Pokemon: Close Combat/Mienshao

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PKMNCC Mienshao Stats.png
PKMNCC Mienshao Portrait.png
Archetype: Pixie, Zoner
Health: 36
Endurance: 10
Walk Speed: 2.5/-2
Prejump Frames: 5
Fastest Attack: 4A (7f), 623B (4f)

Mien catch fly with chopstick.

Introduction

Behold the graceful and elegant martial arts master known for its lightning-fast strikes and acrobatic combat style. The Mienfoo species are known for sparring deep in Unova's Victory Road, honing their unique aerobatic maneuvers in hopes of one day becoming a master Mienshao. Mienshao is a dynamic character who uses its high speed options to bounce back and forth between a rushdown forcing punishing 50/50s & a keep-away character who controls screen space with Swift Star.

Mienshao also has a wide variety of approach options due to being able to cancel its dash into either crouch or a high-momentum jump. This allows it to close the gap when it pleases, as well as chase rolls when applying its offense. Its quick overhead dive kick & target combo into sweep make it a dominant offensive presence, locking you in 50/50s while snowballing meter for combos.

Mienshao's weaknesses only become apparent when it's not applying heavy pressure or able to zone properly: Mienshao's small health bar and exploitable low endurance makes any disadvantage potent, though this is offset somewhat by its meter gain allowing for frequent Guard Bursts. Mienshao's damage potential is also locked away behind meter and location-based combo routes and is not guaranteed to always get the most out of each punish. If Mienshao cannot snowball their advantage state, they'll have to win neutral several times over to compete with other offensive powerhouses who can deal more damage off stray hits and are less prone to guard breaks.

Finally, for a video guide on all things Mienshao, check out this video by Anomaletix!


Playstyle
PKMNCC Mienshao NavboxIcon.png Mienshao is a pixie with low health and endurance in exchange for outstanding mobility and a dangerous advantage state.
Pick if you like Avoid if you dislike
  • Advantage State: Mienshao's advantage state after getting a knockdown is amazing, gaining the ability to run deadly mixups and 6A RPS that loop into even more knockdowns.
  • Great Metergain: Mienshao's target combo into sweep and their burst range with dash cancel grabs means they'll always have some amount of meter to play with.
  • Mobile Marten: Mienshao has multiple options to move extremely fast for both offensive and defensive purposes.
  • High Risk: Having the lowest HP and Endurance in the game (shared with Toxicroak) while also wanting to be in the opponent's face most of the time means you'll always be one mistake away from being blown up.
  • Low Damage without Bar: Mienshao's damage is overall lower than most of the cast, and their damage before you get 2-3 bars (as you need to save 1 bar for an emergency Guard Burst) and a good starter is extremely low.
  • Mixup Reliant: An inability to enforce plus frames means that Mienshao has very few pressure options besides a risky 50/50.
  • Approach Variety: A floaty jump means Mienshao relies on a very predictable dashjump to navigate their way through their opponent's defense.

Normals

5A
PKMNCC A.png
PKMNCC Mienshao 5A.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 Mid 5A4, C-Cancel - -
Startup Active Recovery Advantage Cost Unique
22 8 38 5 [-21] - -
Total: 67

Mienshao extends their arms forward and hits anything in front of them.

  • Mienshao's longest poke, albeit very slow
Toggle Hitboxes
Toggle Hitboxes
5A4
PKMNCC A.pngPKMNCC4.png
PKMNCC Mienshao 5A4.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Mid - - -
Startup Active Recovery Advantage Cost Unique
- 3 21 6 - -
Total: 24

Mienshao pulls their arms back, pulling the opponent in.

  • Links into most normals on CH
  • Notably links into Mienshao's 623B
  • Cannot be used on block
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Mienshao 4A.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 4A6A, Special - -
Startup Active Recovery Advantage Cost Unique
7 12 22 3 [-16] - -
Total: 40

Mienshao whips the air above them with their arms.

