Kinnikuman Muscle Grand Prix 2/Wolfman: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(Created page)
 
(Updated frame data)
Line 4: Line 4:
==Story==
==Story==


Wolfman is a sumo-themed Choujin patterned after [https://en.wikipedia.org/wiki/Chiyonofuji_Mitsugu Chiyonofuji Mitsugu]. (It was because of this that he was renamed "Rikishiman" in the anime, for fear of litigation). More specifically, not unlike Chiyonofuji himself, Wolfman is a yokozuna; the Choujin sumo yokozuna, for whatever that is worth. That's kinda all there is to Wolfman; he's just this proud (sometimes to the point of arrogant) sumo wrestler guy. Wolfman started the series off as a rival of sorts for Kinnikuman during the 21st Choujin olympics, holding a condescending attitude until the latter earned Wolfman's respect. Coming off of this relatively prominent role, Wolfman would join the initial core cast of Justice Choujins, though he would gradually fall off and eventually be relegated to squarely a B-list character. In fact, what is perhaps his most notable claim to fame is his jobber status, having died 2, arguably 3 times over the course of the series. (One time the authors forgot that they ''didn't'' kill him off after a particularly brutal battle, and he was treated as deceased for a bit by mistake.)
Wolfman is a sumo-themed Choujin patterned after [https://en.wikipedia.org/wiki/Chiyonofuji_Mitsugu Chiyonofuji Mitsugu]. (It was because of this that he was renamed "Rikishiman" in the anime, for fear of litigation). More specifically, not unlike Chiyonofuji himself, Wolfman is a yokozuna; the ''Choujin Sumo'' yokozuna, for whatever that is worth. That's kinda all there is to Wolfman; he's just this proud (sometimes to the point of arrogant) sumo wrestler guy. Wolfman started the series off as a rival for Kinnikuman during the 21st Choujin olympics, holding a condescending attitude towards Kinnikuman until the latter earned Wolfman's respect. Coming off of this prominent role, Wolfman would join the initial core cast of Idol Choujins, though this tenure would be cut short after losing to and being killed by a [[Kinnikuman_Muscle_Grand_Prix_2/Springman |giant spring]]. He got better soon enough, but would gradually fall off the spotlight and eventually be relegated to sa squarely B-list character. In fact, what is perhaps his most notable claim to fame is his something of a jobber status, having died 2, arguably 3 times over the course of the series. "Arguably" here referring to the one time the authors forgot that they ''didn't'' kill him off after a particularly brutal battle, and he was mistakenly treated as deceased for a while.


==Gameplay==
==Gameplay==


Wolfman is defined by his lengthy, sumo slap strings, with his two key strings being natural combos. This gravitates Wolfman to be more striking-focused, instead of the higher emphasis on throws standard with most MGP2 characters. He has a couple decent mid-ranged pokes, and unique throws with above-average range or low-profile properties. On the other hand, his movement and frame data leaves a lot to be desired, and despite having a special throw, its slow animation makes it very difficult to combo into.
Wolfman is defined by his lengthy, sumo slap strings, with his two key strings being natural combos. This gravitates Wolfman to be more striking-focused, instead of the higher emphasis on throws standard with most MGP2 characters. He has a couple decent mid-ranged pokes, and throws with unique animations granting them above-average range or low-profile properties.
 
On the other hand, his movement and frame data leaves a lot to be desired, and despite having a 3-bar special throw, its slow startup makes it very difficult to combo into. Wolfman's poor SKD options also means he has trouble juggling, and unlike some characters who make up for it with great standing combos, Wolfman's are nothing special. In general, Wolfman is somewhat lacking in the combo department, meaning his damage for the most part is only "okay"; this is a problem, since Wolfman's below average neutral game means getting those hits in the first place can be difficult as it is. Though there are other characters who similarly struggle in neutral, they often have the high damage to make up for it, something Wolfman cannot really claim.




