Kinnikuman Muscle Grand Prix 2/Kinnikuman

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Kinnikuman

Story

Kinnikuman is the titular protagonist of the series. At the beginning of the story, Kinnikuman is a bumbling wannabe superhero who discovers that he is the lost prince and heir apparent of Planet Kinniku, home to some of the greatest Choujins (i.e. Japanese for "Superhuman") in the universe. As the series progresses (and becomes more serious and action-oriented), Kinnikuman becomes increasingly more competent, learning techniques such as the 48 Finishing Moves (which include his iconic Kinniku Buster) or the 52 Submission Holds. Kinnikuman also has the Burning Inner Strength, a latent power he can draw from in a pinch which allows him to exceed his limits and make miraculous comebacks from the brink of defeat.

"Kinnikuman" is actually a ring name of sorts; his real name is Suguru Kinniku, named after now-retired Yomiuri Giants pitcher Suguru Egawa. Due to the general ambiguity of calling a character just "Kinnikuman" (in a game called Kinnikuman, and with several other playable Kinnikumen), some players prefer calling him "Suguru".

Gameplay

Appropriately enough as the main character, Kinnikuman is a simple, easy-to-understand character that epitomizes a lot of the core gameplay mechanics of MGP2: He has strong standing confirms, great special throws, and solid OTG options. This incentivizes Kinnikuman to play "good MGP2", focusing on fishing for heavy stuns, confirming into special throws for big damage, and getting his OTG hits in where he can. On top of this, Kinnikuman has a good rope throw as well, rewarding him for succeeding in another pillar of MGP2 gameplay: fighting for positioning to get the opponent into the ropes/corner.

Kinnikuman's most notable weakness is his limited juggles. His strings are not conducive for them, and though Kinnikuman can still juggle, this typically involves sacrificing either positioning or damage, or significantly increasing the difficulty of his juggle combos. Even with his most optimal routes, Kinnikuman's juggles are still regularly outdamaged by characters with strong juggles. The relative weakness of Kinnikuman's juggles encourages him to focus more on standing hits than launching (which is a good rule of thumb in MGP2 anyways), but it does mean he is more susceptible to having his combos ruined by the opponent's True KKD activation. Furthermore, Kinnikuman's reliance on heavy stuns also means he can get away with a lot less at a higher level, as players get better at mashing out of HS. That said, Kinnikuman's key HS moves should still guarantee follow-ups even if reasonably mashed. On more minor notes, Kinnikuman's normal throws besides his rope throw are relatively mediocre, and though his special throws sort-of make up for it, it does mean Kinnikuman can be a little meter-hungry, especially since his OTG combo involves using a 2-bar special. Kinnikuman's specials also somewhat lack variety, as aside from 2 admittedly great specials and 1 gimmicky special of dubious use, his other 6 specials are just different special throws.

Kinnikuman's straightforward playstyle and emphasis on MGP2 fundamentals make him an excellent choice for beginners, or for players interested in learning "real MGP2". Make no mistake though, this does not mean Kinnikuman is exclusively for beginners, as he is still considered a strong character, generally agreed upon to float around the high tier, and he still performs very well even at the highest levels of competitive play.


Strengths Weaknesses
  • Above-average damage output.
  • Unusually fast special throw in 236S.
  • Decent throw punish and throw crush options.
  • Solid OTG damage thanks to his OTG combo.
  • Good heavy stuns that guarantee followups even when mashed.
  • Limited juggle tools.
  • Susceptible to True KKD Activation.
  • Reliance on HS makes him slightly worse as people are better at mashing.
  • Emphasis on special throws can make him meter-hungry.
  • Specials are somewhat lacking in variety.

Character Stats

  • Health: 1024
  • Damage rating: 14
  • Size/weight: Standard
  • Movement speed: B

Reversals

4G
Ashura Buster Reversal
(Against Ashuraman's 236S) 4G
KMGP2 Kinnikuman 4G.png
Damage Guard Attribute Property Cancel Cost Meter Gain
238 N/A KD - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Unique reversal animation that happens when teching Ashuraman's Ashura Buster (236S) throw.

  • After this reversal, Kinnikuman can get a guaranteed 2A,2A xx 46S OTG combo.
  • With the guaranteed OTG taken into account, this is more damage than Kinnikuman's throw punish or throw crush options, at least outside of the ropes.
  • In a real match, this rarely comes up, as Ashuraman is unlikely to use this special throw raw, outside of confirms.

Strikes

A
A
KMGP2 Kinnikuman A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS - 17-29, 20-28 Sp, 14-28 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 12 (15) -7 +5 +9 -

Solid jab with good damage and frame data.

  • Kinnikuman's options off of this jab is limited; the only natural combo follow-up to this is only A,A.
  • This jab can punish a teched throw, being Kinnikuman's only throw punish outside of super.
  • Kinnikuman can combo into super off of this jab via CCC.
A,A
KMGP2 Kinnikuman AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 28-37, 28-36 Sp, 22-35 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 12 (16) -7 +5 +9 -

Natural combo follow-up to A.

  • There are no guaranteed follow-ups off of this button.
  • The high damage of this hit and A makes this an above-average damaging jabstring, dealing 98 damage in total.
  • Between the damage and plus frames (Kinnikuman is +9 on hit), this is a really solid jabstring, and a more than decent option to punish throws meterlessly.
  • This string can be used in juggles as well, in both basic juggles that do not knock down, or as combo filler for Kinnikuman's most optimal (and strictest) juggles.
A,A,A
Triple Chop
KMGP2 Kinnikuman AAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry MS - 41-46, 41-45 Sp, 32-59 KKD - 24/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 (31) -16 -10 +8 -

Last hit of this string.

