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Fighter's History Dynamite/Makoto Mizoguchi
Mizoguchi is the 28 year old (during events of FHD) high school student. He prefers partying to studying and is just the loudest guy you'll ever meet. Mizoguchi is NOT the main character of the game and plays the role of the reluctant "hero", as he keeps getting kidnapped and made to train and fight in tournaments instead of moving on with his life. Despite all of this, he's appeared in other games like Suiko Enbu and KOF: Maximum Impact Regulation A.
In the game Mizoguchi is a mid-tier rushdown character with devastating combos. Despite looking like a Ryu clone, his fireball is kinda weak and his poking game is only okay, though his light Avalanche Punch (+) can be safe on block. Get good at linking off his Scissor Kicks (+) if you want to keep up with the top tiers - if he stuns you it can often mean death.
Mizoguchi's weak point is his headband, and as an average height character it's vulnerable to some standing pokes as well as any jump-ins and crossups. Stance shifting can help him a lot.
- Standing LP (Close): activation range = 47
Great attack to demolish dizzy spots with thick hitbox.
- Standing LP (Far):
Might be the fattest far jab in the entire game. Good for keeping the opponent far from you.
- Crouching LP:
Same as st.far but crouching and a bit less range.
- Jumping LP (Diagonal/Neutral):
Best air-to-air at your disposal, but relatively to other characters it's not that great. Good for safe jumps. Stays out 'till you land.
- Standing HP (Close): activation range = 55
A headbutt. Important for combos. However Ray, Lee, Feilin and Clown can duck the first hurtbox and realistically fall out of the combo. Comes out faster then stand HK.
- Standing HP (Far):
|Frame count||4||6||(6) 18|
Great poke, great far anti-air. Arm becomes vulnerable only after the active frames. Think of it in terms of Ryu's stand MP/HP in old SF, or just stand fierce in Alpha 1. Differences being that in FHD normals tend to have a lot of priority compared to other fighters.
- Crouching HP:
|Frame count||4||3||3||(14) 18|
Your best anti-air by far. But if you'll mess up, opponent will 100% hit your dizzy spot.
- Jumping HP (Diagonal/Neutral):
Not much use compared to his other air normals, other then a specific counter to certain normals, or to hit slightly lower when aiming for a dizzy spot.
- Standing LK (Close): activation range = 47
Good for combos, and aiming for mid to thigh range dizzy spots.
- Standing LK (Far):
Another decent anti-air. Good for combos, and aiming for mid dizzy spots.
- Crouching LK:
Mizo's leg is invincible, only his body can be hit. Used in the general rock scissors paper game that FHD normals go by.
- Jumping LK (Diagonal):
A crossup. Priority is similar to jump punch, comes out faster then lp, but at a lower angle then it. Thus it loses the air to air battle use that the jump punch also doubles as.
- Jumping LK (Neutral):
Long standing air to air attack. Deceptive hitbox.
- Standing HK (Close): activation range = 47
A 2-hit axe kick. Starts closer then close stand HP distance wise. Thus the same combos do not work, or require greater timing if going for a close attack. Very important for combos. It can anti-air, however in general not as realistic as other attacks for the same circumstance.
- Standing HK (Far):
|Frame count||6||5||(6) 17|
An anti-air. Unfortunately stand HP actually works better then it in most realistic situations where you would use it. So it's use is a more minimal/specific counter.
- Crouching HK:
A sweep. Deceptively long range. Remember that in FHD as long as the move is out, it can be canceled.
- Jumping HK (Diagonal):
It may cross up. However jump LK in general does the job better. Main use for crossing up would be to throw the opponent off with the diff stun times between the 2 attacks, and when going for ambiguous cross up. Where as doing the HK will cross up but keep you in the front, and the lk will cross up, and cross up.
- Jumping HK (Neutral):
Aerial axe kick. Can't really say anything about it.
Mizoguchi choke slams the opponent into the ground. It leaves him at a good distance for many ambiguous mixups with crossups and hops with his Scissor Kicks. Unfortunately many DPs in the game are instant, so this is not as abusable as it would seem.
Mizoguchi tosses the opponent across the screen. Mizoguchi wants to stay close to the opponent most of the time, but go for it if you want to make space.
Here's an interesting bug: if Player 2 Mizoguchi kick throws Zazie to the left, Zazie will end up flying into Mizoguchi from the right side and fall at point-blank range. Zazie will push Mizoguchi to the left while in the air.
A slow start up/recovery/projectile. Mizoguchi does take a low stance during the attack which is it's biggest saving grace.
A 3-hit quick rushing elbow, your main reversal and optional anti-air. 1,5 out of 3 hits are invincible. The 1st hit always connects with the 2nd, but the 2nd not connects with the 3rd if opponent is far enough. However it is fast, and the LP version is awkward to punish and spammable. But it doesn't have enough invincibility to beat any other said DP-ish attack if done at the same time. The HP version is good for combos.
