Kinnikuman Muscle Grand Prix 2/Sunshine

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Sunshine

Story

Sunshine is one of the Devil Knights, and he is a towering Choujin made of sand. He has the ability to transform into various different sand structures, such as pyramids, tops, etc., though he loses this shapeshifting ability if the keystone at the center of his chest is removed. His one true weakness, however, is loud noises; one time, some human shouted at him really hard that he crumbled away. Eventually, he went through rigorous training to overcome this weakness, rechristening himself as "New Sunshine". In the process, he somehow gained a set of grinding rollers inside his chest he calls the "Cursed Rollers", which he can use to crush his opponents.

Sunshine is best friends with fellow Devil Knight Ashuraman (although Ashuraman might have a hard time admitting it earlier on), and they regularly tag team together as the "Stray Devil Choujin Combo".

Gameplay

Sunshine is a character defined by a couple unique gimmicks not really found anywhere else in MGP2. He is the only character with a different face-up and face-down wake-up attack, neither of which are the generic sweep kick; instead, one is a highly evasive knockdown move, while the other is a launcher, potentially netting high reward. In addition to this, he has a far-reaching and unusually active wake-up throw, a small and deceptive grounded character model (he is just a mound of sand, without a way to distinguish whether or not he is face-up or face-down) as well several ways to proactively get into a grounded state. Put together, this gives Sunshine the ability to do mixups on his own wakeup. While this mixup can be gimmicky, and some characters have tools to consistently deal with it, it still at the very least forces the opponent to respect Sunshine's wake-up options, giving Sunshine some often much-needed breathing room on defense.

Where Sunshine really shines, however, is with his specials. Many of them come out fast, with great hitboxes and evasive properties. Moreover, two of them also have the unusual property of being cancellable into another special or a throw. This allows Sunshine to cancel special after special, enabling interesting combos and unorthodox, freeform pressure that can frustrate and blindside opponents, especially those not well-versed in the Sunshine matchup. This high reliance on specials for pretty much everything does translate to Sunshine being extremely dependent on meter to function; a Sunshine with 0 bars is usually a sitting duck at the mercy of his opponents.

Grounded Hitstun

Sunshine is the only character to not have the universal grounded hitstun. In MGP2, when a character is hit by an OTG, they go through 32 frames of hitstun, at which point they can wake-up immediately; this is what makes OTG combos possible. Sunshine uniquely only takes 26 frames of hitstun from OTG hits, which coupled with his small grounded hurtbox, makes certain OTG combos not work on Sunshine. For example, with Kinnikuman's OTG bnb (2A,2A xx 46S), Sunshine recovers fast enough such that the 46S will not combo. This allows Sunshine to punish an opponent unfamiliar with this property (such as with his unique wake-up attacks or wake-up throw), and even with an opponent more familiar with this decreased hitstun, this translates to Sunshine not having to take as much OTG damage as other characters do. Unfortunately, this does not save Sunshine from some of the game's most infamous OTGs, such as Mountain's repeated 66S, though his decreased histstun makes the link much tighter, potentially allowing Sunshine to escape if the opponent is more used to the lenient timing afforded by other characters' grounded hitstun.


Strengths Weaknesses
  • Powerful (some cancellable!) specials.
  • Unique, rewarding wake-up options.
  • Lower OTG hitstun and small grounded hurtbox.
  • Above average health.
  • Large size.
  • Very meter-hungry.
  • Damage output is below average for a "big body".

Character Stats

  • Health: 1100
  • Damage rating: 15
  • Size/weight: Super-large/Heavyweight
  • Movement speed: C

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry LS - 25-37, 25-36 Sp, 16-40 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 24 (28) -19 -7 -3 -

Highly damaging jab with good range.

  • Unlike most large characters, Sunshine's jab is actually quite fast, at 11f. In exchange, the move's recovery is quite slow, leaving Sunshine punishable on block and minus on parry and even hit.
  • Additionally, the cancel window on this button is quite late, to the point that A xx T on a rope-bounced opponent will not result in a medium stun throw, and thus does not combo.
  • Despite the late cancel window, this jab still natural combos into neutral S due to that move's very fast startup,. However, it needs to be cancelled as early as possible to properly combo.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry MS SKD 26-31, 26-30 Sp, 22-53 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 31 (35) -20 -14 +4 -

Follow-up to A, generally used as combo filler in juggles.