  • Not a natural combo from A,A.
  • This hit is further cancellable, and natural combos when cancelled into S (for a KD), 46S, or specifically the 236S or 63214S special throw due to their faster startup.
  • This a decently rewarding option to mix-up with a throw, such as with A,A xx T, etc., provided Kinnikuman has the meter to capitalize off of this hit.
A,6A
KMGP2 Kinnikuman A6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 36-41, 36-40 Sp, 26-41 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 17 (18) -12 ±0 +4 -

Alternate follow-up to A, akin to the standalone 6A.

  • What is written under the standalone 6A largely applies here as well, including the lack of guaranteed natural combos off of it.
  • Unlike A,A, this is not a natural combo from A.
  • The string option from this hit is identical to the 6A,A,A,66A string, essentially letting Kinnikuman cancel his A into that string.
A,6A,A
KMGP2 Kinnikuman A6AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 31-36, 31-35 Sp, 23-45 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 21 (25) -16 -4 ±0 -

Extension to A,6A, being identical to 6A,A.

  • Like the string it borrowed from, this is not a natural combo from A,6A, nor does it have any natural combo follow-ups.
A,6A,A,A
Cross Chop Rush
KMGP2 Kinnikuman A6AAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 32-52, 32-51 Sp, 31-51 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 25 (29) -20 -8 -4 -

An extra chop extension, this one copying 6A,A,A.

  • Like the previous, this does not natural combo to and from anything.
  • This original string is fairly mediocre, and being able to go into it from A is an option, but not an especially useful one.
A,6A,A,A,66A
Cross Chop Shoulder
KMGP2 Kinnikuman A6AAA66A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry MS MBU 45-58 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 4 21 (25) -11 -5 +13 -

Ender to the string, being the tackle like 6A,A,A,66A or the standalone 46A.

  • Within this string, its application is largely the same as with 6A,A,A,66A; what is written there applies here as well.
6A
6A
KMGP2 Kinnikuman 6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 35-40, 35-39 Sp, 25-40 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 17 (18) -12 ±0 +4 -

Alternative pseudo-jab that is much slower than neutral A.

  • This jab moves Kinnikuman forwards by quite a bit, such that the move's max range is about slightly less than one backdash away.
  • On standing hit, Kinnikuman gets nothing guaranteed off of hitting this.
  • While this button (and string in general) can be used in juggles, its startup and forward-moving property makes it very difficult to do so. There is little reason to do so anyways, as juggle routes using 6A are generally low-damage and does not knock down.
6A,A
KMGP2 Kinnikuman 6AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 31-36, 31-35 Sp, 23-45 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 21 (25) -16 -4 ±0 -

Chop follow-up to 6A.

  • Not a natural combo from 6A, and there are no guaranteed follow-ups off of it.
6A,A,A
Karate Chop Rush
KMGP2 Kinnikuman 6AAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 32-52, 32-51 Sp, 31-51 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 25 (29) -20 -8 -4 -
  • Further follow-up from 6A,A.
  • Like 6A,A, this is not a natural combo from the previous hit, and also does not natural combo into anything.
  • The general lack of frame advantage and natural combo opportunities of this string make this an overall worse counterpart to A,A,A.
6A,A,A,66A
Karate Chop Shoulder
KMGP2 Kinnikuman 6AAA66A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry MS MBU 45-58 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 4 21 (25) -11 -5 +13 -

Ender to this string, using the properties of the standalone 46A.

  • What is written there applies here as well.
  • Within this string, this ender has poor utility, being a highly telegraphed, low-reward extension off of the already mediocre 6A,A,A string.
41236A
41236A
Muscle Curtain
KMGP2 Kinnikuman 41236A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14x2 Block/Parry LSx2 - 20-50, 20-49 Sp, 20-50 KKD - 4x2/13x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 50 (26) 19 -33 -27 -17 1-5 Strike

Defensive stance that is active frame 1, with some strike invuln frames at the beginning.

  • The hitbox of this move is very small, to the point that it will only hit opponents at the corner, after a rope bounce, or (most commonly), by an opponent sticking a button into Kinnikuman.
  • The move has a cancel window, though it kicks in relatively late; this gives Kinnikuman options to end the stance early, such as by cancelling into a throw or special, or simply a charge cancel.
  • Whether Kinnikuman can get something guaranteed off of hitting this is highly dependent on when during the active frames the opponent gets hit. If 41236A connects early, effectively nothing is guaranteed, but if it connects when the cancel window already starts, Kinnikuman can even combo into his 236S special throw, provided it is cancelled into 236S immediately.
  • This move has some utility in juggles, owing to its fast startup and cancellability. Though this is a common property of moves of this nature, with Kinnikuman's case this is even more relevant due to its built-in SKD-causing follow-up.
  • The blockstun/hitstun data listed above assumes all hits connected.
41236A,66A
Muscle Curtain Attack
KMGP2 Kinnikuman 41236A66A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14x3 Block/Parry LSx3 SKD 47-70 KKD - 6x3/17x3
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 17 (5) 31 (33) -27 -32 -11 20-46 Throw

Built-in multi-hitting follow-up to 41236A.

  • Not guaranteed off of 41236A, though as mentioned above, it can properly combo if 41236A connects late enough. This does mediocre damage and frame data on hit though, so there are generally better options to confirm off of 41236A, particularly with meter.
  • The main use of this follow-up is the SKD property, being one of only 2 Kinnikuman moves that causes it. Compared to his other SKD move in 214A, 41236A,66A does much less damage (which translates to less grounded untech, making OTGs much stricter), but maintains positioning, as it leaves the opponent right in front of Kinnikuman. This makes it preferable when positioning is a concern, such as when juggling an opponent at the ropes.
  • Instead of just being the entire juggle combo, 41236A,66A can be used as specifically a combo ender, linking into it in juggles after a combo filler like A,A. This is some of Kinnikuman's most difficult juggle combo, but it can also be his most damaging route while maintaining positioning.
  • The blockstun/hitstun data listed above assumes all hits connected.
2A
2A
KMGP2 Kinnikuman 2A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS OTG 25-40, 28-39 Sp, 25-54 KKD - 4/56
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 4 27 (30) -21 -11 -7 1-28 Throw

Low kick with throw-invuln frames and an early cancel window.