{{ProConTable
{{ProConTable
|pros=
|pros=
*Long, natural combo strings.
*Natural combo strings.
*Decent mid-range pokes.
*Rewarding mid-range pokes.
*Solid OTG tools.
*Damaging metered OTG.
*Fast 5-bar special throw.
*2 throws with unique animations.
   
   
|cons=
|cons=
*Poor movement.
*Slow dashes.
*Special throw is difficult to combo into.
*3-bar special throw is slow, and difficult to combo into.
*Mediocre frame data.
*Throw punish/throw crush options are limited and/or strict.
*Very slow SKD tools.


}}
}}
Line 46: Line 53:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =21-26, 21-25 Sp, 21-38 KKD
   |cost      =
   |cost      =
   |meterGain =13/41
   |meterGain =13/41
<!------------>
<!------------>
   |startup  =
   |startup  =15
   |active    =
   |active    =4
   |recovery  =
   |recovery  =17 (21)
   |guardAdv  =
   |guardAdv  =-13
   |parryAdv  =
   |parryAdv  =-1
   |hitAdv    =
   |hitAdv    =+3
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Slow jab.
*This is still fast enough to punish a teched throw, but just barely. Going for the natural combo jabstring off of this is Wolfman's optimal throw tech punish.
  }}
  }}
}}
}}
Line 74: Line 82:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =22-27, 22-26 Sp, 20-39 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =15
   |active    =
   |active    =3
   |recovery  =
   |recovery  =21 (23)
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =-4
   |hitAdv    =
   |hitAdv    =±0
   |invul    =
   |invul    =
   |description=Natural combo.
   |description=Natural combo.
Line 102: Line 110:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =23-28, 23-27 Sp, 22-37 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =17
   |active    =
   |active    =3
   |recovery  =
   |recovery  =15 (19)
   |guardAdv  =
   |guardAdv  =-10
   |parryAdv  =
   |parryAdv  =+2
   |hitAdv    =
   |hitAdv    =+6
   |invul    =
   |invul    =
   |description=Natural combo.
   |description=Natural combo.
Line 130: Line 138:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =22-25, 22-24 Sp, 22-38 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =17
   |active    =
   |active    =3
   |recovery  =
   |recovery  =16 (20)
   |guardAdv  =
   |guardAdv  =-11
   |parryAdv  =
   |parryAdv  =+1
   |hitAdv    =
   |hitAdv    =+5
   |invul    =
   |invul    =
   |description=Natural combo.
   |description=Natural combo.
Line 156: Line 164:
   |damage    =70
   |damage    =70
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =47-58 KKD
   |cost      =
   |cost      =
   |meterGain =26/47
   |meterGain =26/47
<!------------>
<!------------>
   |startup  =
   |startup  =25
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28 (32)
   |guardAdv  =
   |guardAdv  =-1
   |parryAdv  =
   |parryAdv  =-11
   |hitAdv    =
   |hitAdv    =+10~43
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 186: Line 194:
   |attribute =MS
   |attribute =MS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =41-46, 41-45 Sp, 40-63 KKD
   |cost      =
   |cost      =
   |meterGain =29/53
   |meterGain =29/53
<!------------>
<!------------>
   |startup  =
   |startup  =35
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (27)
   |guardAdv  =
   |guardAdv  =-12
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+12
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 213: Line 221:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =Launch
   |attribute =Launch
   |property  =SKD
   |property  =SKD,MBU
   |cancel    =No
   |cancel    =36-59, 36-59 Sp, 33-58 KKD
   |cost      =
   |cost      =
   |meterGain =13/21
   |meterGain =13/21
<!------------>
<!------------>
   |startup  =
   |startup  =28
   |active    =
   |active    =3
   |recovery  =
   |recovery  =25 (29)
   |guardAdv  =
   |guardAdv  =+2
   |parryAdv  =
   |parryAdv  =-8
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Natural combos from A,A,4A.
   |description=Natural combos from A,A,4A.
*This is functionally Wolfman's only usable SKD, making this string essential for juggles.