  • Not a natural combo from A (due to A's cancel window), but the cancel window on this move is fast enough to combo into the next hit (A,A,A) as well as into (Medium Stun) T.
  • The SKD property of this move is useful for cases where an air throw whiffs during a juggle, as Sunshine would still score an SKD.
A,A,A
Hell's Fly Swatter
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD SKD,MBU 53-67 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 33 (37) -6 -16 - -

Ender to the string.

  • Natural combos from A,A, although cancelling into (Medium Stun) T similarly knocks down for more damage.
  • Like A,A, this attack causes SKD on air hit, but Sunshine would usually prefer to end his air juggles with his air throw instead, as it would do 60 more damage.
  • One use case of A,A,A as a juggle ender is to avoid giving the meter than the air throw does. Since this is also an SKD ender, Sunshine can OTG afterwards with 623S xx S. This is relatively lenient, and would end up doing 165 more damage than just going for air throw.
6A
6A
Down Hammer
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry MS - 23-43, 23-42 Sp, 23-48 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 23 (27) -12 -6 +12 -

Slow-ish, medium-stunning hammer punch with decent range.

  • This move has a very early cancel window, such that it natural combos into either of its built-in follow-ups. It can also combo into (Medium Stun) T, though damage-wise, it is largely outclassed by 6A,8A.
  • Special cancel-wise, it can combo into S, 623S and 41236S (although the pushback on 6A means S would whiff unless 6A is used point blank or at the ropes). In particular, cancelling into 41236S is a high-damage, albeit somewhat costly, option.
  • Another option is to charge cancel the move. Doing this will bring it up to only -1 on block, and a whopping +23 on hit.
  • 6A is unusual in that it doesn't cause a KD on a medium-stunned opponent. Coupled with the above, this means 6A (cc) can link into another 6A (cc) without knocking down. The pushback makes this not work midscreen, but at the ropes/corner, Sunshine can do this for a true (albeit KKD-activate-able) infinite.
6A,8A
Hammer Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry Launch MBU 51-63 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
34 4 23 (27) +3 -7 - -

Sunshine's only launcher, aside from his while grounded attack.

  • Natural combos from 6A, and (6A (cc) infinite aside,) usually allows for the highest damage off of connecting with 6A due to the juggle opportunity.
6A,2A
Hammer Low
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry MS OTG - - 11/37
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 3 24 -11 -7 +11 2-61 Throw

Low kick follow-up to 6A, identical to Sunshine's standalone 2A.

  • What's written in the standalone 2A section applies here as well.
  • Within this string, it natural combos from 6A, but does not knock down. This is the lowest-damage option off of 6A on hit, but since it puts Sunshine into a face-up grounded state, he can opt to go into his wake-up mixups, for a "reset" of sorts.
  • Like standalone 2A, the recovery above includes the 1 frame Sunshine is considered grounded but is unable to act.
4A
4A
20-Mon Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry HS-5 SKD,MBU 70-78 KKD - 46/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 10 40 (42) -20 -30 -9~+24 -

Slow to start up, slow to recover kick with good range that heavy stuns.

  • Sunshine's only heavy stunning move, though its recovery and pushback makes any guaranteed follow-ups extremely limited; about the only scenario where a follow-up is possible is if the move hits late at the ropes and is completely unmashed, in which case Sunshine can combo into a sufficiently fast button like A, S, or even (Heavy Stun) T.
8A
8A
Concrete Press
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG,MBU 99-104 KKD - 33/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
33 15 55 (58) -40 -50 - 12-46 Throw

Fairly typical 8A, with the expected slow startup, throw-invuln and being able to hit OTG.

  • Sunshine's knockdowns have very little untech time, and as a result, he cannot get this move guaranteed off of any of his knockdowns.
  • Unless interrupted, Sunshine automatically gets up as part of this move's recovery; in other words, he cannot go for wake-up shenanigans off of this, unlike 2A or 214A.
2A
2A
Sun Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry MS OTG - - 11/37
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
34 3 24 -11 -7 +11 1-60 Throw

Low-profiling, throw-invuln kick that hits OTG.