  • Though quite bad frame-data wise, the move's early cancel window means that with charge cancelling, Kinnikuman is only -5 on block, and +9 on hit. He's not even too bad on parry, at -11. This (along with other reasons detailed below) makes 2A a great poke, provided Kinnikuman charge cancels it especially on block.
  • On hit, this natural combos into neutral S, for 98 damage and ample plus frames via a HS. At the ropes, Kinnikuman can further combo off of this HS for big damage. This makes it a very strong standing combo in Kinnikuman's arsenal, and a core part of his neutral game.
  • The 2A xx S cancel has a bit more leniency to it than most "button into special" combos, which usually require an earliest-as-possible cancel, making this somewhat more hitconfirmable, especially if 2A hits later in its active frames.
  • Like many 2As, Kinnikuman's 2A is frame 1 throw invuln, making it a great way to invuln through (or "crush") throws on reaction. Kinnikuman's 2A is particularly rewarding for this purpose due to its aforementioned natural combo into neutral S.
  • Compared to teching the throw and properly punishing it with A,A, crushing the throw with 2A xx S does identical damage midscreen, though it leaves Kinnikuman more advantageous due to the HS. It does require Kinnikuman to spend the meter to cancel into S, however.
  • 2A can also be CCC'd into super for a true combo. This is a potentially very strong hitconfirm, but whether this is a hitconfirm that is realistic for a human to do has yet to be determined.
  • 2A is also Kinnikuman's "fast OTG", guaranteed from a number of knockdowns. This is faster than his other meterless OTG in 8A, and although it does less damage, it combos as an OTG into 2A,2A, which further combos into 46S, outdamaging 8A by a lot. This is Kinnikuman's OTG combo.
  • Aside from stun overflow KDs and SKDs, 2A is a guaranteed OTG off of the following KDs: 6T, (Heavy Stun) T, (From Behind) 6T, (Near Ropes) 66T, 66S, 236S, 214S, 63214S,4T,46T,41236T, 63214S,4T,46T,421T, 623S, and 41236T+S. OTG-ing after T and (Medium Stun) T is also possible, but very strict.
2A,2A
KMGP2 Kinnikuman 2A2A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS OTG 33-38, 33-37 Sp, 29-55 KKD - 6/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 25 (30) -18 -8 -4 -

Second low kick after 2A.

  • This does not natural combo from 2A on standing hit, though unless Kinnikuman has no meter at all, 2A is much better cancelled into S anyways.
  • 2A,2A's cancel window is not nearly as early as 2A's, such that charge cancelling would only bring it up to -11 on block and +3 on parry. This also means it cannot combo into neutral S unlike 2A.
  • Between 2A,2A not being a natural combo (and 2A xx S being one) and the poorer frame data of 2A,2A, there is little reason for Kinnikuman to cancel into this on standing hit.
  • On the other hand, this does combo from 2A when used as an OTG. After a 2A,2A OTG, Kinnikuman can charge cancel the 2A,2A for the extra frame advantage (this leaves him +12 on OTG hit) and meter gain, or he can cancel into 46S for more OTG damage, at the cost of meter and less frame advantage (This leaves Kinnikuman at -4 on OTG hit).
2A,2A,2A
Ali Kicks
KMGP2 Kinnikuman 2A2A2A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry MS OTG 41-59 KKD - 30/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 4 28 (31) -16 -12 +6 -

Ender to the Ali Kicks string, being another low kick but causing medium-stun unlike the previous hits' LS.

  • Does not combo from 2A,2A, whether as a standing combo or an OTG.
  • The longer recovery and lack of cancel frames means this move is not great on block/parry, and nothing is guaranteed off of it on hit.
8A
8A
Nikudan Elbow Drop
KMGP2 Kinnikuman 8A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 75-83 KKD - 27/71
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 11 43 (47) -24 -34 - 10-38 Throw

Typical 8A, being an elbow drop that hits OTG.

  • Like most 8As, this has ample throw-invuln frames, though it kicks in a bit late to make it a reliable reactive throw crush.
  • 8A's main utility is as a "slow OTG", being guaranteed OTG off of sufficiently advantageous KDs. In particular, as Kinnikuman's juggles ideally end in an SKD, he can OTG off of the SKD with this 8A as a good meterless OTG ender.
  • Aside from stun overflow KDs and SKDs, 8A is a guaranteed OTG off of the following KDs: 236S, 214S, and 623S.
66A
66A
Charge Shoulder
KMGP2 Kinnikuman 66A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 34-40 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 18 (22) +9 -1 - 13-33 Throw

Kinnikuman's launcher.

  • As a typical launcher, this move has high blockstun with comparatively low recovery, allowing it to be relatively plus on block and barely minus on parry.
  • This launcher has some throw invuln frames, though it kicks in too late to use as a reactive throw crush. It does improve its usability in neutral situations, as it might unintentionally crush an opponent's throw for a launcher.
  • Compared to Kinnikuman's other launcher in 46S, 66A launches much lower, being the typical juggle height. Due to Kinnikuman's limited juggle tools anyways, he can go for the same juggle routes off of 66A as he could with 46S.
44A
44A
Dropkick
KMGP2 Kinnikuman 44A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS-5 MBU 67-74 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 45 (49) -18 -28 -7~+26 9-43 Throw

Damaging dropkick-style move.

  • This move fits the mold of a typical MGP2 dropkick, being a slow, heavy-stunning move with throw invuln, with very long recovery.
  • The long recovery of the move means that it is decidedly punishable on parry, though the move being airborne for a significant part of its animation can make it tricky to get a meaningful punish on it. Kinnikuman is usually safe-ish on block, due to the move's pushback.
  • On hit, the long recovery also translates to the move not being very plus for a HS move; especially with the pushback taken into account, a moderate amount of mashing is enough to make it so that nothing is guaranteed off of this HS.
46A
46A
Shoulder Tackle
KMGP2 Kinnikuman 46A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry MS MBU 44-57 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 4 21 (25) -11 -5 +13 -

Forward-moving tackle that medium stuns on hit.

