Mei-Fang
From Sugoi! Wikana Heart 2
NOTICE: IN PROCESS OF AH2 REVISIONS
Original:Guardcrush
Contents |
Profile
Age: 3 years in operation
Birthday: Oct. 26
From: China
Height: 171 cm
Weight: 96 kg
Bloodtype: Conductive liquid ether
B/W/H: 93/54/88
Statistics
- Life Modifier: 1584 HP
- Guts takes effect at: 45% HP
- Guts damage reduction at 0% HP: 20%
Move list
Throws
4/6A+D: Mei-fang grabs their feet and tosses them a fair distance behind her
2/5A+D: Mei-fang grabs them then hits them 3 times. Comboable afterwards.
j.A+D: Mei-fang grabs them then slams them onto the ground.
Normal moves
2A: Low chop
- Crouching A that hits low, doesn't have too much range.
2B: She thrusts both arms forward while crouching
- Mei-fangs only crouching normal that hits mid. Nice start-up and range, has some clash capability.
2C: She swings an arm in front of her with great force.
- Has great range and hits low.
2E: Mei-fang crouches then uses her whole body weight to launch with her palms
- Can be charged to make it guard crush. Air unblockable at any level of charge. this 3c doesn't have very good horizontal range, but good vertical reach and fairly long active frames.
5A: She sticks her hand forward quickly.
- Great startup and recovery
5B: Mei-fang thrusts both her hands forward.
- Very good as Anti-Air. Can also be used to bait out clashes in the opponents block strings.
5C: One arm straight punch.
- Can be used for Anti-Air but is mainly used in block strings and combos.
5E: Standard Chinese martial arts shoulder charge.
- Can be made unblockable by fully charging it. Air unblockable at any level of charge. Comes out fast, pretty good range, great range fully charged, but as with all 5Es, recovery leaves something to be desired.
jA: Aerial elbow jab.
- Because of its startup time this is not a bad air to air normal.
jB: Aerial kick upwards.
- Has ridiculous priority in air to air battles. Great for when the opponent is at her height or above.
jC: Aerial forward kick.
- Great air normal, used when the opponent is at her height or below.
jE: Aerial pair of high kicks
- Launches on either hit, and both hits come out real quickly. Can go directly into air combo for free after one connects regardless of opponent location.
Command Normals
6B: Mei-fang sticks her leg up as high as it can go in a Ryu roundhouse kick. (omg :fap:)
- Really good vertical range and being air unblockable makes this a really good anti-air. Also good for a lazy launcher if too insecure about IAD.
4A: Shin kick.
- Good in clashes because it has early clash frames. Counts as a low hit, a very silly mix-up trick.
Special Moves
Byakko Houken - 214A/B/C: Dashing Flame punch
- No special properties outside of the 'C' version having wallstick properties. Great to used after a 'D' ground recovery. Comes out ridiculously fast, goes over low attacks and feet actually have no hitbox on console. Can expend a homing to go into bnb if not combo-ed into. (S!AH2.6) A hittable hitbox near Mei-Fang's foot has been added.
Seiryuu Kouzan - 623A/B/C: Flaming Uppercut.
- You can use this as a wakeup however the hitbox is sometimes unreliable. It tends to whiff when they are crouching or doing a crouching normal etc. Can also be used after 'D' techs if you think it will connect. Beware of letting this move randomly float out because of mistimed 236 commands; if you get sloppy with it, you will see two parts genbu toujin and then a random seiryuu kouzan, which is a huge problem. Additionally, this may not be the greatest anti air option, especially since she has two air unblockable command moves anyways. If you hit the opponent towards the beginning of your move, it's pretty reliable in terms of plowing through the opposition, but if you hit clash and don't move-reset or they do something to keep you from homing canceling out of the move (burst to force whiff?), you're done.
Genbu Toujin - 236A/B/C (Up to three times): Standard Rekka-kans
- This can be used in combos in replace of the homing cancel after 2c. You can link 214A+B after the last hit, though not all the hits of the super will connect. C version will guard crush. Can cancel into supers at any time, funny as hell for baiting into robot super, though not recommended. (S!AH2.6) Guard crush property added on third hit.
