image3=SNHK_Mian_cLLL.png
|caption3=
|name=c.L
|input=
|data=
{{AttackData-SNKH
|version=5L
|damage=30
|startup=4
|active=
|recovery=
|hitAdv=0
|blockAdv=-2
|HTC=13
|BTC=11
|spirit=
|description=
}}
{{AttackData-SNKH
|header=no
|version=5LL
|damage=27
|startup=
|active=
|recovery=
|hitAdv=-1
|blockAdv=-3
|HTC=19
|BTC=17
|spirit=
|description=
}}
{{AttackData-SNKH
|header=no
|version=5LLL
|damage=28
|startup=
|active=
|recovery=
|hitAdv=-5
|blockAdv=-7
|HTC=19
|BTC=17
|spirit=
|description=
}}
}}


'''Forward throw:'''
====== <font style="visibility:hidden" size="0">c.H</font> ======
{{MoveData
|image=SNHK_Mian_cH.png
|caption=
|name=c.H
|input=
|data=
{{AttackData-SNKH
|damage=70
|startup=8
|active=
|recovery=
|hitAdv=SKD
|blockAdv=17
|HTC=SKD
|BTC=17
|spirit=
|description=Can be jump canceled on guard.
}}
}}


* xxx dmg
====== <font style="visibility:hidden" size="0">f.L</font> ======
* Causes (soft or hard knockdown)
{{MoveData
*
|image=SNHK_Mian_fL.png
|caption=
|name=f.L
|input=
|data=
{{AttackData-SNKH
|damage=30
|startup=5
|active=
|recovery=
|hitAdv=3
|blockAdv=1
|HTC=13
|BTC=11
|spirit=
|description=
}}
}}


====== <font style="visibility:hidden" size="0">f.H</font> ======
{{MoveData
|image=SNHK_Mian_fH.png
|caption=
|name=f.H
|input=
|data=
{{AttackData-SNKH
|damage=70
|startup=16
|active=
|recovery=
|hitAdv=1
|blockAdv=-1
|HTC=19
|BTC=17
|spirit=
|description=
}}
}}


'''Back throw:'''
====== <font style="visibility:hidden" size="0">j.L</font> ======
{{MoveData
|image=SNHK_Mian_jL.png
|caption=
|name=j.L
|input=
|data=
{{AttackData-SNKH
|damage=30
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=
}}
}}


* xxx dmg
====== <font style="visibility:hidden" size="0">j.H</font> ======
* Throws opponent
{{MoveData
|image=SNHK_Mian_jH.png
|caption=
|name=j.H
|input=
|data=
{{AttackData-SNKH
|damage=50
|startup=8
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=
}}
}}


====== <font style="visibility:hidden" size="0">66H</font> ======
{{MoveData
|image=SNHK_Mian_66H.png
|caption=
|name=66H
|input=
|data=
{{AttackData-SNKH
|damage=80
|startup=18
|active=
|recovery=
|hitAdv=SKD/HKD
|blockAdv=-9
|HTC=SKD
|BTC=19
|spirit=
|description=Wall-bounces. This move is also the ender of a c.L > c.H gatling.
}}
}}


==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
|image=SNHK_Mian_FT.png
|caption=
|name=Forward Throw
|input=6L+G
|data=
{{AttackData-SNKH
|damage=50, 50
|startup=4
|active=
|recovery=
|hitAdv=HKD
|blockAdv=Unblockable
|HTC=SKD
|BTC=19
|spirit=
|description=Throw, multi-hit. Causes soft knockdown.
}}
}}


'''Air throw:'''
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
|image=SNHK_Mian_BT.png
|caption=
|name=Back Throw
|input=4L+G
|data=
{{AttackData-SNKH
|damage=100
|startup=4
|active=
|recovery=
|hitAdv=HKD
|blockAdv=Unblockable
|HTC=SKD
|BTC=19
|spirit=
|description=Throw. Causes soft knockdown.
}}
}}


* Throws opponent behind
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=SNHK_Mian_AT.png
|caption=
|name=Air Throw
|input=j.5L+G
|data=
{{AttackData-SNKH
|damage=100
|startup=4
|active=
|recovery=
|hitAdv=HKD
|blockAdv=Unblockable
|HTC=SKD
|BTC=19
|spirit=
|description=Throws opponent behind. Causes soft knockdown.
}}
}}


==SP==
====== <font style="visibility:hidden" size="0">Assist</font> ======
 
{{MoveData
'''Assist:'''
|image=SNHK_Mian_SP.png
 
|caption=
*
|name=Assist
|input=5I
|data=
{{AttackData-SNKH
|damage=
|startup=16
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=Requires SP Item. Grants you 5 seconds of armor. It protects from normals and supers as well, but is vulnerable to throws.
}}
}}


