Matrimelee/Buntaro

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Buntaro Kuno
Colors

Introduction

Buntaro is a schoolboy with his own gang, who cheers him on in fights. He is also the older brother to Shintaro Kuno and share similar techniques with slight differences. Although, Buntaro likes to pretend to be a tough guy, he is truthfully very emotional and tends to cry every time he feels moved. Especially when he is watching an emotional scene in an anime. Buntaro's in-game character design different from his character select portrait. Buntaro doesn't wear glasses, wears a bandana on his head and has a completely different hairstyle.

Buntaro's involvement in the Matrimelee tournament is to meet his role model, Reiji Oyama. Winning the tournament is just a bonus to Buntaro's ego.

Overview

Strengths Weaknesses
  • 63214.K is a great combo ender up to stomp level 2.
  • 623.K is a decent anti-air thanks to its startup invincibility.
  • Good Natural Chain combos, 2.B > D being the best.
  • cl.C is an amazingly fast normal, used for fast pokes and combo confirms.
  • 6.A has a load of hitstun on hit, which can confirm any special or super.
  • 236-3214.D is a great anti-air that does decent damage raw.
  • 4.BDBD does a load of damage and can be linked from multiple combo routes.
  • 63214.P counter can be used to make hard reads and also strengthens from his stomp leveling system.
  • Level 2 63214.P counter can be canceled into 236-3214.D
  • Stomp levels are risky to get unless you cause a hard knockdown on the opponent
  • Gaining a level is traded for taunting for meter build.
  • Each level-up requires more time per charge.
  • Whiffing 63214.K/P will deplete one stomp level.
  • 63214.P counter doesn't counter low attacks.
  • Cannot combo into his stomp Lvl.3 63214.K due to its large start-up.
  • J.236.K's follow-ups can whiff easily.
  • Very short CD attacks.

Strategy

Buntaro is a very short-ranged character that lacks good grounded options. He has very good neutral options but lacks a good approach option for his grounded routes are very limited forcing him to use his jump normals to approach.

Buntaro's neutral play is excellent thanks to his 623.K. It's not air unblockable, but it does have start-up invincibility and beats out most jump-in attacks. If you have Stress Meter opt in to use his Stress Shot, 214-1236.D. It's air unblockable and does a solid chunk of damage. Buntaro's grounded options are seriously limited by how short his normals are. 2.B is going to be your best friend along with 7/9.B, 7/9.D, and 7/9.C. All three of these air normals can cross-up and 7/9.B chains into j.D, allowing for scary and damaging cross-ups. Buntaro also has access to an air 50/50 thanks to his j.236.K and two optional follow-ups. J.236.K > 236.D is a high to low and J.236.K > 236.B is a high to high combo. Use this sparingly for the B follow-up has an identifiable start-up. Buntaro has an easy time applying pressure and comboing. If you're 63214.K gets blocked (excluding level 0, it's minus) you can set-up a grab since it immediately puts you right in grab range. This is a nice option select if your 63214.K ever gets blocked.

Buntaro's leveling system isn't worth it past level 1. I can really only recommend that you charge once since the time it takes to get any more levels is way too difficult thanks to the stomp's long animation. DO NOT BOTHER LEVELING UP TO LEVEL 3!! For one, it takes 3 stomps to fully level. Your opponent can easily walk over and punish you during the stomps' animation. Your 63214.K at max level cannot be comboed into under any circumstances. The 63214.P counter gains extra hits per level, a total of 4 hits at max, and is very situational in use.

Normal Moves

Far Standing Normals

5.A
MM Buntaro 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Mid - - - - - -

Air Unblockable.
Decent, but fast standing jab. Has too much pushback to do anything with so use it sparingly.


5.B
MM Buntaro 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
11 4 Special
Super
Mid - - - - - -

Air Unblockable.
Extremely limited uses outside of hitconfirms and denying hops.


5.C
MM Buntaro 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 8 Special
Super
Mid - - - - - -

Air Unblockable.
Extremely limited uses thanks to it's immense pushback but can be used for juggles.


5.D
MM Buntaro 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
21 11 Special
Super
Mid - - - - - -

Air Unblockable. Lower Body Invincibility.
Not used often outside of 2.B > 5.D but can be used to avoid sweeps and as a poking tool.


5.CD
MM Buntaro 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 25 Special
Super
Mid - - - - - -

Air Unblockable. Hard WallSlam.
Very mediocre Great Attack that's only good for the wallslam and okizeme.