  }}
  }}
}}
}}
Line 243: Line 252:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =16-36, 16-35 Sp, 16-35 KKD
   |cost      =
   |cost      =
   |meterGain =13/41
   |meterGain =13/41
<!------------>
<!------------>
   |startup  =
   |startup  =13
   |active    =
   |active    =4
   |recovery  =
   |recovery  =16 (20)
   |guardAdv  =
   |guardAdv  =-12
   |parryAdv  =
   |parryAdv  =±0
   |hitAdv    =
   |hitAdv    =+4
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=Faster alternate jab to A.
*This can still punish a teched throw, and being faster, it is much more lenient to punish with. In exchange, the jabstring it guarantees is less damaging and less advantageous than A,A,A,A.
  }}
  }}
}}
}}
Line 271: Line 281:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =21-41, 21-40 Sp, 21-46 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =18
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (27)
   |guardAdv  =
   |guardAdv  =-18
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =-2
   |invul    =
   |invul    =
   |description=Natural combo.
   |description=Natural combo.
Line 299: Line 309:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =Yes
   |cancel    =17-43, 21-42 Sp, 17-46 KKD
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
<!------------>
<!------------>
   |startup  =
   |startup  =13
   |active    =
   |active    =4
   |recovery  =
   |recovery  =27 (31)
   |guardAdv  =
   |guardAdv  =-23
   |parryAdv  =
   |parryAdv  =-11
   |hitAdv    =
   |hitAdv    =-7
   |invul    =
   |invul    =
   |description=Natural combo.
   |description=Natural combo.
Line 327: Line 337:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =No
   |cancel    =30-35, 30-34 Sp, 25-51 KKD
   |cost      =
   |cost      =
   |meterGain =41/77
   |meterGain =41/77
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26 (30)
   |guardAdv  =
   |guardAdv  =-21
   |parryAdv  =
   |parryAdv  =-9
   |hitAdv    =
   |hitAdv    =-5
   |invul    =
   |invul    =
   |description=Natural combo.
   |description=Natural combo.
Line 356: Line 366:
   |attribute =LS
   |attribute =LS
   |property  =OTG
   |property  =OTG
   |cancel    =Yes
   |cancel    =24-29, 24-28 Sp, 24-48 KKD
   |cost      =
   |cost      =
   |meterGain =13/41
   |meterGain =13/41
<!------------>
<!------------>
   |startup  =
   |startup  =18
   |active    =
   |active    =4
   |recovery  =
   |recovery  =24 (28)
   |guardAdv  =
   |guardAdv  =-18
   |parryAdv  =
   |parryAdv  =-8
   |hitAdv    =
   |hitAdv    =-4
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Good poke, since it natural combos into its built-in extension.
*This is also a solid OTG, doing more damage than 2A, and its early cancel window can make it +14 on OTG hit when charge canceled.
  }}
  }}
}}
}}
Line 384: Line 395:
   |attribute =MS
   |attribute =MS
   |property  =
   |property  =
   |cancel    =No
   |cancel    =24-25, 24 Sp, 14-40 KKD
   |cost      =
   |cost      =
   |meterGain =32/59
   |meterGain =32/59
<!------------>
<!------------>
   |startup  =
   |startup  =9
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26 (30)
   |guardAdv  =
   |guardAdv  =-15
   |parryAdv  =
   |parryAdv  =-9
   |hitAdv    =
   |hitAdv    =+9
   |invul    =
   |invul    =
   |description=Natural combo. This string can be used to pick up very low juggles, especially to pick up opponents who did not tech roll.
   |description=Natural combo from 4A.
*On hit, this combos into neutral S for a knockdown, or the 623S special throw.
*This string can be used to pick up very low juggles, especially to punish opponents who missed their tech roll.
  }}
  }}
}}
}}
Line 412: Line 425:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =51-73 KKD
   |cost      =
   |cost      =
   |meterGain =25/75
   |meterGain =25/75
<!------------>
<!------------>
   |startup  =
   |startup  =25
   |active    =
   |active    =3
   |recovery  =
   |recovery  =43 (47)
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =-26