  • Slow for a 2A, but with above average range since it moves forwards.
  • Similar to 8A, Sunshine cannot get this OTG off almost any of his knockdowns; he can get it after (Heavy Stun) T, but this is very strict/inconsistent.
  • Sunshine recovers from this move face-up on the ground, allowing him to go for his wake-up options. The recovery above includes the 1 frame Sunshine is considered grounded but is unable to act.
  • The move's recovery is such that it's quite plus on hit, and not too minus on block or parry; especially with how Sunshine recovers on the ground and is able to go for wake-up options soon after, it's difficult for an opponent to really capitalize on the frame disadvantage.
66A
66A
40-Mon Rocket Cannon
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Block/Parry KD MBU 85-104 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 12 64 (66) -46 -56 - 17-52 Throw

Jumping dropkick that knocks down on hit.

  • As with most dropkick-style moves in the game, the move's startup is quite slow, and its recovery is very slow; as Sunshine does not recover on the ground after this move, this leaves him very punishable on block or parry, though the former can be less punishable than it seems on paper due to the pushback.
  • The hitbox of this move is quite janky, between its forward-moving property and the fact that the hitbox seems to be along Sunshine's entire body, allowing the move to "cross-up" when used on non-large characters point-blank and/or on an opponent's wake-up. The move can even whiff completely if used point blank against certain characters who are blocking.
214A
214A
Sunset Flip
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry KD OTG,MBU 55-60 KKD - 20/35
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 24 -3 -13 - 14-49 Throw

Slow front flip that knocks down and recovers with Sunshine face-up on the ground.

  • Decent range, with slightly less range than 2A.
  • Its OTG property very rarely if ever comes up, due to the low untech time of Sunshine's knockdowns.
  • Like 2A, this move recovers with Sunshine face-up on the ground, with the recovery above including the 1 frame he is considered grounded but unable to act.
WRA
(While Running) A
Body Press
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG,MBU - - 26/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 14 31 -15 -25 - -

Sunshine's running attack, knocking down on hit.

  • Visually similar to 8A, but unlike 8A, Sunshine recovers from this move face-down on the ground, being his only move that puts him in this state. The move's recovery includes the 1 frame Sunshine is considered grounded but unable to act.
WGFDA
(While Grounded, Face Down) A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry KD OTG - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
38 7 55 (81) -32 -42 - 1-37 Full, 38-42 Throw

Highly evasive wake-up move where Sunshine disappears and falls from the top of the screen.

  • This move has a very lengthy tail-end cancel, such that Sunshine can have a fairly janky transition from recovering to blocking.
  • At the ropes, this move becomes a lot more threatening, as its deceptive animation means it can be difficult to parry on reaction.
  • Aside from its poor frame data on block, its other downside is that this is locked behind being grounded face-down, a state Sunshine can rarely access on his own.
  • Being a falling move that starts from high-up, it typically hits later than the first active frame listed above. For reference, it hits Budo standing still on frame 39.
WGFUA
(While Grounded, Face Up) A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry Launch - - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 13 42 (66) -25 -35 - 1-24 Full, 25-54 Throw

Get-up attack that high launches, allowing Sunshine to get a full juggle off of it despite the move's long recovery.

  • Even with basic juggles, this leads to a much higher and more consistent damage than the average wake-up attack, making it a more rewarding (and for the opponent, threatening) option.
  • Being a launcher, this can also rope bounce the opponent, just like his other wake-up attack.
  • One potential downside of this move is that its upwards angle can make it whiff over some low-profile moves at some ranges.

Throws

T
Body Stamp
T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Standard neutral T that does not side switch.

  • This throw guarantees no OTGs.
6T
Lift-up Drop
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech KD - - - 90/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Side-switching throw, doing less damage than T.

  • This throw leaves the opponent quite far, at about one backdash away, and guarantees no OTGs.
66T
Headcrown Elbow
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech Special - - - 94/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +18 -

Unique throw that stays same-side, and leaves the opponent in standing hitstun.