  • This can hit from quite far away, with a maximum range of about one backdash away.
  • If this hits sufficiently late (such as being used from max range), Kinnikuman recovers fast enough to be able to link into A, for a stun overflow KD.
  • The conditional reward from hitting the move and the unimpressive frame data on block/parry keeps this from being an amazing move, but it is still a serviceable approach option.
236A
236A
Flying Kick
KMGP2 Kinnikuman 236A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 MBU 27-75 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 46 (50) -19 -29 -8~+25 -

Long-ranged high kick that heavy stuns.

  • This move has deceptively long recovery, such that its block, parry, or hit situation is very similar to 44A. This means it is minus (but pseudo-safe) on block, punishable on parry, and Kinnikuman does not really get anything off of it on hit.
  • Unlike 44A, Kinnikuman does not go airborne in this move, which can make it significantly easier to punish if parried.
  • A small niche of this move is that in Blue True KKD, this move has a very early cancel window; this makes it a lot more usable during KKD, and a viable option for a Blue True KKD combo.
214A
214A
Enzuigiri
KMGP2 Kinnikuman 214A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS-5 SKD,MBU 89-102 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 8 67 (72) -45 -55 -34~1 27-63 Throw

Kinnikuman does a small sidestep-left and delivers a damaging jumping kick to the back of the neck that HS on hit.

  • This move has extreme recovery, and without significant pushback, this results in the move being horrifically punishable on block or parry. Even completely unmashed on hit, the move is still -1 at best.
  • The awful frame data of the move makes this something that should generally never be used on a standing opponent.
  • Where this move really shines is as a high-damage SKD move for juggles. The move's slow startup means Kinnikuman basically has to go straight into this move after a launch, but this has the advantage of letting 214A hit almost completely unscaled, which translates to a relatively high grounded untech time for an SKD. This makes timing an OTG after it (namely 2A or 8A) relatively lenient, especially for an SKD.
  • A weakness of 214A as an OTG is its awkward positioning post-SKD. Because Kinnikuman sidesteps left prior to the kick, he would end up significantly to the left of where he initiated the move. This means that using the move to SKD an opponent near the ropes would usually cause Kinnikuman to lose the advantageous position, as he kicks the opponent out of the ropes. More rarely, if 214A hits as an SKD a certain way, Kinnikuman can "cross under" his opponent, switching sides and sending them far behind Kinnikuman. This happens most frequently is 214A is used too early.
  • If maintaining the position in a juggle is a concern, opt for 41236A,66A as an SKD instead.
WRA
(While Running) A
Shoulder Tackle
KMGP2 Kinnikuman WRA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU - - 62/42
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 31 -5 -15 +6~39 -

While running attack with an animation akin to 46A, but heavy-stunning instead of medium-stunning.

  • The frame advantage of this move on hit is fairly average for a HS move, but it has very low pushback on hit, leaving the opponent right next to Kinnikuman on hit even when the move connects midscreen. Even when reasonably mashed, this still allows Kinnikuman to link into his neutral A for a medium stun without a dash-up required, which can further combo into a special throw for big damage.
  • The high reward off of hitting this while running attack makes it a strong neutral option, especially when Kinnikuman has at least 3-5 bars stocked. Additionally, it is also a solid move to rope bounce opponents.
WGA
(While Grounded) A
KMGP2 Kinnikuman WGA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS SKD,OTG - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 8 17 (21) -9 -5 +13 1-22 Full, 23 Throw

Generic wakeup sweep.

  • Kinnikuman does not have any particularly fancy options off of his wakeup sweep; his most consistent option is to link into A for a stun overflow knockdown, though even this is still only semi-consistent unless the sweep hits very late.

Throws

T
Flying Headscissor
T
KMGP2 Kinnikuman T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 120/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Normal throw that side-switches.

  • This throw leaves the opponent very close next to Kinnikuman, and although a 2A OTG is possible, this is extremely strict/inconsistent.
6T
Body Slam
6T
KMGP2 Kinnikuman 6T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 110/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Less damaging throw that stays same side.

  • This throw comfortably guarantees a 2A OTG, and by extension the 2A,2A xx 46S OTG.
  • Although comparatively low damage, this is Kinnikuman's only normal throw in neutral that stays same-side, and guarantees OTG consistently, making it Kinnikuman's go-to throw in neutral.
66T
Water Wheel Drop
66T
KMGP2 Kinnikuman 66T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 124/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Low-damage throw that switches sides.

  • This throw guarantees no OTGs.
214T
Brain Buster
214T
KMGP2 Kinnikuman 214T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 134/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Damaging throw that side-switches.

  • Guarantees no OTGs.
  • As none of Kinnikuman's side-switching throws consistently guarantee OTG anyways, this is Kinnikuman's best neutral throw if a side-switch is desired.
MST
Bear Hug
(Medium Stun) T
KMGP2 Kinnikuman MST.png
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 130/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Throw on a medium-stunned opponent that stays same-side.

  • A 2A OTG is guaranteed off of this, but similar to T, this is very strict/inconsistent.
  • Off of a medium stun, Kinnikuman prefers comboing into his special throws (or at the ropes, his rope throw), but when he is low on meter, this is not a bad option, especially if he can get the OTG.
HST
Power Bomb
(Heavy Stun) T
KMGP2 Kinnikuman HST.png
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 150/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Damaging throw on a heavy stunned opponent, staying same side.