Suzaku Hourin - 1236A/B/C (Air only): Flaming Chop (OPPAI SMASH)
- This will be your main air combo ender. gives knockdown and leaves you in a good position for followup pressure. Can lead directly into 214+AB super if close enough, which is usually.
Chikatsu Tenshin - 421A/B/C: Backflip
- Has some startup invincibility and is cancelable with specials. Distance varies with A, B, or C, C being the farthest moving but the slowest.
Super Moves
Shisei Oudou - 214A+B: Flaming dash combo into automatic followup hits.
- Can be homing canceled on specific hits to allow followup combo. Also can cancel directly into j.214AB super at the end even without the additional homing possibilities.
Tenbu Senshou - j.214A+B (Air only): Mei-fang shoots fire from her hands while diving towards the ground.
- Can be used in combos and also to punish various unsafe things. Not invincible for very long if at all after fire appears. Consists of 2 hits, but if 2nd hit occurs before the opponent hits the ground so it counts as a non-OTG hit, move is not techable and at fully advantage, but generally the 2nd hit occurs as an OTG and you and your opponent are pretty much at neutral. Cannot homing cancel out, homing will occur after Mei-Fang lands on her feet.
Kirin Kougeki - 623A+B: Mei-Fang gets into a robot and does a shoulder charge (ROBOT SUPER!!!)
- Invincible until she gets out of the robot completely, meaning if she is still white from the transformation she is invincible. Great combo ender because it gives an untechable knockdown. Comboable off of 5B/2B and anything with more stun, but not 5A/2A if wondering. While usable in a combo, the scaling makes it less worthwhile, but it's not exactly the fastest counter or punish either.
Taihou Senkou - 236,236,236AAB (During Kirin Kougeki): Kirin Kougeki Followup version 1
- Shoots a laser after the shoulder charge for added damage. Not worth the meter at the end of really long combos.
Strategy
Character Summary: Mei-fang is your standard rushdown character. Her damage is outstanding, and has a whole plethora of moves at your disposal. Once she gets in close she can be very fearful because any random hit that she lands can easily lead to high damage combos. Her offense relies mainly on smart use of her normals, though the use of arcana moves can certainly improve even that.
How to handle Mei-fang
- Get in and stay in should be priority #1. Easy approach is her ridiculously good dash punch.
- Combine J.c's with well placed arcana specials and IAD's to close the distance. Or dash punch. :P
- Make use of the jump cancelibility on 5b and 5c in blockstrings. She can use it to do IAD pressure or just jump then use an arcana special. Make sure to note unlike most, her 2b doesn't jump cancel (and of course 2c doesn't either).
- Meanwhile you should be using AA 5b and 5c on people doing iad strings on you. When it clashes you want to cancel into 5a allowing u to follow up with big damage.
- 6b is used as an AA when they are out of 5b range and/or you are on the offensive and they are stuck in jumping blockstun. 2e also a good option now that 2e attacks don't immediately lose active frames when early-clashed with.
- You mainly want to be ending ground combos with robot super and air combos with oppai smash because of the advantage/ knockdown u can get
- Everything she does can link into a combo practically, so a good example of seeing how things work is just viewing her essential bnb piece by piece. That alone can teach you placement and ways to enter combos from things whether or not its an ideal planned situation or a random popped hit.
Combos
since combos are so freestyle and Mei-fang can link all sorts of things into other things, take this section for what you will and mix and match ground pieces with air pieces all you want. I'll point out the important pieces of each combo that you need to note in order to mix and match neat things you want.
Meterless combos
- 2abc 236b 236b 236b - can catch with 214AB directly after if not too close to the wall.
- (in corner ideally) 2a 2b 5c 214a 2e - the reason I list this as a meterless combo is because in the corner, this is an ideal setup for an air unblockable 2e. As they recover from the dash punch in the corner, they can't go left or right, and probably won't be able to escape from underlying 2E active frames after recovery on reflex.
Lazy version of bnb - 1 homing, 1 stock. Ideal for use when you're too scared to use IAD link, but really lacks the damage in comparison.