Close Stand Normals

cl.5A
MM Buntaro cl5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Self
Special
Super
Mid - - - - - -

Air Unblockable.
Extremely fast close jab that can confirm into combos. Only time you're going to use this is cl.5A > 3.C.


cl.5B
MM Buntaro cl5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
11 4 Special
Super
Mid - Special
Super
- - - -

Air Unblockable.
Natrual Chains into cl.5D and is excellent for adding extra damage onto cross-up combos.


cl.5C
MM Buntaro cl5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 8 Special
Super
Mid - - - - - -

Air Unblockable
Excellent button that can lead to hitconfirms and is safe on block.


cl.5D
MM Buntaro cl5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

Air Unblockable<.br>Although it may look like it, this normal is not a great anti-air. It's best used when in a natural chain with cl.5B > cl.5D.

Crouch Normals

2.A
MM Buntaro 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

Fast, short jab that's good for quick and short combo confirms.


2.B
MM Buntaro 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
9 4 Special
Super
Low - - - - - -

Your main poke and combo tool. 2.B is your best friend.
Natrually chains into 5.D.


2.C
MM Buntaro 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Extremely short normal that doesn't have much uses thanks to it's big pushback and being unsafe on block. (Find out how unsafe.)


2.D
MM Buntaro 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
21 10 Special
Super
Low - - - - - -

This sweep sucks. The sweep doesn't become active until a few frames after the slide starts.


2.CD
MM Buntaro 2CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Low - - - - - -

Air Unblockable.
Extremely slow start-up but can be used as a launcher in combos. NOT a reliable anti-air.

Jumping Normals

8.A
MM Buntaro 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Air Special High - - - - - -

His worst air normal. Can be used for instant overhead hops into j.236.K.


8.B
MM Buntaro 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
11 5 Air Special High - - - - - -

Very sub-par air to air. Very low priority. Use 8.D for a better air to air.


8.C
MM Buntaro 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
13 6 Air Special High - - - - - -

Decent air to air. Use 8.D for a better air to air.


8.D
MM Buntaro 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 8 Air Special High - - - - - -

Great air to air button.


7/9.B
MM Buntaro 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
11 5 Air Special High - - - - - -

Buntaro's most versatile normal. Starts most of his combos and can be used for instant overhead combos into j.236.K.
Self chains into j.D. Can cross-up.


7/9.C
MM Buntaro 79C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
13 6 Air Special High - - - - - -

One of his best buttons for jump-ins. It has great horizontal range but widens his hurtbox.
Can cross-up.


7/9.D
MM Buntaro 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 8 Air Special High - - - - - -

Not used often outside of 9.B > D. Decently long air normal though.
Can cross-up.

Command Normals

6.A
MM Buntaro CMD6A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
High - - - - - -

Air Unblockable.
Very slow start-up and is unsafe on block (find out how much). Use sparingly.


3.C
MM Buntaro CMD3C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid - - - - - -

Air Unblockable.
Although it may seem like it, 3.C is not a great anti-air due to it's shallow hitbox but is excellent tool for combos and super confirms thanks to it's massive hitstun. Unsafe on block (find out how much)

Dash Normals

66.P
MM Buntaro 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Air Unblockable.
Great for advanced combos. 2.B links from this normal.


66.K
MM Buntaro 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 12 Special
Super
Mid - - - - - -

Air Unblockable. Lower Body Invincible.
Knocks down on hit.

Misc Normals & Grabs

Throws
MM Buntaro GThrow.png
4/6.C
4/6.C
MM Buntaro Air Grab.png
j.4/6.C
j.4/6.C
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No Grab - - - - - -

Can be done on the ground or in the air.


Rage Explosion
MM Buntaro RageExplosion.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 No Mid - - - - - -

Air Unblockable.
Launches into juggle state. Requires 1 meter to activate.


Guard Cancel
MM Buntaro 5CD.png
5.CD (on block)
5.CD (on block)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 8 No Mid - - - - - -

Air Unblockable.
Requires 1 Stress Meter and can only be done on block.

Special Moves

Kiai 17's

22.B/D
MM Buntaro 22K.png
Kiai 17's
Kiai 17's
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
0 0 No No - - - - - -

Buntaro's signature leveling move. Can be used 3 times and is used to add more hits to Many Spirit Burst and changes the properties of Super Speed! Slider!.
Each level adds an additional stomp which also takes more time.

SuperSpeed! Slider!

63214.B/D
MM Buntaro 63214K.png
Gekisoku! Slider!
(SuperSpeed! Slider!)
Gekisoku! Slider!
(SuperSpeed! Slider!)
This move is leveled and can be powered up by Kiai's 17.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 No Mid - - - - - -

Level 0.
Leaves standing on hit.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 13 No Mid - - - - - -

Level 1.
Knocks down on hit.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
30 15 No Mid - - - - - -

Level 2.
Knocks down on hit.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
40 40 No Unblockable - - - - - -

Level 3.
Hard WallSlam on hit. Can't be comboed into.