  • This comfortably guarantees a 2A,2A xx 46S OTG.
  • Comboing directly into a HS throw is difficult; Kinnikuman typically prefers to combo into a medium stun by way of his A anyways, due to the high damage of his jab.
FBT
Vertical Backdrop
(From Behind) T
KMGP2 Kinnikuman FBT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

From behind throw that side switches, with the expected high damage.

  • Kinnikuman recovers on the ground after this throw, though he only has 1 frame of grounded untech after he finishes the successful throw animation.
  • Waking up and going for an OTG is too slow to make it guaranteed. However, doing a wake-up sweep will hit as a guaranteed OTG.
FB6T
Cobra Twist
(From Behind) 6T
KMGP2 Kinnikuman FB6T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 102/102
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Alternative from-behind throw that stays same-side.

  • Low damage for a from-behind throw, but this is made up for by the fact that it guarantees a 2A,2A xx 46S OTG.
NR66T
Choujin Hanging
(Near Ropes) 66T
KMGP2 Kinnikuman NR66T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD MD - - 120/-150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

A near-ropes throw, doing high damage and draining meter.

  • This throw does not side-switch, but leaves Kinnikuman slightly to the right of where he initiated the throw. When used in the corner, this shift is not enough to take the opponent out of the corner.
  • After the throw, a 2A,2A xx 46S OTG is guaranteed.
  • While (Near Ropes) 66T is out-damaged by confirming into a special throw instead, it has the advantage of being a meterless option, denying the opponent meter, and a generally better post-throw situation than most of Kinnikuman's special throws.
  • Between the high damage, good post-throw situation, and guaranteed OTG, this is an excellent throw when Kinnikuman is able to go for it, and great reward for getting the opponent into the ropes.
RT
52 Submission Holds - Armpit Armlock
(Running) T
KMGP2 Kinnikuman RT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD MD - - 42/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Throw on a running/rope-bounced opponent.

  • As is typical for these throws, this does low damage, while draining a bar of meter.
  • Guarantees no OTGs.
WGT
Bear Hug
(While Grounded) T
KMGP2 Kinnikuman WGT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 130/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Kinnikuman's wake up throw, with the animation, damage, and meter gain values of his (Medium Stun) T.

  • Like that throw, a 2A OTG is possible, but very strict/inconsistent.
4T
Irish Whip
4T
KMGP2 Kinnikuman 4T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - +17~35 -

Universal Irish Whip, sending the opponent running behind Kinnikuman.

  • This is a solid starter for Kinnikuman if he can get the rope bounce, as Kinnikuman can easily combo into a special throw or (if close enough to the ropes) his near-ropes throw.
  • 4T Can also be used as a side-switch for situations where Kinnikuman scores a heavy stun with his back towards the ropes. The slow startup of this throw often means this option might not properly combo if the HS is sufficiently mashed.
44T
Side Switch
44T
KMGP2 Kinnikuman 44T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +10 -

Universal side switch throw.

  • Like with most characters, this is Kinnikuman's only normal throw to use the "horizontal" throw animation, meaning it causes the "pushed down" throw tech animation. This makes it slightly easier to punish.
  • As with most side switch throws, this is rarely used.

Specials

S
Burning Megaton Punch
S
KMGP2 Kinnikuman S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 MBU 32-50 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 27 (31) ±0 -10 +11~44 -

Heavy-stunning straight punch.

  • Solid startup and recovery, making it fast enough as an option to force rope bounces, while being 0 on block and only -10 on parry.
  • On hit, this is Kinnikuman's most advantageous heavy stun on paper, but its significant pushback means Kinnikuman cannot follow up with anything after it without a prior dash-up, save for the comparatively slow option of normal throw. The need to dash up first gives opponents enough time to mash sufficiently to make any follow-ups not guaranteed.
  • At the ropes, the negated pushback means Kinnikuman is able to link right away into A without any dash-up. This is fast enough that it is still guaranteed (though tighter) after optimal human mashing. Since linking into A would cause a MS, Kinnikuman can cancel that A into a special throw or his rope throw for big damage.
  • Within the context of Kinnikuman's toolkit, S can work as a "scrub killer" of sorts; since new players are often less optimal at mashing (or are unaware of the ability to mash out of HS at all), Kinnikuman players can often get away with doing S into a dash-up A (and subsequently a special throw) midscreen, even though this is not a real combo if the HS is mashed enough.
  • S natural combos from 2A, a primary reason for 2A's usefulness as a poke and throw crush option. The caveat on the reward off of S midscreen vs at the ropes still apply, which mean by extension, hitting 2A at the ropes is significantly more rewarding.
  • A more minor utility for S is as a high-damage juggle ender that does not knock down. Kinnikuman has juggle options that are more damaging and grants a KD, but ending a juggle in S is a not-awful day 1/hour 1 option.
66S
Kangaroo Clutch
66S
KMGP2 Kinnikuman 66S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
280 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw that does not switch sides, leaving the opponent right in front of Kinnikuman.

  • This is Kinnikuman's lowest damage special throw, doing only 280 damage.
  • Like most of Kinnikuman's other special throws, this guarantees a 2A,2A xx 46S OTG.
  • This throw's main niche is that it has arguably the best post-throw situation among Kinnikuman's special throws, at the cost of doing less damage. This is a good option to go for when positioning is a main concern, such as when used on an opponent at the ropes.
44S
Hell's Manji Lock
44S
KMGP2 Kinnikuman 44S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
294 Tech KD - - 3 -300/160
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw that side-switches, though this does not leave Kinnikuman exactly opposite of where he used the throw.

  • Unlike Kinnikuman's other special throws, this guarantees no OTGs whatsoever. With OTG damage taken into account, this leaves 44S as Kinnikuman's special throw with the lowest effective damage.
  • Between its low damage and side-switch, this is Kinnikuman's worst special throw, without really a scenario where this would be the preferred throw to go for over another one.
46S
Muscle Landmine
46S
KMGP2 Kinnikuman 46S.png
This is basically a DP
This is basically a DP
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry Launch OTG,MBU 52-60 KKD 2 -200/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 9 27 (31) -6 -16 - 1-3 Full, 4-51 Throw

Highly evasive metered launcher.