   |hitAdv    =
   |hitAdv    =
   |invul    =Throw
   |invul    =7-48 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 442: Line 455:
   |attribute =MS
   |attribute =MS
   |property  =OTG
   |property  =OTG
   |cancel    =No
   |cancel    =34-63 KKD
   |cost      =
   |cost      =
   |meterGain =9/23
   |meterGain =9/23
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =34 (38)
   |guardAdv  =
   |guardAdv  =-21
   |parryAdv  =
   |parryAdv  =-17
   |hitAdv    =
   |hitAdv    =+1
   |invul    =
   |invul    =1-25 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 470: Line 483:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =40-49 KKD
   |cost      =
   |cost      =
   |meterGain =11/17
   |meterGain =11/17
<!------------>
<!------------>
   |startup  =
   |startup  =19
   |active    =
   |active    =3
   |recovery  =
   |recovery  =25 (29)
   |guardAdv  =
   |guardAdv  =+2
   |parryAdv  =
   |parryAdv  =-8
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
Line 499: Line 512:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =SKD
   |property  =SKD,MBU
   |cancel    =No
   |cancel    =50-60, 50-59 Sp, 43-64 KKD
   |cost      =
   |cost      =
   |meterGain =25/45
   |meterGain =25/45
<!------------>
<!------------>
   |startup  =
   |startup  =36
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (27)
   |guardAdv  =
   |guardAdv  =+4
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
Line 529: Line 542:
   |attribute =MS
   |attribute =MS
   |property  =
   |property  =
   |cancel    =No
   |cancel    =34-39, 34-38 Sp, 30-63 KKD
   |cost      =
   |cost      =
   |meterGain =33/61
   |meterGain =33/61
<!------------>
<!------------>
   |startup  =
   |startup  =26
   |active    =
   |active    =3
   |recovery  =
   |recovery  =32 (36)
   |guardAdv  =
   |guardAdv  =-21
   |parryAdv  =
   |parryAdv  =-15
   |hitAdv    =
   |hitAdv    =+3
   |invul    =
   |invul    =10-28 Throw
   |description=Slow, long-ranged poke. Combos into (Medium Stun) T.
   |description=Slow, long-ranged poke. Combos into (Medium Stun) T.
  }}
  }}
Line 556: Line 569:
   |damage    =56
   |damage    =56
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =36/24
   |meterGain =36/24
<!------------>
<!------------>
   |startup  =
   |startup  =16
   |active    =
   |active    =7
   |recovery  =
   |recovery  =25
   |guardAdv  =
   |guardAdv  =-2
   |parryAdv  =
   |parryAdv  =-12
   |hitAdv    =
   |hitAdv    =+9~42
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 586: Line 599:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MS
   |attribute =MS
   |property  =
   |property  =SKD,OTG
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =
   |meterGain =42/21
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =8
   |recovery  =
   |recovery  =17 (21)
   |guardAdv  =
   |guardAdv  =-9
   |parryAdv  =
   |parryAdv  =-5
   |hitAdv    =
   |hitAdv    =+13
   |invul    =All,Throw
   |invul    =1-22 Full, 23 Throw
   |description=(placeholder text)
   |description=Generic wake-up sweep.
  }}
  }}
}}
}}
Line 618: Line 631:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =90/52
   |meterGain =90/52
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 637: Line 650:
|name    =Abisetaoshi
|name    =Abisetaoshi
|subtitle =
|subtitle =
|input    =T
|input    =66T
|linkname =
|linkname =
|image    =KMGP2_Wolfman_66T.png
|image    =KMGP2_Wolfman_66T.png
Line 647: Line 660:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =84/49
   |meterGain =84/49
<!------------>
<!------------>
   |startup  =
   |startup  =30
   |active    =
   |active    =9
   |recovery  =
   |recovery  =25
   |guardAdv  =
   |guardAdv  =-1
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 666: Line 679:
|name    =Kaminari Zutsuki
|name    =Kaminari Zutsuki
|subtitle =
|subtitle =
|input    =T
|input    =46T
|linkname =
|linkname =
|image    =KMGP2_Wolfman_46T.png
|image    =KMGP2_Wolfman_46T.png
Line 676: Line 689:
   |attribute =Special
   |attribute =Special