==Special Moves==
==Special Moves==
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
|image=SNHK_Mian_5S.png
|caption=
|image2=SNHK_Mian_5SEX.png
|caption2=
|name=Karin
|input=5S
|data=
{{AttackData-SNKH
|version=Normal
|damage=100
|startup=17
|active=
|recovery=
|hitAdv=SKD/-17
|blockAdv=-15/-24
|HTC=19
|BTC=17
|spirit=1
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=110
|startup=17
|active=
|recovery=
|hitAdv=SKD
|blockAdv=-6
|HTC=19
|BTC=17
|spirit=0
|description=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.
}}
}}


5S - '''Karin'''
====== <font style="visibility:hidden" size="0">2S</font> ======
 
{{MoveData
* 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.
|image=SNHK_Mian_2S.png
 
|caption=
Without Spirit:
|image2=SNHK_Mian_2SEX.png
 
|caption2=
EX Item:
|name=Rasen
* 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.
|input=2S
 
|data=
 
{{AttackData-SNKH
 
|version=Normal
2S - '''Rasen'''
|damage=90
 
|startup=10
* 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.
|active=
 
|recovery=
Without Spirit:
|hitAdv=SKD/-41
 
|blockAdv=-33/-42
EX Item:
|HTC=SKD
* 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.
|BTC=17
 
|spirit=1
 
|description=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.
6S (useable in air): - '''Bienkyu - Forward'''
}}
 
{{AttackData-SNKH
* Mian floats up and forward at an angle. From here, she can do one of four angled dive kicks.
|header=no
:Attack 1: Mian dive kicks backward, away from where she’s facing.
|version=EX
:Attack 2: Mian dive kicks down and forward.
|damage=100
: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.
|startup=10
:Attack 4: Mian dive kicks straight down.
|active=
 
|recovery=
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.
|hitAdv=SKD
 
|blockAdv=-18
Without Spirit:
|HTC=SKD
 
|BTC=17
EX Item:
|spirit=0
* EX Bienkyu functions exactly like the standard Bienkyu, save for having invul on startup, so you can use it to escape some situations.
|description=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.
 
  }}
* 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.
 


====== <font style="visibility:hidden" size="0">4S</font> ======
{{MoveData
|image=SNHK_Mian_4S.png
|caption=
|image2=SNHK_Mian_4SEX.png
|caption2=
|name=Hiyoushou
|input=4S
|data=
{{AttackData-SNKH
|version=Normal
|damage=90
|startup=31
|active=
|recovery=
|hitAdv=SKD/-10
|blockAdv=0/-11
|HTC=
|BTC=
|spirit=1
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=100
|startup=26
|active=
|recovery=
|hitAdv=SKD
|blockAdv=-4
|HTC=
|BTC=
|spirit=0
|description=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.
}}
}}


4S - '''Hiyoushou'''
====== <font style="visibility:hidden" size="0">6S</font> ======
{{MoveData
|image=SNHK_Mian_6S.png
|caption=Bienkyu - Forward (Ground)
|image2=SNHK_Mian_6S1.png
|caption2=Attack 1
|image3=SNHK_Mian_6S2.png
|caption3=Attack 2
|image4=SNHK_Mian_6S3.png
|caption4=Attack 3
|image5=SNHK_Mian_6S4.png
|caption5=Attack 4
|name=Bienkyu - Forward
|input=6S
|data=
{{AttackData-SNKH
|version=Normal
|damage=
|startup=13
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=Attack 1
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=Mian dive kicks backward, away from where she's facing.
}}
{{AttackData-SNKH
|header=no
|version=Attack 2
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=Mian dive kicks down and forward.
}}
{{AttackData-SNKH
|header=no
|version=Attack 3
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=Attack 4
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=Mian dive kicks straight down.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=80
|startup=9
|active=
|recovery=
|hitAdv=SKD
|blockAdv=
|HTC=
|BTC=
|spirit=0
|description=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.
}}
}}


* 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.
====== <font style="visibility:hidden" size="0">j.4/6S</font> ======
 