  • This throw is +18 on hit, but midscreen, the opponent is left too far away for Sunshine to get any guaranteed links off of this throw.
  • At the ropes, the negated pushback lets Sunshine link into A xx S, S, or even super for solid damage and a knockdown.
46T
Bear Hug
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Throw that stays same-side.

  • Sunshine can get a guaranteed 623S OTG off of this throw, although this is very strict. On larger characters, he can cancel the 623S into S for an OTG combo.
  • Even without the OTG, this throw is tied with 41236T as Sunshine's most damaging throws in neutral, and leaves the opponent much closer to Sunshine. This makes it generally Sunshine's go-to throw in neutral, even without getting the OTG consistently.
41236T
Hell Swing
41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 120/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Throw that is very similar to 46T, staying same side, doing identical damage, and similarly not guaranteeing any OTGs.

  • However, compared to 46T, this leaves the opponent further away from Sunshine midscreen, though it moves Sunshine forwards noticeably further as well. The more involved input, along with leaving the opponent further away post-throw, makes this a less used neutral throw compared to 46T.
MST
Mexican Stretch
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 N/A KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Side-switching medium stun throw with no guaranteed OTGs.

  • A,A and 6A natural combos into this throw, although with the latter, comboing into 6A,8A into a juggle would generally out-damage just going straight into this throw. This is still a decent option to give the opponent less meter, however.
HST
Canadian Backbreaker
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 N/A KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Damaging heavy stun throw that does not side-switch.

  • This throw guarantees a 2A OTG, unlike most of Sunshine's other throws.
  • A functionally unusable throw, due to Sunshine's almost complete lack of heavy-stunning moves. Sunshine's only HS move, 4A, would only combo into this throw if it hits very late (such as by using it at max range) at the corner, and the opponent does not mash out of the heavy stun at all.
FBT
Superslow German Suplex
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 Tech KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Side-switching from-behind throw.

  • Leaves the opponent decently far, with no OTGs guaranteed.
FB6T
Backdrop
(From Behind) 6T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 80/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Sunshine's alternate from-behind throw.

  • Like (From Behind) T, this throw also switches sides, and leaves the opponent quite far away with no guaranteed OTGs as well.
AB66T
Canadian Backbreaker
(Airborne) 66T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A KD - - - 80/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 27 19 - - - -

Sunshine's air throw, with a somewhat high hitbox.

  • This is the consistent, go-to ender to Sunshine's juggles; generally, this move is cancelled into from A,A or 623S.
  • However, as a juggle ender, it can actually be out-damaged by A,A,A, as the SKD from that move allows Sunshine to OTG afterwards for more damage. this air throw tends to be more consistent though, especially in a long juggle.
RT
Lift-up Slam
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Sunshine's throw on a running opponent.

  • Side-switches, and throws the opponent far away behind Sunshine.
  • Due to Sunshine's inability to do A xx T on a rope-bounced opponent, this is just about the most damage Sunshine can get off of a rope bounce meterlessly.
WGT
Mexican Stretch
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 7 22 -16 - - 1-33 Full, 34-45 Throw

Sunshine's wake-up throw, with massive range.

  • This throw is somewhat unique for a wake-up throw, in that it is unusually active, with 7 active frames instead of the usual 3. In exchange, ti also has a fairly distinctive rising animation, though it has the same startup as the typical wake-up throw.
  • Very important for his wake-up gimmicks, to mix-up with his wake-up attacks. While there are options that can beat both (such as doing a 2A or 8A with a lot of characters), mixing up between Sunshine's wake-up attacks and this throw forces opponents to respect the option.
  • Unlike other characters, the frame data of Sunshine's wake-up throw does not change regardless of if he's facing up, down, or whether his feet are towards or away from the opponent.
4T
Irish Whip
4T
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 opponents running behind Sunshine.

  • Sunshine gets below average reward off of a rope bounce, so this is a relatively rarely used throw for Sunshine.
44T
Side Switch
44T
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 most characters, this is rarely used.

Specials

S
Hell's Top
S
The Top
The Top
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD SKD,OTG,MBU 40-48 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
9 24 15 (17) -9 -19 - 5-41 Throw

The Top. This is an extremely fast special with a large hitbox that knocks down on hit.