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =100/60
   |meterGain =100/60
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =+9
   |invul    =
   |invul    =
   |description=Leaves the opponent in standing hitstun, but without any guaranteed follow-ups.
   |description=Unique throw that leaves the opponent standing.
*At only +9, Wolfman is advantageous, but gets no guaranteed follow-ups off of it.
  }}
  }}
}}
}}
Line 705: Line 719:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =99/57
   |meterGain =99/57
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Unique throwing animation giving the throw massive range.
   |description=Unique throwing animation giving the throw above average range.
  }}
  }}
}}
}}
Line 734: Line 748:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =104/58
   |meterGain =104/58
<!------------>
<!------------>
   |startup  =
   |startup  =35
   |active    =
   |active    =3
   |recovery  =
   |recovery  =34
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Low, scooping animation. Can low-profile high-hitbox moves, but is not throw invuln. Guarantees 2A or 4A OTG.
   |description=Unique throw animation, with a long, distinctive startup.  
*This can low-profile some high-hitbox moves, but it is not throw invuln.  
*Guarantees 2A or 4A OTG.
  }}
  }}
}}
}}
Line 763: Line 779:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =100/50
   |meterGain =100/50
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 792: Line 808:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =120/55
   |meterGain =120/55
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 821: Line 837:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =80/60
   |meterGain =80/60
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 847: Line 863:
  {{AttackData-KMGP2
  {{AttackData-KMGP2
   |damage    =140
   |damage    =140
   |guard    =Tech
   |guard    =N/A
   |attribute =KD
   |attribute =KD
   |property  =Meter Drain
   |property  =MD
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =30/-100
   |meterGain =30/-100
<!------------>
<!------------>
   |startup  =
   |startup  =12
   |active    =
   |active    =23
   |recovery  =
   |recovery  =7
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 879: Line 895:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =90/52
   |meterGain =90/52
<!------------>
<!------------>
   |startup  =
   |startup  =39
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =All,Throw
   |invul    =1-33 Full, 34-40 Throw
   |description=Wolfman is one of two characters who do not use their medium stun for their wake up throw, instead using his neutral T. Like that throw, this throw guarantees q 2A or 4A OTG.
   |description=Wolfman is one of two characters who do not use their medium stun for their wake up throw, instead using his neutral T.
*Like that throw, this throw guarantees a 2A or 4A OTG.
  }}
  }}
}}
}}
Line 908: Line 925:
   |attribute =Run
   |attribute =Run
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
<!------------>
<!------------>
   |startup  =
   |startup  =27
   |active    =
   |active    =3
   |recovery  =
   |recovery  =27
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =+17~35
   |invul    =
   |invul    =
   |description=Universal Irish Whip.
   |description=Universal Irish Whip.
Line 937: Line 954:
   |attribute =Special
   |attribute =Special
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =+10
   |invul    =
   |invul    =
   |description=Universal side switch throw.
   |description=Universal side switch throw.
Line 966: Line 983:
   |damage    =112
   |damage    =112
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =No
   |cancel    =33-52 KKD
   |cost      =1
   |cost      =1
   |meterGain =-100/80
   |meterGain =-100/80
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =3
   |recovery  =
   |recovery  =24 (28)
   |guardAdv  =
   |guardAdv  =+3
   |parryAdv  =
   |parryAdv  =-7
   |hitAdv    =
   |hitAdv    =+14~47
   |invul    =