- 2a 2b 2c 236b 6d -> 5a 6b sj jA jB jE j.xx jB jC 1236A 214AB
Seemingly ideal bnb - 1 homing, 1 stock. This is the key bnb that everybody uses, and deals very decent damage. Interestingly enough, bc it covers a lot of ground, the wall pushback for the moves after the j.E is pretty heavy, so you can buffer a dash jump (669) during the j.E so you get a more horizontal jump to finish your combo with. Otherwise, your 1236A 214AB might not connect.
- 2a 2b 2c 236b 6d -> 5a 5c IAD j.C land 5a 5c IAD j.E land j.A j.B j.xx j.B j.C 1236A 214AB
Alternative entry to bnb - 1 homing, 1 stock. Uses the dash punch to enter bnb, however, you cannot do it from 2A 2B 2C entry. Two hits only.
- 2A 2B 214A 3D -> 5A 5C IAD j.C land 5a 5C IAD j.E land j.A j.B j.xx j.B j.C 1236A
Interesting relaunch trick - 2 homing, 2 supers. The point of this combo was to exploit how you could cancel out of spinny super to attempt for relaunch or continued combo opportunities. Amusing indeed, but the opponent falls so quickly it's hard to really take advantage of, and I end with robot super just for style :P too many hits for 214AB to be effective bc opponent will recover in the middle. Probably better to try for a corner 2E trap with 2B 5C 214A after the 2nd homing.
- 2A 2B 2C 236B 6D -> 5A 5C IAD j.E land j.A j.B j.xx j.B j.C 41236AB 3D -> 2B 5C 623AB
Favorite use of 214AB super in a combo - 1 homing, 2 supers. This is a very easy combo to throw out, and because MF generates stock so quickly, it's usually worth the 2nd super, too. After some damage comparison, the best place to homing out of 214AB seems to be immediately on launch because the following air combo is so damaging, as compared to before when I'd see people homing out of first air hit from super, just to land a jA jB j.xx jB jC that might not even connect from opponent recovery before jA.
- 2A 2B 2C 236B 236B 214AB, 5D homing immediately on opponent launch, j.A j.B j.E j.xx j.B j.C 1236A 214AB
AHF! stuff i need to root through later. Basic BnB (when taken to the corner) - 1 homing, 1 super meter
- 2abc 236b 6d 5ac iad j.c land dash 5ac iad j.ac land dash 5c 623a+b
Basic BnB2 (when taken to the corner) - 1 homing, 1 super meter
- 2abc 236b 6d 5ac iad j.c land dash 5ac iad j.ac land dash 5c iad j.ac land dash 5c 236b 623a+b
Basic Midscreen BnB - 1 homing (+1 super in fire)
- 2abc 236b 6d 5ac iad j.c land dash 5a6b j.ab dj j.bc j.1236x (j.632146d air dash J.c j.1236x with fire arcana)
Advanced Midscreen BnB - 2 homing meters
- 2abc 236b 6d 5a iad j.a djforward j.c land dash 5ac iad j.c land dash 5b 2b 5c 236b 6d 5a iad j.a djforward j.ac land dash j.a djforward j.ac land dash j.abc j.1236x
Advanced Midscreen BnB - 1+ homing meters
- 2abc 236Bx3 214a+b 5[d] j.ac land 5c iad j.c land dash 5ac (go into standard corner combos)
Advanced BnB (corner) - 3 homing, 1 super meter
- 2abc 236b 6d 5ac iad j.c land dash 5ac iad j.ac land dash 5c 6d 5b iad j.b land 5c iad j.c land dash 5ac iad j.ac land dash 5c iad j.ac land dash 5c 5d 5b iad j.b land 5c iad j.c land dash 5ac iad j.ac land dash 5c iad j.ac land dash 5c 236b 623a+b
Fireball loop 1 (corner) - 2 homing, 2 super meters
- 2abc 236b 236b 214a+b 5[d] (on upward palm hit) j.b j.236d j.b j.236d j.c 6d j.a dj j.ab j.236d j.b j.236d j.c j.632146d air dash j.c j.1236x
Fireball loop 2 (corner) - 2 homing, 2 super meters
- 214b 214a+b 5[d] (on the flaming shoulder hit in the air) 9[d] j.b j.236d j.b j.236d j.c 6d j.a dj j.ab j.236d j.b j.236d j.c j.632146d air dash j.c j.1236x
(combos written assuming your not using rock/time, enders can change depending on arcana)