{{MoveData
Without Spirit:
|image=SNHK_Mian_j4S.png
 
|caption=Bienkyu - Backwards (Air)
EX Item:
|image2=SNHK_Mian_6SEX.png
* 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.
|caption2=Bienkyu EX
|name=Air Bienkyu - Backward/Forward
|input=j.4/6S
|data=
{{AttackData-SNKH
|version=Normal
|damage=
|startup=13
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=Attack 1
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=Mian dive kicks backward, away from where she's facing.
}}
{{AttackData-SNKH
|header=no
|version=Attack 2
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=Mian dive kicks down and forward.
}}
{{AttackData-SNKH
|header=no
|version=Attack 3
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=Attack 3
|damage=70
|startup=9
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0.5
|description=Mian dive kicks straight down.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=80
|startup=9
|active=
|recovery=
|hitAdv=SKD
|blockAdv=
|HTC=
|BTC=
|spirit=0
|description=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==
==Dream Finish==
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=SNHK_Mian_5D1.png
|caption=
|image2=SNHK_Mian_5D2.png
|caption2=
|name=Rangurenbu
|input=5D
|data=
{{AttackData-SNKH
|damage=350
|startup=18
|active=
|recovery=
|hitAdv=HKD
|blockAdv=20
|HTC=
|BTC=
|spirit=4
|description=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.
}}
}}


'''5D'''
====== <font style="visibility:hidden" size="0">2D</font> ======
 
{{MoveData
'''Rangurenbu'''
|image=SNHK_Mian_2D1.png
 
|caption=
* 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.
|image2=SNHK_Mian_2D2.png
 
|caption2=
 
|name=Hiren Enbu
'''2D'''
|input=2D
 
|data=
'''Hiren Enbu '''
{{AttackData-SNKH
 
|damage=350
* 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.
|startup=11
|active=
|recovery=
|hitAdv=HKD
|blockAdv=-11
|HTC=
|BTC=
|spirit=4
  |description=Mian floats in the air, spinning rapidly. This move gets some invulnerability on startup, but if you miss, you’re wide open.
}}
}}


==Combos==
==Combos==
''For information on combo notation, please refer to [[SNK_Heroines:_Tag_Team_Frenzy/Controls#Notation|this page]].''


IAD = Instant Air Dash
===Mid-screen===
 
====1000 health====
cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
* 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)'''
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
* j.H, L,L,H, far.H~4S, IAD.H, 66H, cl.H~4S, IAD.L, 66H, 2D '''(493 damage)'''
 
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)
====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)'''


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


'''Corner-to-Corner, 500 health'''
====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)'''


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


2: L,L,L~5S, 66H, IAD.L, 66H, far.H~4S, IAD.H, 66H, 5S xx 5D (462 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==
==Videos==
{{#ev:youtube|s6xPYNKkvsQ}}
{{#ev:youtube|s6xPYNKkvsQ|||'''SNK Heroines - Mian combos''' by [https://twitter.com/AriaMikado Mikadok]|frame}}
{{#ev:youtube|deG8sdww7eg|||'''SNK Heroines Mian Combo Exhibition (NO ITEMS)''' by [https://twitter.com/Combonauts COMBONAUTS]|frame}}


==Costumes==
==Costumes==
{{Costumes-SNKH|Character=SNK Mian}}
{{Costumes-SNKH|Character=SNKH Mian}}


==External Links==
==External Links==
*[https://docs.google.com/spreadsheets/d/1ymluKechf6RzEm0hVAnpuE-F4l47IBilWh3ePCT4oxg/edit#gid=547263134 SNKH Mian Frame Data]


{{Navbox SNKH}}
{{Navbox SNKH}}


[[Category:SNK Heroines Tag Team Frenzy]]
[[Category:SNK Heroines: Tag Team Frenzy]]
[[Category:Mian]]
[[Category:Mian]]

Latest revision as of 02:09, 25 May 2020

SNKH Mian Profile.png

Profile

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
SNHK Mian cL.png
SNHK Mian cLL.png
SNHK Mian cLLL.png
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
SNHK Mian cH.png
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
SNHK Mian fL.png
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
SNHK Mian fH.png
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
SNHK Mian jL.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 6 - - - - - - -
j.H
j.H
SNHK Mian jH.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 8 - - - - - - -
66H
66H
SNHK Mian 66H.png
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
SNHK Mian FT.png
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
SNHK Mian BT.png
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
SNHK Mian AT.png
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
SNHK Mian SP.png
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
SNHK Mian 5S.png
SNHK Mian 5SEX.png
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
SNHK Mian 2S.png
SNHK Mian 2SEX.png
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
SNHK Mian 4S.png
SNHK Mian 4SEX.png
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
SNHK Mian 6S.png
Bienkyu - Forward (Ground)
SNHK Mian 6S1.png
Attack 1
SNHK Mian 6S2.png
Attack 2
SNHK Mian 6S3.png
Attack 3
SNHK Mian 6S4.png
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
SNHK Mian j4S.png
Bienkyu - Backwards (Air)
SNHK Mian 6SEX.png
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
SNHK Mian 5D1.png
SNHK Mian 5D2.png
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
SNHK Mian 2D1.png
SNHK Mian 2D2.png
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

SNKH Mian 1.png
SNKH Mian 2.png
SNKH Mian 3.png


External Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

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