  • On hit, 46S causes a high launch, although Kinnikuman lacks the juggle tools to meaningfully capitalize off of this; at most, this enables him to squeeze in a 421S for some meter drain. If anything, this only makes picking up with 41236A,66A more difficult, if not impossible.
  • Unusually for a non-throw special, this move has the 3f of full invuln on startup, and is throw-invuln for almost the rest of its duration. In addition, Kinnikuman squats down a lot during this move's startup, letting it go under a lot of neutral pokes. This property-based invuln and shrinking his hurtbox makes 46S an excellent, decently rewarding counterpoke.
  • 46S can hit OTG. This is typically his go-to ender of his OTG combo, i.e. 2A,2A xx 46S. This does a tidy 112 damage, but in exchange, Kinnikuman is about -4 after this OTG hit. By comparison, ending on 2A,2A (cc) leaves Kinnikuman +12 on OTG hit; though -3 is not bad per se, between its worse frame advantage and meter cost, many players opt to default to ending on 2A,2A (cc), and using 2A,2A xx 46S only when it would kill.
  • Note that against Sunshine (and Sunshine specifically), 2A,2A cancelled into 46S does not combo on OTG, due to Sunshine taking less OTG hitstun.
236S
Kinniku Buster
236S
KMGP2 Kinnikuman 236S.png
The original. The world famous.
The original. The world famous.
Damage Guard Attribute Property Cancel Cost Meter Gain
322 Tech KD - - 3 -300/168
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

Kinnikuman's iconic special throw.

  • Very fast for a special throw, at 21f. Kinnikuman has no medium stuns into this, but this helps make combos off of a HS more consistent, and it makes 236S more viable to use raw as a mixup.
  • This throw switches sides, with the opponent ending up to the left from where Kinnikuman initiated the throw. This means that using it in the corner does not necessarily cause Kinnikuman to lose the corner, especially if he uses it while facing left.
  • Among his 3-bar special throws, this is his 2nd most damaging, losing out to only 623S. As 623S is a unique tackle-style throw with much slower startup, 236S is Kinnikuman's most damaging 3-bar "standard" special throw.
  • Furthermore, this throw guarantees a 2A (and by extension, 2A,2A (cc) or 2A,2A xx 46S) or 8A OTG, increasing the overall damage. While 2A,2A xx 46S is more damage, 8A is still a reasonably damaging meterless option.
  • This and 63214S are the only ones of Kinnikuman's special throws to have the "overarm" throw animation, whereas the rest of them (except 623S) uses the "horizontal" throw animation. This means this throw causes the "pushed back" animation when teched, making it slightly safer.
  • Between its high damage potential, fast startup, and not-bad post-throw situation, this is the special throw Kinnikuman defaults to, especially when positioning is not a primary concern.
214S
52 Submission Holds - Capchudo
214S
KMGP2 Kinnikuman 214S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
294 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw that switches sides.

  • This leaves the opponent at just about exactly opposite from where they were when Kinnikuman initiated the throw.
  • Like 236S, this throw guarantees 2A (and the 2A OTG combo) as well as 8A OTG, making it Kinnikuman's 3rd most damaging 3-bar special throw in terms of effective damage.
  • Due to its OTG opportunity over 44S, this is Kinnikuman's go-to special throw if he needs to side-switch, particularly position-wise.
63214S
Fu Rin Ka Zan - Wind
63214S
KMGP2 Kinnikuman 63214S.png
"As swift as wind"
"As swift as wind"
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - 7 -700/75
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

Starter to Kinnikuman's multi-part chain throw.

  • Unusually expensive for a chain throw, costing 7 bars instead of the usual 5.
  • In exchange, this has fast startup for a special throw, at 21f, being as fast as 236S.
  • This throw along with 236S are Kinnikuman's only special throws to use the "overarm" throw animation, meaning teching it causes the "pushed back" tech animation. This makes it somewhat harder to punish on tech.
  • This throw does not side switch, but sends the opponent very far away, while allowing them to recover almost immediately.
  • As a chain throw with free extensions, there is no reason to end on just this, especially since this particular chain throw costs 7 bars.
Fu Rin Ka Zan - Forest
63214S,4T
KMGP2 Kinnikuman 63214S4T.png
"As gentle as forest"
"As gentle as forest"
Damage Guard Attribute Property Cancel Cost Meter Gain
126 N/A KD - - - 0/160
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

First extension to 63214S.

  • That damage is not a typo: Ending on this extension will actually reduce the damage compared to simply ending on 63214S.
  • Does not side-switch, but like 63214S, this leaves the opponent very far away from Kinnikuman, while allowing them to recover almost immediately.
  • Same with 63214S, no reason to end on this extension.
Fu Rin Ka Zan - Fire
63214S,4T,46T
KMGP2 Kinnikuman 63214S4T46T.png
"As fierce as fire"
"As fierce as fire"
Damage Guard Attribute Property Cancel Cost Meter Gain
224 N/A KD - - - 0/226
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

2nd extension to 63214S.

  • Unlike the previous two, this extension switches sides, and leaves the opponent right in front of Kinnikuman. They still recover too quickly to get a guaranteed OTG, however.
  • Likewise, no reason to end on this and not go for the ender to this chain throw.
Fu Rin Ka Zan - Mountain
63214S,4T,46T,41236T
KMGP2 Kinnikuman 63214S4T46T41236T.png
"As unshakable as mountain"
"As unshakable as mountain"
Damage Guard Attribute Property Cancel Cost Meter Gain
308 N/A KD - - - 0/298
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

"Standard" ender to the chain throw.