Manly Spirit! Burst!

63214.A/C
MM Buntaro 63214P.png
Baku! Otokogi!
(Manly Spirit! Burst!)
Baku! Otokogi!
(Manly Spirit! Burst!)
Each level of Kiai's 17 adds additional hits to Manly Spirit! Burst! increasing damage.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 No Counter - - - - - -

Level 0.
1 hit High Counter.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 No Counter - - - - - -

Level 1.
2 hit High counter.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
28 14 No Counter - - - - - -

Level 2.
3 hit High counter.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
42 21 No Counter - - - - - -

Level 3.
4 hit High counter.


Kakatsun Ki~ck!

J.236.B/D
MM Buntaro Air 236K1.png
Kakatsun Ki~ck!
Kakatsun Ki~ck!
MM Buntaro Air 236K+236B.png
236.B
236.B
MM Buntaro Air 236K+236D.png
236.D
236.D
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 No High - - - - - -

Can be canceled off of any air normal. Air Unblockable.
Has follow-ups listed below.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No High - - - - - -

Air Unblockable.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No Low - - - - - -

Leaves standing on hit.

Bun-Chan Kick!

623.B
MM Buntaro 623K.png
Bun-Chan Kick!
Bun-Chan Kick!
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 No Mid - - - - - -

One hit.

623.D
MM Buntaro 623K.png
Bun-Chan Kick!
Bun-Chan Kick!
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
23 12 No Mid - - - - - -

Two hits and has more vertical range compared to the light version.

dash 623.K
MM Buntaro 623K.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
31 16 No Mid - - - - - -

Can only be done dashing.
3 hits and has the most vertical range.

Super Moves

Stress Shot

214-1236.D
MM Buntaro 214-1236.D.png
Overwhelming Kick!
Overwhelming Kick!
MM Buntaro 623K.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
60 30 No Mid - - - - - -

Air Unblockable.
Buntaro's best anti-air and is great for ending combos with.

Ippatsu Ougi

4.BDBD
MM Buntaro 4BDBD.png
Tokumori Bun-Chan Special!
(Bun-Chan's Mortal Special)
Tokumori Bun-Chan Special!
(Bun-Chan's Mortal Special)
MM Buntaro CMD3C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
85 43 No Mid - - - - - -

Buntaro's most high damaging move. Extremely good for ending combos.

Combos

(Note: 63214.K can only be comboed up to level 2. Level 3 cannot be comboed into.)

Combo Total Damage Permanent Damage Notes
Basic Combos
2.B > 3.C xx 63214.K 35 17 Only works up to lvl.2.
2.B > 3.C xx 623.D 38 19
2.C > 6.A xx 63214.K 45 22 Only works up to lvl.2.
9.D >> 66.A xx 623.D 45 22
9.B > D >> 2.B > 3.C xx 63214.K 43 21 Only works up to lvl.2.
9.B > D xx J.236.B > 236.B 33 16 Air Combo.
9.B > D >> 2.B > 3.C xx 214-1236.D 62 32 Requires 1 Stress Meter.
9.B > D >> 2.B > 3.C xx 4.BDBD 75 37 Requires 2 Stress Meter.
Intermediate Combos
(Juggle) cl.5D > 3.C xx 623.D 49 24
9.C >> 2.B > 5.D > 3.C xx 63214.K 44 22 Only works up to lvl.2.
9.C >> 2.B > 5.D > 3.C xx 623.D 47 23
9.B > D >> 2.B > 5.D xx 63214.K 49 24 Only works up to lvl.2.
9.B > D >> 9.B > D xx J.236.B > 236.B 43 21 Air Combo
9.C >> 6[6].C > 6.A xx 4.BDBD 81 40 Requires 2 Stress Meter.
9.B > D >> 2.B > 5.D xx 214-1236.D 62 31 Requires 1 Stress Meter.
9.D >> 2.B > 5.D > 3.C xx 4.BDBD 48 39 Requires 2 Stress Meter.
Advanced Combos
9.B > D >> 5.A ~> 2.B > 3.C xx 4.BDBD T P 5.A ~> 2.B Is a CPS1 Chain. Requires 2 Stress Meter.
(Cross-up) 9.B > D >> 2.A ~> cl.5C > 3.C xx 63214.K T P 2.A ~> cl.5C is a CPS1 Chain. Only works up to lvl.2.
9.B > D >> 66.C > 2.B > 3.C xx 4.BDBD 84 42 Requires 2 Stress Meter.

Additonal Character Resources

  • Buntaro Combo Expo 1 (Some basic and advanced combos are shown):
https://www.youtube.com/watch?v=4Kz3PL0TZGM&t


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