   |invul    =5-20 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 996: Line 1,013:
   |guard    =Parry
   |guard    =Parry
   |attribute =KD
   |attribute =KD
   |property  =SKD,Unblockable
   |property  =SKD,Ubl
   |cancel    =No
   |cancel    =70-115 KKD
   |cost      =1
   |cost      =1
   |meterGain =-100/100
   |meterGain =-100/100
<!------------>
<!------------>
   |startup  =
   |startup  =52
   |active    =
   |active    =9
   |recovery  =
   |recovery  =52 (56)
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =-41
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=Unblockable foot stomp. Can be used as a very slow, high-damage OTG.
   |description=Very slow, unblockable foot stomp.
*This can be used as a high-damage, metered OTG, though its startup makes it extremely difficult to use as one, especially off of short KDs such as SKDs.
  }}
  }}
}}
}}
Line 1,024: Line 1,042:
   |damage    =84
   |damage    =84
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =
   |cancel    =No
   |cancel    =57-61 KKD
   |cost      =2
   |cost      =2
   |meterGain =-200/120
   |meterGain =-200/120
<!------------>
<!------------>
   |startup  =
   |startup  =34
   |active    =
   |active    =5
   |recovery  =
   |recovery  =21 (24)
   |guardAdv  =
   |guardAdv  =+4
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+15~48
   |invul    =
   |invul    =1-3 Strike
   |description=Long-ranged heavy stun move, akin to a powered-up version of 46A. Goes low-profile somewhat, but like 214T, it is not throw invuln.
   |description=forward-moving heavy stun attack, akin to an enhanced 46A.  
*Goes low-profile somewhat, but like 214T, it is not throw invuln.
  }}
  }}
}}
}}
Line 1,055: Line 1,074:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =3
   |cost      =3
   |meterGain =-300/168
   |meterGain =-300/168
<!------------>
<!------------>
   |startup  =
   |startup  =30
   |active    =
   |active    =9
   |recovery  =
   |recovery  =25
   |guardAdv  =
   |guardAdv  =-1
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=Special throw. Long startup, making it difficult to impossible to combo into midscreen. Guarantees a 2A or 4A OTG, although a dash up is required to OTG with 4A while outside the corner.
   |description=Tackle-style special throw.
*Due to being a tackle throw, this has long startup, making it difficult to impossible to combo into midscreen.
*Guarantees a 2A or 4A OTG, although a dash up is required to OTG with 4A while outside the corner.
  }}
  }}
}}
}}
Line 1,084: Line 1,105:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =5
   |cost      =5
   |meterGain =-500/90
   |meterGain =-500/90
<!------------>
<!------------>
   |startup  =
   |startup  =21
   |active    =
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 1,112: Line 1,133:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/135
   |meterGain =0/135
Line 1,140: Line 1,161:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/225
   |meterGain =0/225
Line 1,168: Line 1,189:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/210
   |meterGain =0/210
Line 1,199: Line 1,220:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =9
   |cost      =9
   |meterGain =-900/480
   |meterGain =-900/480
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =7
   |recovery  =
   |recovery  =27
   |guardAdv  =
   |guardAdv  =-4
   |parryAdv  =
   |parryAdv  =-14
   |hitAdv    =
   |hitAdv    =
   |invul    = All
   |invul    =1-22 Full
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 1,227: Line 1,248:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =Meter Drain
   |property  =MD
   |cancel    =No
   |cancel    =
   |cost      =9
   |cost      =9
   |meterGain =-900/-999
   |meterGain =-900/-999
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =7
   |recovery  =
   |recovery  =27
   |guardAdv  =
   |guardAdv  =-4
   |parryAdv  =
   |parryAdv  =-14
   |hitAdv    =
   |hitAdv    =
   |invul    = All
   |invul    =1-22 Full
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 1,248: Line 1,269:


===Midscreen===
===Midscreen===
*'''46A xx T/(S, 4A (cc))'''<br>46A confirm.
*'''4A,A xx 623S,66T,236T'''<br>4A confirm into the 5-bar special throw.


*'''66A, A,A,4A,6A, 44A, 2S'''<br>Optimal juggle combo.
*'''66A, A,A,4A,6A, 44A, 2S'''<br>Optimal juggle combo.
*'''46A (CCC) 41236A+S'''<br>CCC combo.
===Ropes===
*'''(Rope Bounce) 44A xx 2S'''<br>44A knockdown into 2S OTG. Buffering the 2S cancel auto-times the OTG.
*'''(Rope Bounce) 4A,A xx S, 4A (cc)'''<br>Alternate rope bounce combo.
*'''4T, (MAX True Blue KKD Activation), 4A xx (S (cc))x5, (4A,A)x3 xx S, 4A xx T, 4A (cc)'''<br>Optimal MAX True Blue KKD combo.


==Colors==
==Colors==

Revision as of 00:38, 1 June 2024

Wolfman

Story

Wolfman is a sumo-themed Choujin patterned after Chiyonofuji Mitsugu. (It was because of this that he was renamed "Rikishiman" in the anime, for fear of litigation). More specifically, not unlike Chiyonofuji himself, Wolfman is a yokozuna; the Choujin Sumo yokozuna, for whatever that is worth. That's kinda all there is to Wolfman; he's just this proud (sometimes to the point of arrogant) sumo wrestler guy. Wolfman started the series off as a rival for Kinnikuman during the 21st Choujin olympics, holding a condescending attitude towards Kinnikuman until the latter earned Wolfman's respect. Coming off of this prominent role, Wolfman would join the initial core cast of Idol Choujins, though this tenure would be cut short after losing to and being killed by a giant spring. He got better soon enough, but would gradually fall off the spotlight and eventually be relegated to sa squarely B-list character. In fact, what is perhaps his most notable claim to fame is his something of a jobber status, having died 2, arguably 3 times over the course of the series. "Arguably" here referring to the one time the authors forgot that they didn't kill him off after a particularly brutal battle, and he was mistakenly treated as deceased for a while.

Gameplay

Wolfman is defined by his lengthy, sumo slap strings, with his two key strings being natural combos. This gravitates Wolfman to be more striking-focused, instead of the higher emphasis on throws standard with most MGP2 characters. He has a couple decent mid-ranged pokes, and throws with unique animations granting them above-average range or low-profile properties.

On the other hand, his movement and frame data leaves a lot to be desired, and despite having a 3-bar special throw, its slow startup makes it very difficult to combo into. Wolfman's poor SKD options also means he has trouble juggling, and unlike some characters who make up for it with great standing combos, Wolfman's are nothing special. In general, Wolfman is somewhat lacking in the combo department, meaning his damage for the most part is only "okay"; this is a problem, since Wolfman's below average neutral game means getting those hits in the first place can be difficult as it is. Though there are other characters who similarly struggle in neutral, they often have the high damage to make up for it, something Wolfman cannot really claim.


Strengths Weaknesses
  • Natural combo strings.
  • Rewarding mid-range pokes.
  • Damaging metered OTG.
  • Fast 5-bar special throw.
  • 2 throws with unique animations.
  • Slow dashes.
  • 3-bar special throw is slow, and difficult to combo into.
  • Mediocre frame data.
  • Throw punish/throw crush options are limited and/or strict.
  • Very slow SKD tools.