  • Like the previous extension, this ender switches sides, and leaves the opponent right in front of Kinnikuman.
  • Unlike 63214S,4T,46T however, this ender has a lot more grounded untech time, letting Kinnikuman get a 2A OTG (and by extension, the 2A OTG combo). Doing 2A,2A xx 46S OTG brings up the damage to 420.
  • Even with the full sequence, this is still not great damage, especially for 7 bars; for reference, 236S does 14 more damage and even guarantees more OTG options, while only costing 3 bars.
  • Additionally, this ender is largely made obsolete by the other ender (see below), which does substantially more damage.
Reverse Fu Rin Ka Zan - Mountain
63214S,4T,46T,421T
KMGP2 Kinnikuman 63214S4T46T421T.png
"niatnuom sa elbakahsnu sA"
"niatnuom sa elbakahsnu sA"
Damage Guard Attribute Property Cancel Cost Meter Gain
378 N/A KD - - - 0/364
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

"Alternate ender to the chain throw, doing 70 more damage than the "standard" ender.

  • Also unlike the 41236T ender, this ender does not switch sides, and leaves the opponent a bit further away than Kinnikuman.
  • Despite the increased distance, this ender also guarantees a 2A OTG (as well as the 2A OTG combo), although this is a bit stricter to get than with the other ender.
  • With this extension, this is Kinnikuman's most damaging special throw, doing 56 more damage than 236S, which similarly guarantees OTG. While spending 4 extra bars to do only 56 more damage is somewhat dubious, this is a worthwhile option to ensure a kill.
  • One niche of this chain throw is that with the 2A,2A xx 46S OTG combo afterwards, this extension does 490 damage, for 9 bars spent. Kinnikuman's 41236T+S super, with its guaranteed 2A,2A (cc) OTG taken into account, does a total of 462 damage, similarly for 9 bars. This means that for combo purposes (such as off of a rope bounce), this chain throw is a more optimal route damage-wise than going for super. That said,this is only 28 extra damage, while going for super leaves a much smaller room for error.
623S
Kinniku Driver
623S
KMGP2 Kinnikuman 623S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
336 Tech KD - - 3 -300/186
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 -1 - - 1-3 Full

Tackle-style special throw.

  • As a throw with the "tackle" animation, this is significantly slower that Kinnikuman's other special throws, at 30f, but in exchange it has more range is only -1 on tech, with Kinnikuman recovering on the ground.
  • On successful throw, this does not side switch, and leaves the opponent right in front of Kinnikuman.
  • This guarantees 2A (and the 2A OTG combo) as well as 8A OTG.
  • While this is the most damaging of Kinnikuman's special throws, it's longer startup and distinct animation makes it a lot less usable than Kinnikuman's other special throws.
421S
Yellow Hole
421S
KMGP2 Kinnikuman 421S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry Special MD,MBU - 3 -300/-400
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 25 51 (56) Total +3 -7 +11 1-3 Full, 4-45 Throw

Meter-draining fart cloud projectile. A bit of a joke special.

  • This special has a unique attribute: It medium stuns on hit but does HS/KD-level blockstun. This allows it to cause a rope bounce when blocked at the ropes.
  • Being a projectile independent of Kinnikuman's own recovery, this can be very plus on block, hit and even parry, depending on how late the projectile connects with the opponent. The data above assumes it was blocked on its first active frame, and this already leaves Kinnikuman at +3. This makes it a potentially strong (if unconventional) pressure option.
  • Kinnikuman can use this as a combo filler in his 46S juggles (e.g. 46S. 421S, 214A, etc.), albeit a low-damage and rather expensive one. The main purpose of doing so is that the meter drain property of 421S still applies on air hit, letting Kinnikuman deny his opponent of some meter. Unlike some other characters, Kinnikuman cannot use this projectile for extending juggles, just as a filler.

Supers

41236T+S
Perfect Muscle Spark
41236T+S
KMGP2 Kinnikuman 41236TS.png
Damage Guard Attribute Property Cancel Cost Meter Gain
434 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full
  • Kinnikuman's super, being of the throw variety.
  • Fairly typical for a super throw, being fully invincible until 1 frame after it is active.
  • After the super, the opponent ends up in the center of the stage, with Kinnikuman right next to the opponent, being a bit over 1 backdash away from the ropes.
  • This super guarantees a 2A,2A (cc) OTG (though this can be strict/inconsistent), tacking on an extra 28 damage for 462 damage total. A 2A,2A xx 46S is obviously impossible after super, since 46S costs 2 bars.
63214T+S
Fart Spark
63214T+S
KMGP2 Kinnikuman 63214TS.png
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Tech KD MD - 9 -900/-999
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Kinnikuman's alternate super, dealing comparatively very little damage but fully draining the opponent's meter in exchange.

  • The post-super situation of this super is similar to 41236T+S, though the opponent is now not quite in the center of the stage, and Kinnikuman is a bit further away.
  • Compared to 41236T+S, this super has much less grounded untech time, and no OTGs are guaranteed off of it as a result.

Strategy

Kinnikuman's gameplay is very much based around the core MGP2 fundamentals. This involves confirming into a special throw, getting the opponent to the ropes/corner, and getting his OTGs where he can get them. To this end, his general default special throw is 236S, though there are situations where 66S is preferable. His best tools to rope bounce the opponent is 66A, S, and to a lesser extent, (While Running) A, 46S, and 421S. His best OTGs are 2A, which gives him an OTG combo in 2A,2A xx 46S, as well as 8A for his "slow OTG".

As for Kinnikuman's neutral game in general, his main buttons are A, 2A, (While Running) A, and for a more offbeat option, 421S. 2A is his standout neutral button, due to its range, frame data, throw invuln, and cancellability, allowing it to combo into S on hit.

For defense, 46S and 41236A are Kinnikuman's standout tools. 46S has ample invincibility, making it not just a good counterpoke, but a decent option to interrupt an opponent's pressure. 41236A is a more straightforward defensive move, being a "parry" of sorts that is active frame 1. 41236A is fairly low-reward, at least if it hits early on, but its very fast active frames make it a more reliable option.