  • Top is so fast to the point that it can combo off of A despite that move's late cancel window. This forms Sunshine's standing bnb, notably being able to punish teched throws. S can also punish throws all on its own, and though this does less damage than A xx S, this might be a good option to get damage and a knockdown without giving the opponent the opportunity to activate true KKD.
  • Its very fast startup and good hitboxes make it a very strong counterpoke, as well as to interrupt the opponent when Sunshine is on the defensive, as this is his fastest button.
  • Despite its animation, the move does not go very far, such that attacks that should combo into it on paper, such as 6A or 66T, would only combo if Sunshine ends up point-blank next to the opponent, such as by being at the ropes.
  • This move does SKD on air hit, though this property rarely comes up, as ending juggles with air throw or A,A,A is preferred. One utility it has is for juggles where Sunshine gets crossed up, such that inputting air throw is awkward and A,A,A would whiff. Though a lower damage option, the large hitbox of this move makes it Sunshine's most consistent juggle ender.
  • The OTG property is similarly niche, due to its very specific OTG hitbox (it only OTGs on the top's spinning tip) and relatively low damage. It is technically Sunshine's fastest OTG however, and can be guaranteed from fairly specific situations, such as from a knockdown from this move itself at the ropes. It also combos when cancelled into from a 623S OTG, though the neutral S's hitbox can make this finicky depending on when/how 623S hits.
8S
Demon World Guillotine Drop
8S
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Block/Parry KD OTG,MBU 50-94 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 14 49 (63) -33 -43 - 1-3 Strike, 11-40 Throw

Slow leg drop OTG.

  • Between its slow startup and poor frame data, this move is functionally strictly used as an OTG. However, Sunshine's knockdowns do not really guarantee any OTGs, let alone a slow one such as this.
  • Its most practical use is to cancel into it from 623S on hit, as it would do slightly more damage as an OTG than cancelling into a second 623S while auto-timing it such that it would not float. This would get out-damaged by OTG-ing with 623S xx S instead, but for 1 bar, this is the optimal OTG as far as damage is concerned.
  • Since the move is airborne for most of its animation, the earliest frame where it can be cancelled into a throw/special throw during True Blue/Red KKD respectively is on frame 79.
66S
Hell's Top
66S
EX Top
EX Top
Damage Guard Attribute Property Cancel Cost Meter Gain
30x6 Block/Parry Launchx6 SKD,OTG,MBU 68-72, 68-71 Sp, 80-94 KKD 2 -200/50x6
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 66 (10) 15 (19) +5 -5 - 1-3 Strike, 11-40 Throw

A powered-up version of Top, being slightly slower to start up and costing 1 extra bar of meter, but moving forwards after the initial top and hitting multiple times.

  • Each hit also launches, and SKDs on air-hit; on a point blank ground hit or in juggles, this will typically launch and hit for a total of 3 times for an SKD, while doing respectable corner carry.
  • This special is unique in that it is itself cancellable. This opens up a lot of versatile options for pressure, and makes it excellent for juggles, as it can cancel into 623S to extend the juggle further, or into the 66T air throw to end the juggle.
  • Like with other cancellable specials, Sunshine can use this special to "substitute" a part of his string (e.g. A xx 66S xx A). However, this has very little use due to Sunshine's very limited strings.
  • This move similarly OTGs just like S, and is guaranteed off of similar things that guarantee an S OTG, though with some asterisks. It has the same very specific OTG hitbox as S, while its slightly slower startup actually makes it much harder to use as an OTG. In exchange, its multi-hit property can make it hit up to 6 times, potentially doing more damage than even 8S. The forward-moving nature of the move makes it even harder to get as many hits in, though it becomes more consistent if it hits in the corner.
  • As an OTG, since the move is cancellable, this can be cancelled into S, which similarly OTGs. This is even more finicky than OTG-ing with 66S, but can add a decent chunk of OTG damage if it connects. Like with the 66S OTG itself, hitting with the extra S OTG is more doable when 66S OTGs in the corner.
  • Parry data assumes this move was done point-blank at the corner, since parry would typically lose when the move is used from a range/midscreen.
46S
Hell's Arch
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
165 Block/Parry KD OTG,MBU - 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 10 28 (33) -8 -18 - 2-72 Throw

Hitgrab that goes airborne.