  • Mienshao's fastest move and primary anti-air
  • Moves backwards, making it a very non-committal neutral tool
Toggle Hitboxes
Toggle Hitboxes
4A6A
PKMNCC4.pngPKMNCC A.pngPKMNCC6.pngPKMNCC A.png
PKMNCC Mienshao 4A6A.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2 0, 2 Mid C-Cancel - -
Startup Active Recovery Advantage Cost Unique
10 18 19 6 [0] - -
Total: 51

Mienshao lunges forward and stabs the air in front of them.

  • Mienshao's best metered combo filler, links into 623B
  • Great in neutral, whiff punishing after dodging with 4A
  • Advances forward and leads to parry RPS
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Mienshao 6A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 6AA, 3A, Special - -
Startup Active Recovery Advantage Cost Unique
8 4 13 -1 [+0] - -
Total: 23

Mienshao does a small kick in front of them.

  • Higher-reward mash option than 4A
  • Great combo starter, usually the one you'll use the most
  • Exceptional at stagger pressure because of how low the blockstun is
  • Hitbox size & special cancel lets it loop with 623B
Toggle Hitboxes
Toggle Hitboxes
6AA
PKMNCC6.pngPKMNCC A.pngPKMNCC A.png
PKMNCC Mienshao 6A2.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 3A, Special - -
Startup Active Recovery Advantage Cost Unique
10 6 16 +1 [-5] - -
Total: 31

Mienshao does another kick forward.

  • Frametraps 6A
  • Strings into sweep, forming the core of Mienshao's excellent meter gain
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Mienshao 2A.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1 1, 1 Mid Special, Jump - Knockdown
Startup Active Recovery Advantage Cost Unique
9, 13 6, 10 40 +48 [-11] - -
Total: 75

Mienshao balls their fists and punches the opponent twice.

  • Solid combo tool that can be forward or back jump cancelled on hit, linking into j5A jBB to lock the opponent in place
  • Rewarding poke, cancellable into 5B to tag extra damage while scoring a knockdown
  • 2A 5B is also a great ender for 623B juggles
  • Unsafe on block at close range, but can be cancelled into 6BB to make it safe
  • Only the first hit is cancellable into specials (excluding 5B which can cancel the second hit), and only the second into jump
  • Cannot use jB or jBB during the jump unless cancelled from j5A
  • The move's slowness lets it catch up-backing after 6A, converting into juggles with meter similarly to 3A
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Mienshao 3A.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low 6B, 624B - Knockdown
Startup Active Recovery Advantage Cost Unique
16 6 32 40 [-30] - -
Total: 53

Mienshao sweeps the ground.

  • Main grounded combo ender
  • Mienshao's only low, albeit a very strong one
  • Combos with 3 bars (2 in the corner)
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Mienshao J5A.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1 0, 0 Mid jBBB - -
Startup Active Recovery Advantage Cost Unique
12 31 6 +24 [+3] - -
Total: 48

Mienshao does two kicks in the air.

  • Main juggle for opponents in the air
  • Using dash jump in combination with a delayed j5A allows for a quick burst option in neutral
  • Cannot be realistically used to access plus frames unlike most other jump-ins
Toggle Hitboxes
Toggle Hitboxes
j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC Mienshao J2A.png
gambling addiction
gambling addiction
Damage Endurance Damage Guard Cancel Invul Property
2 1 High - - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
14 Until landing 15 +10 [-6] - -

Mienshao divekicks.

  • Mienshao must reach a height minimum to use, achieved 11 frames after jumping
  • Being fast and a high allows for nasty 50/50s with 3A
  • Leads into most ground combos, allowing for meter gain or cheap 623B juggles
  • Knocks down on air hit, pulling the enemy back into your mix
  • Always try and use as low to the ground as possible to remain safe on block and plus enough to combo on hit
Toggle Hitboxes
Toggle Hitboxes

Specials

Striking Seviper
5B
PKMNCC B.png
PKMNCC Mienshao 5B.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 3 1, 1, 1 High - - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
23, 6, 6 5, 5, 5 12 -1 [-17] - -
Total: 49

Mienshao goes into the air and strikes in front of them 3 times.