Kinnikuman works best with either Blue or Green KKD. The extra damage from Blue KKD's low health buff is appreciated, and can make Kinnikuman's really high damage combos, such as those off of (While Running) A and 2A xx S at the ropes, go from over 50% combos to nearly 80% combos. While Kinnikuman does not gain a lot of new natural strings in True Blue KKD, he appreciates the cancellability on some of his moves, like 236A or S, and he can get some respectable Blue True KKD combos. Green KKD is also a solid choice, as the extra health can be helpful in matchups against very high-damage characters, and the True KKD activation can help out a lot against characters with very strong neutral. Red KKD is comparatively the worst KKD for Kinnikuman; Kinnikuman can be meter hungry, but he is adaptable enough that he can usually settle for not spending meter in a given situation, unlike some characters who require meter just for their basic neutral/pressure/combos. This reduces the value the of the doubled meter gain the low health Red KKD buff grants Kinnikuman. Red True KKD is similarly limited in use for Kinnikuman, as with most of his specials being throws, his only two specials to gain cancel windows are S and 46S, which are not particularly spammable or open up new options.

Combos

Combo Theory

Standing combos are Kinnikuman's bread & butter. This primarily involves the classic MGP2 comboing off of a HS; with Kinnikuman, the 2 HS moves he can reasonably combo off of is (While Running) A and S at the ropes. If the opponent does not mash properly, combo-ing off of S midscreen is also possible. From this heavy stun, Kinnikuman would typically do A to put the opponent into medium stun, and then go for a special throw (236S by default, but 66S, 214S or even 63214S can be "better" in some cases), (Medium Stun) T for a meterless route, or his (Near Ropes) 66T when at the ropes. Relating to this, a key natural combo with Kinnikuman is cancelling 2A into S, for a good low poke that combos into a HS.

Kinnikuman's juggles are relatively limited. His two launchers are 66A and 46S, and though 46S is a high launch, Kinnikuman lacks the tools to really take advantage of this. He can get some extra hits after a 46S (such as by fitting in a 421S), but for the most part, juggling off of 46S is somewhat harder due to having to manually time the juggle more. As for the actual juggling, Kinnikuman really only has two main options, by virtue of being his only SKDs: either 214A, or 41236A,66A. 214A is a high damage single hit, which also makes it much easier to OTG off of its SKD, but it has the downside of awkward positioning after the juggle. 41236A,66A is noticeably less damage, and has a much stricter window to OTG due to said lower damage, but it leaves the opponent right in front of Kinnikuman after the SKD. There is an optimal option, by fitting in an A (cc), or 6A (cc) if done after 46S, before going for 41236A,66A. This outdamages the 214A route, while still giving the 41236A,66A SKD, but this increased the combo's difficulty significantly, on top of the already present difficulty of OTG-ing off of the 51236A,66A SKD. Regardless of route, off of the SKD Kinnikuman can get either of his OTGs detailed below, though players tend to default to 8A since its active frames can make it a bit easier to time.

As far as OTGs go, Kinnikuman basically only has 2 options: His "fast OTG" in 2A, and his "slow OTG" in 8A. The KDs that guarantee 8A are limited, and similarly guarantee 2A OTG as well. Additionally, 2A,2A combos as an OTG, and it can further cancel into 46S for Kinnikuman's go-to OTG combo, which outdamages 8A, though it costs 2 bars. Alternatively, Kinnikuman can end on 2A,2A by charge cancelling it, doing much less OTG damage but being much more frame-advantageous and building a little bit of meter.

Midscreen

  • (6T/(Heavy Stun) T/(From Behind) 6T/(Near Ropes) 66T/66S/236S/214S/63214S,4T,46T,41236T/63214S,4T,46T,421T/623S/41236T+S), 2A,2A ((cc)/xx 46S)
    Throws guaranteeing the 2A,2A OTG combo. Charge cancel for frame advantage, or cancel into 46S for damage. 2A,2A xx 46S is not possible after 41236T+S.
  • (236S/214S/623S), 8A
    Throws guaranteeing 8A OTG.
  • 2A xx S
    Standing bnb. Good as a throw crush.
  • (While Running) A, A xx 236S/214S, 8A
    Confirm off of hitting the while running attack. Replace OTG as needed.
  • 66A, A,A xx S
    Very basic juggle combo. Does not knock down.
  • (66A/46S), 214A, (8A/2A,2A ((cc)/xx 46S))
    Standard juggle route with an SKD into an OTG.
  • 46S, 421S, 214A, (8A/2A,2A ((cc)/xx 46S))
    Juggle route off of 46S with an extra 421S for meter drain.
  • 66A, 41236A,66A, (8A/2A,2A ((cc)/xx 46S))
    Alternate juggle route, similarly with SKD into OTG. Less damage, but maintains positioning.
  • 66A, A (cc), 41236A,66A, (8A/2A,2A ((cc)/xx 46S))
    Optimal juggle route, doing as much/more damage as the 214A juggle while maintaining positioning, but is much stricter.
  • 46S, 6A (cc), 41236A,66A, (8A/2A,2A ((cc)/xx 46S))
    46S version of the above combo, using 6A to account for 46S's higher pushback on hit.
  • A/2A (CCC) 41236T+S, 2A,2A (cc)
    Charge-cancel-cancel combos into super.

Ropes

  • 2A xx S, A xx (66T/236S), 2A,2A xx 46S
    Extension of the midscreen bnb that only works at the ropes.
  • (Rope Bounce) A xx 66T, 2A,2A (cc)
    Meterless rope bounce combo.
  • (Rope Bounce) A xx 63214S,4T,46T,421T, 2A,2A xx 46S
    Max damage, meter dump rope bounce route.

Colors

Throne Arc Costume
Battle Costume
Red Trunks

External Links


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