  • Low damage for the meter spent as most hitgrabs typically are, though it has the bonus utility of having ample throw-invuln frames.
  • This hitgrab guarantees a 623S OTG, though it's somewhat strict/inconsistent. The post-throw situation of 46S also auto-spaces it such that if 623S hits, cancelling into S will consistently OTG.
  • While this move can hit OTG, it will only cause the hitgrab animation on a standing opponent. OTG-ing (or juggling) with this move will only do 15 damage.
  • Being a falling move that starts from high-up, it typically hits later than the first active frame listed above. For reference, it hits Budo standing still on frame 38.
41236S
Giant Swing
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
360 Tech KD - - 3 -300/230
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - - 1-3 Full

Damaging special throw.

  • Slow startup for a throw, but within the context of Sunshine's toolkit, this is not really an issue.
  • Stays same-side, but sends the opponent quite far away with very low untech time, making any OTGs impossible.
  • At the cost of 3 bars, this is the most consistently high damage Sunshine can get off of a rope bounce or hitting 6A.
623S
Hell's Pyramid
623S
The Pyramid
The Pyramid
Damage Guard Attribute Property Cancel Cost Meter Gain
135 Block/Parry KD SKD,OTG,MBU 50-60, 50-59 Sp, 55-74 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 10 39 (43) -19 -29 - 1-3 Full, 4-30 Throw

The Pyramid. a fast, evasive special that knocks down on hit.

  • Similar to 66S, this special is uniquely cancellable, for a variety of applications.
  • Stringing multiple 623S is a strong option to pressure opponents, albeit one susceptible to being parried. Sunshine is also able to mix in 66S, other specials, or even throws to enhance this pressure sequence.
  • Since this move OTGs, on hit it combos into itself, though a late cancel is needed so as to not float the opponent (alternatively, 623S also combos into 8S OTG, which auto-times it to not float). On OTG hit, 623S can further be cancelled into S or 66S (though the latter is inconsistent) for an OTG combo, to do really solid OTG damage.
  • The SKD property also makes this move useful in juggles; comboing into this move usually lets Sunshine juggle off of the SKD, provided the opponent is high enough. In his corner carry bnb, Sunshine would cancel this into his air throw.
  • This move's cancellable property lets it "substitute" strings, but like with 66S, this has little practical use due to Sunshine's limited strings.
  • Being a falling move that starts from high-up, it typically hits later than the first active frame listed above. For reference, it hits Budo standing still on frame 25.

Supers

1P41236A+S
Demon World's Hell Tour
(1P Color) 41236A+S
Super Top
Super Top
Damage Guard Attribute Property Cancel Cost Meter Gain
465 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 31 28 -29 -39 - 1=15 Full

Sunshine's super, being a strike super.

  • The super's initial hit is akin to the neutral S top, though Sunshine would nudge slightly forwards after the initial top spin.
  • Though this is not as long-ranged as some other strike supers, this super is very fast for a strike super, even being able to punish teched-throws.
  • The super is also very active, being able to hit for a whole 31 frames. This has the tendency to act as a knowledge check of sorts, as upon encountering this super for the first time, it's common to assume the super is already in recovery, only to get hit as the super is still active.
  • After the super, Sunshine would end up in the center of the stage, with the opponent right next to him. Despite this, this super does not guarantee any OTGs.
2P41236A+S
Cursed Roller
(2P Color) 41236A+S
Super Top 2
Super Top 2
Damage Guard Attribute Property Cancel Cost Meter Gain
465 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 31 28 -29 -39 - 1=15 Full

Sunshine's alternate super.

  • Sunshine is unique in that he technically only has one super, but its animation would change depending on which color he is using. This is the super he would have in his 2P "New Sunshine" color.
  • Like with most alternate supers, this super has the same initial top hit as the 1P super, along with its fast startup and long active frames; in other words, as far as the frame data of the initial hit is concerned, the supers are identical.
  • This super does have a different post-super situation from the 1P super; Sunshine still ends up very close to the opponent, but instead, the opponent is placed about one backdash away from the ropes. This super similarly does not guarantee any OTGs.
  • The generally better post-throw situation makes this super (and by extension, the 2P color) a more popular option, though the difference in practice is fairly marginal.