  • Unreactable overhead, albeit with no real reward besides damage
  • Applies frightening mental stack, opening your opponent up to 3A
  • Effectively controls space in neutral
  • Drift backwards during the move to increase your safety afterward
Toggle Hitboxes
Toggle Hitboxes


Leaping Liepard
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Mienshao 6B.png
Damage Endurance Damage Guard Cancel Invul Property
5 1 Mid jB (Star Shower) - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
9 28 21 6 [-20] - -
Total: 57

Mienshao darts forward and bounces off its opponent.

  • Cancels into Star Shower (inputted as jB) as a metered follow up
  • Very solid whiff punish
  • Good against armored moves, as it'll often bounce off of them with no consequence
  • Punishable by far reaching moves (i.e. Blaziken 2B)
  • Mienshao can cancel backdash into 6B, setting up punishes
Toggle Hitboxes
Toggle Hitboxes


Soaring Spearow
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Mienshao 2B.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 High 2B8, 2B6, 2B6B - Launch (Air)
Startup Active Recovery Advantage Cost Unique
7 (movement), until hitting the wall + 21 (kick) Until landing 19 +15 [+13] - -

Mienshao soars back to the wall and then dives back down at an angle.

  • The move in general is a useful escape tool
  • The default follow-up itself is somewhat niche without prior mental stack
  • When Mienshao hits the wall, you have 4 different possible follow-ups
  • Mienshao will always hang on the wall for 10 frames before executing a follow-up
  • The kick comes out 11 frames after the wallstick period ends
Toggle Hitboxes
Toggle Hitboxes
Rise
8 at wall after 2B
PKMNCC8.pngPKMNCC Soaring.png
PKMNCC Mienshao 2B8.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - -
Startup Active Recovery Advantage Cost Unique
1 - - - - -

Mienshao flips upward into the air.

  • Mienshao is airborne after the animation ends, giving access to all of their aerial moves
  • Rather telegraphed, but allows for more range on jB
Plane
6 at wall after 2B
6.pngPKMNCC Soaring.png
PKMNCC Mienshao 2B6B.png
Damage Endurance Damage Guard Cancel Invul Property
- - - 2B6B - -
Startup Active Recovery Advantage Cost Unique
1 - - - - -

Mienshao goes across the stage to the other wall before diving downward.

  • Useful for escaping the corner in a pinch
  • Generally hits cross-up, dangerous knowledge check


Swift Star
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Mienshao JB.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 High jBB, C-Cancel (landing lag) - -
Startup Active Recovery Advantage Cost Unique
50 - 29 - - -

Mienshao backflips and sends a star projectile downward.

  • Projectile can be aimed with 4 and 6 inputs
  • The move comes out on frame 15, but the star itself is not active until frame 50
  • One of the few projectiles that's not mid guard, can set up hard-to-blockables on C-Cancel
  • Useful as oki tool because of how much blockstun it has, although somewhat hard to capitalize on without C-Cancel
  • Pestering tool in neutral
  • Backward version trades with most air-to-airs

Hyper Moves

Slice
6B at wall after 2B
PKMNCC6.pngPKMNCC B.png PKMNCC Soaring.png
PKMNCC Mienshao 2B6B.png
I hate neutral.
I hate neutral.
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid 2B6B - Launch
Startup Active Recovery Advantage Cost Unique
1 Until reaching other wall - - 1 -

Mienshao goes to the other wall extremely fast, hitting anything in its way before diving.

  • Fullscreen launcher, combos into Thrusting Tailow
  • Minus on block, though you can do parry RPS if the opponent is cornered
  • Somewhat telegraphed due to the spacing required to travel along the ground
  • Can be done out of Plane or another Slice, unlike other 2B follow-ups
  • Prone to trading


Thrusting Taillow
623B
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC Mienshao 624B.png
Screw your pressure *does 17 damage*
Screw your pressure *does 17 damage*
Damage Endurance Damage Guard Cancel Invul Property
2, 2 1, 0 Mid, High - - Launch
Startup Active Recovery Advantage Cost Unique
4 - 17 - 1 -

Mienshao darts upward rapidly to the wall in front of them before diving back.

