Mienshao/Aetonal's version

''Stated to be incomplete, this version of Mienshao appears to use all six buttons, but some buttons may or may not work depending on whether the character is standing, crouching, or in the air. A strange feature with this character is that if it uses an attack straight after running, it decelerates during the attack, allowing it to briefly negate corner push.''

Gameplay


Mienshao is a very agile six-button character, being able to Wall Jump, Dodge, Air Dash and Air Jump; though it is able to Air Dash and Air Jump twice, both mechanics are connected, so if Mienshao has already performed two Air Dashes, it cannot Air Jump until it lands, and vice versa. It also has an incredibly fast run that allows it to pass through opponents, but not attacks; the deceleration from the run carries over to attacks, meaning Mienshao can negate an attack's corner push if an attack is used directly after running, but only until Mienshao stops moving.

Mienshao's comboability is quite impressive, though the combo options it has are very limited. On the other hand, Mienshao is also quite damaging, especially with its only Hyper, allowing it to take out a reasonable chunk of the opponent's Life with a simple six-hit combo. Some of its palettes (particularly palettes 10-12) increase Mienshao's comboability and damage output, making it quite overpowered (its Hyper alone can do up to 480 damage to the average character when using palettes 7-9, which is increased to 640 when using palettes 10-12), and also change some of the properties of Mienshao's attacks.

Though Mienshao does in fact appear to have custom A.I., it doesn't provide much of a challenge outside of it being slightly hard to hit, given that it tends to use its agile mechanics over actually attacking. Something it seems to do quite often is run, Air Dash, or Dodge its way over to the opponent, attack them a couple of times and then quickly move away, generally followed by a random Normal Attack and a fancy display of mechanics.

Stats

 * Life: 800
 * Power: 3000
 * Attack: 100
 * Defence: 100

Palettes 7-9 (s+a, s+b, s+c)


The core difference with these three palettes from the first six palettes is the increase in damage output and Power gain, though aside from the colour schemes of the palettes themselves, nothing is different visually.

Palettes 10-12 (s+x, s+y, s+z)


Much like palettes 7, 8 and 9, these three palettes gain no visual differences outside of the colour schemes, though the increase in damage output and Power gain is extended further, certain attacks have been made easier to combo into and out of, and Mienshao does not "crash" and take damage if 跳び膝蹴り misses the opponent; furthermore, said Hyper becomes unblockable.