Strategy

Sunshine is a character who lives and dies by the meter he has got stocked. S is one of his most consistent ways to get out of pressure, while S, 66S and 623S are some of Sunshine's strongest neutral tools. Even in combos, Sunshine can get more damage and corner carry by spending the meter on a 623S xx S OTG, or by juggling with 66S xx 623S. Because of this, Sunshine often wants to create space and build up meter when he is low on it, since he becomes significantly less threatening without it. This is usually best done by spending knockdowns building meter instead of keeping the pressure up, or by getting the opponent to respect Sunshine's wake-up to give him space. Sunshine's notable meterless options are his fast A jab, his 6A which leads to strong reward on hit, and his 2A, which is a decent-sized poke that sets up Sunshine's wake-up shenanigans.

As a character revolving all around his specials, Sunshine is most commonly played with Red KKD. Aside from the low health meter gain buff going a long way for Sunshine, activating True KKD lets Sunshine spam his specials freely for a limited time. The MAX activation gets some mileage too, as Sunshine's fast super can be used to "frame trap" an opponent not on top of punishing the super. The other KKDs have their merits as well, although they have the opportunity cost of losing out on Red KKD's meter build. Blue KKD can patch up Sunshine's middling damage, and Sunshine's many knockdown/launching moves (i.e. his wake-up attacks, S, 623S) adds value to the MAX activation, making them unblockable. Green sees the least use, as Sunshine rarely has survivability issues, though the True KKD activation can help out in a pinch and help his neutral.

Wake-up Mixups

Sunshine's wake-up options are unique due to his different face-up and face-down wakeup attacks that are both more rewarding than the average wake-up attack. Coupled with his unusually active wake-up throw, Sunshine is able to force the opponent to respect him when he is knockded-down more than the average character. Sunshine also has ways to proactively get into a grounded state: 2A (and by extension, 6A,2A) as well as 214A has him ending up face-up, whereas while running A is his only move that puts him face-down. The different available options available if Sunshine is face-up or face-down means it may be worthwhile to pay attention to if a given knockdown move leaves him face up or face down; launchers, for instance, usually leaves Sunshine face-down. A lot of characters usually have ways to beat all three options; a lot of throw-invuln moves, such as a 2A or 8A, would typically beat the wake-up throw while avoiding the wake-up attacks, or at least minimize the damage. Delaying wake-up options can be used to further call this out. Ultimately, against a familiar and ready opponent, the wake-up options would stop being a "real" mix-up, but the opponent playing around them gives Sunshine the breathing room he needs to reposition and build meter as needed.

Cancellable Specials

Sunshine's 66S and 623S are uniquely cancellable. This means they can cancel into other specials or into throws. Using the special after a normal strike allows Sunshine to "substitute" the special for the next hit of the string, and subsequently cancel back into the next hit of the string. However, due to Sunshine's only string with 3 or more parts being his A,A,A, this is not particularly useful. Cancelling into other specials or throws are still very useful, as cancelling 66S or 623S into itself or the other special over and over again is a strong, albeit costly, way to pressure opponents. Cancelling into a throw from one of these specials on block or whiff is also an effective mix-up option. However, as with other cancellable moves, parrying will make Sunshine unable to cancel, leaving him open for punishment. The cancellable property is useful for juggles as well, as 66S can combo into 623S at the ropes, and that can subsequently combo into 66T.

Combos

Combo Theory

Sunshine's standing combos are very limited, with everything basically coming off of A, 6A, ot 66T. A hitconfirms into S consistently for a KD, while 6A can also combo into S (provided 6A hits close enough), but additionally confirms into its built-in followups (6A,2A or 6A,8A), as well as into (Medium Stun) T or the 41236S special throw. 66T combos into S, A xx S, or super, but only at the ropes/corner.