  • Mienshao's best metered damage option
  • Acts as uniquely fast abare and an irreplaceable juggle starter
  • Holding up (8) when Mienshao hits the wall will cause it to jump before the second hit, increasing the move's advantage and making corner juggles more consistent
Toggle Hitboxes
Toggle Hitboxes


Star Shower
jBB
PKMNCC B.pngPKMNCC B.png PKMNCC J.png
PKMNCC Mienshao JB.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2, 2 1, 1, 1 High C-Cancel (landing lag) - -
Startup Active Recovery Advantage Cost Unique
12, 21, 31 23 - 1 -

Mienshao sends out three star projectiles at a downward angle.

  • Locks the opponent in place after a 2A ladder combo, allowing for a 623B follow-up
Star Shower (Leaping Liepard)
B after 6B
PKMNCC6.pngPKMNCC B.pngPKMNCC B.png
PKMNCC Mienshao JB.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2, 2 1, 1, 1 High C-Cancel (landing lag) - -
Startup Active Recovery Advantage Cost Unique
12, 21, 31 23 - 1 -

Mienshao sends out three star projectiles after bouncing off the opponent.

  • Acts as a safety net if the opponent blocks 6B, 3A, or 2A
  • Hits high multiple times, catching some opponents unaware
  • Does a lot of damage, good low-execution metered ender

Super

Qi Blast
624B
PKMNCC6.pngPKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Mienshao 2626B.png
Deleting health bars since demo.07
Deleting health bars since demo.07
Damage Endurance Damage Guard Cancel Invul Property
14 4 Mid - Full (1-48) Launch
Startup Active Recovery Advantage Cost Unique
48 [-30 Super Freeze] 12 52 29 [-25] 2 -
Total: 111

Mienshao charges up a powerful projectile before sending it forward.

  • Travels about 2/3rds of the screen
  • Good whiff punish
  • Scales very poorly, not recommended for longer combos
  • Decent midscreen 3A follow-up to conserve meter
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Mienshao 6C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Mienshao spins around before throwing the opponent away.

  • Standard throw, keeps the opponent in the corner


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Mienshao 4C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Mienshao spins the opponent around and kicks them away.

Combos

Combo Theory

  • Mienshao has a very simple meterless combo game, aiming to route into the 6AA 3A target combo.
  • Once it decides to spend meter, it wants to route into Thrusting Tailow. If it's close to the corner, it'll want to use the 623B8 version for a better juggle state.
  • Starters for 623B midscreen include 5A4, C-Cancelled jB/6BB, & higher air hits of jBB.
  • In the corner, more starters are available including 4A6A, jB, and lower connects of jBB (including 6BB).
  • After landing the move, go into (dashjump if midscreen) j5A, then into 2A 5B to finish the combo.
  • You can instead loop the combo with 6A x 623B or 2A x j5A x jBB 623B.
  • When looping juggles with 6A in the corner, it is sometimes possible to get 6AA. Doing this twice outdamages the listed 3 bar combo.
  • All non-counterhit combos except for 5A starters can be done out of j5A or j2A.
  • All combos ending in 3A can be followed up with 6B, sacrificing oki and meter for damage. Mien values the former two very heavily, so you often want to just take the 3A.

Meterless BnBs

Meter Gain Starters

6AA x 3A

PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png


ch.5A4 6AA x 3A

PKMNCC5.pngPKMNCC A.png>> PKMNCC4.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png


ch.4A6A 6AA x 3A

PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

Note: Only works if you whiff the 4A, then counterhit the 4A6A.


2A Poke into Oki
2A x 5B

PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

Note: Gives a highly advantageous knockdown, ideal for starting your offense.


Anti-Air Confirm
4A x 5B

PKMNCC4.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png


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D


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