1st Part (initial kicks):
2nd Part (final kick):
(21) - LK version
(17) - HK version
(varies) - cancelled from air normal
Last 4 frames are landing
*If comboed from the previous hit
Mizo performs a flurry of flying kicks while advancing forward. On hit you can combo into them, but better use HK version for it. On block the first four hits leave you at a slight disadvantage though in general not enough for you to actually be punished. Which then lends it self to rock paper scissors type mixups. The last hit has more recovery and is punishable more realistically. Good for chipping damage. Useful for ambiguous cross ups as a stand alone move after a knock down. LK version goes over fireballs and can be used to try to slowly gain distance, or to hop over an opponent. The air version can only be done if an air attack has hit the opponent and is still in stun, and your still in the attack animation of said attack. Comparing it to how most every other special attack in FHD works, its priority is negligible, however it does go over lows. Though even that is a bit slower than it "looks".
Beefed-up version of Tiger Bazooka. If you thought startup of the normal fireball was long, so this one charges up for roughly 1,5 seconds. That's abysmal. And if you somehow manage to at least unleash it, opponent will be ready to block it. What a trash.
The only real way to land it is to cancel into it right after you dizzied an opponent. But do you really want to use it if you can do one of your powerful combos that may deal greater damage? Maybe, if projectile will hit an exposed weak spot for additional damage.
1st Part (the initial spin):
to hitbox end)
2nd Part (the uppercut):
*Frame advantage is measured from the third hit
The almighty elbow uppercut also known as "The Big Blue". In general there are 2 versions of the move. If the first spin hits, Mizoguchi rises into the air with a Shinryuken-ish attack that deals around 35%-40% damage. If the first hit misses, Mizo does a small rush forward with an elbow DP for 3 hits. This version of the move is completely invincible (besides throws) 'till Mizoguchi starts to fall. Unfortunately it's duckable by everyone in the game except Jean, Zazie and Mastourious.
However I said IN GENERAL. There are also a couple of other versions you can get. One is a four hit version of the same move. And another is a spin, that will then "teleport" next to the opponent and then go into the Shinryuken-ish version of said move.
Makoto Mizoguchi its a basic shoto balanced special character focused in low rushdown, his powered up specials are useful in resets and post stun stuff but can be countered easily.
- cr.LK, cr.HP xx b,db,d+HP or qcf+HK (x5)
- j.HK, st.HP xx b,db,d+HP or qcf+HK (x5)
- st.LK, cl.HK (1 hit) xx Big Blue
- Unavoidable stun vs Jean and Lee. Can use any Heavy into Big Blue if you've already landed 1 weak point hit.
- cl.HP/HK xx qcf+HK (x4), cr.LK xx b,db,d+HP
- qcf+ABCD, cl.HK, qcf+HK (x4), etc. or Big Blue
These are mostly useful as a stun punish. "Light" here means any light you can chain (cl. or cr. LP or LK). Landing close HK is important, it has less pushback than other heavies but still combos into tatsu.
- j.LK xx qcf+HK (x3), cl.HK (1 hit) xx qcf+HK (x4), Light, st./cr.HP xx qcf+HK (x5)
- j.LK xx qcf+HK (x3), cl.HK (1 hit) xx qcf+HK (x4), Light, cl.HP/HK (1 hit) xx qcf+HK (x4), Light xx b,db,d+HP
- 7 - 3
One of Mizoguchi's clear cut winning matchups. Clowns only saving grace is the fact Mizoguchi's regular combos do not work vs him.
- 3 - 7
On paper the match appears quite lopsided. However the general idea of Mizoguchi having some situational yet damaging combos help keep him in the match.
- 7 - 3
Although a generally bad match for Ryoko, having some of the most realistic counters to Mizoguchi's spammable moves help keep her and her player from leaving the machine before the match starts.
- 4.5 - 5.5
Ease of use is probably what keeps this match from being even. Mizoguchi has a lot of counters that if done will instantly win you the ground, however what Karnov does is easier then what you have to do to win.
- 4 - 6
Mizoguchi has a lot of answers to Lee. But again ease of use comes into play. Lee is also one of the characters that Mizoguchi's normal combos do not work on.
Another balanced match, she is better than Mizoguchi in air to air
- 7 - 3
Another easy match but beware the Power Slam. Mars has a hard time getting around you fireballs, especially the LP version.
- 7 - 3
Another easy match of a shotokan vs a turtler, but Overhead Kick can be a good counter agaisnt your Tiger Shot
Vs. Mizoguchi (self):
Most people pick Ray.
- 4 - 6
A bit unfair matchup, use your SRK instead of your Tiger Fire.
- 5 - 5
Fair matchup, try to counter Knees with your kicks series or wait if he whips a tikakou
- 3 - 7
A bad match. A lot of your counters to his patters are high risk and low reward.