Sunshine has very good OTGs: 623S, S, 66S, and to a lesser extent, 8S, are excellent OTGs. 8S is technically the most damaging, but its so slow that 623S is realistically the "high damage" OTG option. on the other hand, S and 66S are difficult to use due to their tiny OTG hitbox, but are very fast for an OTG. The latter is particularly awkward to use, but being a multi-hitting OTG, this can technically be Sunshine's most damaging OTG. The true strength of Sunshine's OTGs is the ability to cancel out of them. Off of a 623S OTG, Sunshine can cancel it into S or 66S for an OTG combo, though the hitbox of the Top moves can make this inconsistent. With 66S being further cancellable, Sunshine can cancel the 66S into S for even more OTG damage, though this is even more finicky than hitting the initial S/66S OTG in the first place. Hitting 66S OTG does become more consistent at the corner, since it negates 66S's forward-moving property. All that said, Sunshine's OTG options are held back by how few KDs guarantee them. Most of Sunshine's KDs recovers too slowly or have too low of an untech time (or a combination of both) such that he can't really get a guaranteed OTG off of most of them. He can get S or 66S OTG off of an S knockdown at the corner, a 623S is guaranteed (though difficult) after 46T or 46S, and after a 623S hit, Sunshine can cancel into 8S to OTG, or late-cancel it to OTG with 623S (and potentially more). Aside from this, the only real other place Sunshine can guarantee an OTG is after an SKD, which is not too difficult due to how Sunshine's juggles are (see below).

In terms of juggles, Sunshine has two launchers: 6A,8A and his face-up wake-up attack. All of his juggles work from either of these launchers. 66S is also sort of a launcher, but it cannot really get the same juggles as the other two. Sunshine actually has quite a bit going on for a character with as few strings as he does. His A,A,A string is perfectly functional for juggles, since A,A and A,A,A SKDs, and this can actually be his max damage ender; after the SKD, Sunshine can OTG with 623S, which further cancels into S or 66S for a lot of OTG damage. Due to how short this juggle is, the scaling has only barely kicked in, and this means A,A,A still causes a long enough grounded untech time to make timing the 623S OTG fairly lenient. Sunshine can also end his juggles with his air throw (i.e. A,A xx 66T), which is consistent, generally easier, and is his max damage meterless route. Sunshine also has a stylish corner carry route, though it is outdamaged by the A,A,A into OTG combo route while costing the same amount of meter. In this route, Sunshine can cancel A,A into his 66S top, cancelling that top into the 623S pyramid, and finally cancelling the pyramid into air throw (66T). This does great corner carry, though it requires Sunshine to end up in the corner for the combo to work, so Sunshine needs to start this route from no further than a bit over midscreen; attempting to do it from one corner to the other will cause the air throw to whiff.

Midscreen

  • A xx S
    Standing jab confirm. At the ropes, OTG-ing with S or 66S is possible.
  • 6A xx T/41236S
    Throw confirm from 6A.
  • (6A,8A/(While Grounded, Face Up) A), A,A xx 66T
    Basic but consistent juggle combo.
  • (6A,8A/(While Grounded, Face Up) A), A,A,A, 623S xx S
    Max damage juggle, causing an SKD into an OTG combo.
  • (6A,8A/(While Grounded, Face Up) A), A,A xx 66S xx 623S xx 66T
    Corner carry juggle route. Air throw will whiff is Sunshine starts the combo too far away from the ropes.
  • (While Grounded, Face Up) A, 6A xx 66T
    Alternative, easier juggle off of the wake-up launcher.
  • (While Grounded, Face Up) A, 6A xx S, 623S xx S
    SKD into OTG combo route from the above.
  • 66S xx 623S xx 66T
    Juggle confirm off of 66S. 66S needs to hit 3 times and end up at the ropes for the juggle to work.
  • 66S xx 623S xx S, 623S xx S
    SKD into OTG combo route from the above. The caveat on how 66S should hit still applies here.
  • 623S xx 8S
    Confirm for additional damage off of 623S on hit.
  • 623S xx 623S xx S
    Alternate OTG off of 623S, though this is inconsistent based on how the first 623S hits. Alternatively, the 623S OTG can be charge-cancelled for more frame advantage.

Ropes

  • 66T, (S/A xx S/41236A+S)
    Link off of 66T that only works at the ropes.

Corner

  • (6A (cc))xN
    Corner-only infinite.

Colors

Initial
New Sunshine

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