Ougon Musou Kyoku/George Ushiromiya
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Introduction
George Ushiromiya is Eva's and Hideyoshi's son. He is an affable young man, and is liked by everyone in the family. He is an apprentice to his father's company, and it looks like he finally has dreams of independence. He is the oldest of the four cousins and often acts as a peacemaker.
Pros
+ EX wall kick is fully invincible, safe on block, travels full screen.
+ Able to do extended juggles similar to Lucifer's with his 6C.
+ Counter can be useful to deny enemy blockstrings that leave a gap for meta activation.
+ Can extend combos through attack touch where other characters cannot extend thanks to SP2.
Cons
- Meter reliant
- Counter is only available during meta
- All overheads are fairly telegraphed.
- Specials can whiff in many situations (ex: 214 series whiff on crouching, 236 series can whiff based on spacing/screen position)
Health - 1400.
Ability
Patience
Amount of meter built while blocking is increased.
Move List
Special Moves
| King's Heel 「王者の踵」 ― 236ABC
George hops forward with an axe kick.
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| Transmigration of the Body 「輪廻転身」 ― 22ABC
George cartwheels forward. Button determines distance. Can pass through opponent.
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| Supreme King's Whirlwind Kick「覇王旋風脚」 ― 214ABC
George launches forward with spin kicks. Button determines the number of kicks, distance, and jump height. Kicks whiff on most crouchers.
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| Flying Meteor Kick 「飛翔流星脚」 ― 214ABC
Must be performed at the wall in mid-air. George dive kicks off the wall behind him. Button determines angle. Knocks down on hit.
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SP Supers
| Tyrant's Heel 「暴君の踵」 ― 236AB
George hops forward with an axe kick.
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| Surging Transmigration Kick 「輪廻波濤脚」 ― 22AB
George performs a cartwheel kick. Whiffs on crouching.
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| Imperial King's Whirlwind Kick 「龍王旋風脚」 ― 214AB
George performs 5 spin kicks.
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| Flying Comet Kick 「飛翔彗星脚」 ― 214AB
Must be performed at the wall in mid-air. George performs a full-screen dive kick with full invincibility for the entire duration.
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Level 2 Super
| Nirvana Kick 「涅槃蹴り」 ― 236236C
George dashes forward, faking out the opponent with a feint kick if the dash connects. Does 0 damage but gives frame advantage and forces stand.
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Meta Super
| The King's Precepts 「王者の教え」 ― 641236C
George goes into a counter stance. If hit, he goes through a series of feint kicks, then finishes with a big soccer ball kick that launches the opponent. SP2 can be comboed after opponent is countered, allowing for extended combos.
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General Strategy
Why pick George?
Unfortunately, George Ushiromiya is overshadowed by most of the characters in the cast. He has a few tools that other characters have (an sp2 combo extender, Lucifer's 3C loops, a fully invincible full screen dive kick, Ronove-esque counters to interrupt blocks trings etc) but lacks anything that makes him worth picking over anyone else. His ability, while nice to have, is nothing to pick him over anyone else like will's SP cancel or Beato's Infinite SP, or similar.
Because of this, the only time George should be picked over another character is when his toolset perfectly fits your needs at the time. Any character he is paired with must have a need for SP2 to extend combos to a disgusting level (Example: SP2 allows for George to extend off of Black Battler's SP2), and there must be a need for his ex wall kick/meta super to counter the opponent's team for him to be useful. With the recent release of Bernkastel, it is worth noting that while spamming her meta super over and over is not exactly an SBO winning strategy, it's useful to note that George is one of the only characters that can punish the whale on reaction without getting counterhit.
His normals are also worth mentioning as being almost as good as sword normals--they boast good range and decent hitboxes, but will still lose to any proper sword character.
What does George want to accomplish?
There's really two situations where George can shine. One, is when he's switched in to do a ridiculous combo off of 6C, or to extend his partner's combo with SP2.
The second is when the opponent is already cornered. While George's pressure options are somewhat awkward due to his telegraphed overheads, his unsafe roll and throw immediately flipping people out of the corner... he actually has some annoying options. While pressuring a cornered opponent, his non EX divekicks finally get to shine. If you can train the opponent to not push buttons for any span of time, George can jump to the wall and use the dive kick to pressure the opponent rather effectively. If George does a normal jump against the wall and uses his A dive kick, he will land immediately in front of the opponent with little to no recovery. However, if George does a superjump to the wall into a dive kick, the dive kick will actually hit most standing AND crouching opponents, knocking down on hit. Between this, his pressure strings, his throw, roll, heel kick, and general pressure... he's almost got something none of the other characters can do. Almost.
Tag Partners
As stated above, there's only a few things to consider when putting George on a team.
1. Can I extend combos to a disgusting level with SP2?
2. Do I need his wall kick, meta super, or ability?
If you can't say yes to both, then you're better off picking someone else. However, it's worth noting that Patience can be useful when building your team, as while George is very meter dependent to produce damaging combos, patience increases the amount of meter built from blocking quite drastically, so pairing him with someone like Lambdadelta who resets the guard meter every time Touching/meta occurs... can work out well against block string heavy teams.