Character Stats

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

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 21-26, 21-25 Sp, 21-38 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 4 17 (21) -13 -1 +3 -
  • Slow jab.
  • This is still fast enough to punish a teched throw, but just barely. Going for the natural combo jabstring off of this is Wolfman's optimal throw tech punish.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 22-27, 22-26 Sp, 20-39 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 21 (23) -16 -4 ±0 -

Natural combo.

A,A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 23-28, 23-27 Sp, 22-37 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 15 (19) -10 +2 +6 -

Natural combo.

A,A,A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 22-25, 22-24 Sp, 22-38 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 16 (20) -11 +1 +5 -

Natural combo.

A,A,A,A,A
Tsuppari Rush
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU 47-58 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 28 (32) -1 -11 +10~43 -

(placeholder text)

A,A,4A
Kesagiri Harite
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry MS - 41-46, 41-45 Sp, 40-63 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 3 23 (27) -12 -6 +12 -

(placeholder text)

A,A,4A,6A
Tsukiage Harite
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch SKD,MBU 36-59, 36-59 Sp, 33-58 KKD - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 3 25 (29) +2 -8 - -

Natural combos from A,A,4A.

  • This is functionally Wolfman's only usable SKD, making this string essential for juggles.
6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 16-36, 16-35 Sp, 16-35 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 4 16 (20) -12 ±0 +4 -

Faster alternate jab to A.

  • This can still punish a teched throw, and being faster, it is much more lenient to punish with. In exchange, the jabstring it guarantees is less damaging and less advantageous than A,A,A,A.
6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 21-41, 21-40 Sp, 21-46 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 23 (27) -18 -6 -2 -

Natural combo.

6A,A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 17-43, 21-42 Sp, 17-46 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 4 27 (31) -23 -11 -7 -

Natural combo.

6A,A,A,A
Nodowa Harite
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS - 30-35, 30-34 Sp, 25-51 KKD - 41/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 26 (30) -21 -9 -5 -

Natural combo.

4A
4A
Ketaguri
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS OTG 24-29, 24-28 Sp, 24-48 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 4 24 (28) -18 -8 -4 -
  • Good poke, since it natural combos into its built-in extension.
  • This is also a solid OTG, doing more damage than 2A, and its early cancel window can make it +14 on OTG hit when charge canceled.
4A,A
Tsukidashi
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry MS - 24-25, 24 Sp, 14-40 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
9 3 26 (30) -15 -9 +9 -

Natural combo from 4A.

  • On hit, this combos into neutral S for a knockdown, or the 623S special throw.
  • This string can be used to pick up very low juggles, especially to punish opponents who missed their tech roll.
8A
8A
Hassou Tobi
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD MBU 51-73 KKD - 25/75
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 43 (47) -16 -26 - 7-48 Throw

(placeholder text)

2A
2A
Ashi-Gari Harite
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS OTG 34-63 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 34 (38) -21 -17 +1 1-25 Throw

(placeholder text)

66A
66A
Fumikomi Harite
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 40-49 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 25 (29) +2 -8 - -

(placeholder text)

44A
44A
Kubi-Gari Harite
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry KD SKD,MBU 50-60, 50-59 Sp, 43-64 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
36 3 23 (27) +4 -6 - -

Knockdown guarantees 2S OTG.

46A
46A
Teppo
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry MS - 34-39, 34-38 Sp, 30-63 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 32 (36) -21 -15 +3 10-28 Throw

Slow, long-ranged poke. Combos into (Medium Stun) T.

WRA
(While Running) A
Tsukidashi Harite
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU - - 36/24
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 7 25 -2 -12 +9~42 -

(placeholder text)

WGA
(While Grounded) A
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 wake-up sweep.

Throws

T
Zutsuki
T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Guaranteed 2A or 4A OTG.

66T
Abisetaoshi
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 84/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 -1 - - -

Tackle-style throw.

46T
Kaminari Zutsuki
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech Special - - - 100/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - +9 -

Unique throw that leaves the opponent standing.

  • At only +9, Wolfman is advantageous, but gets no guaranteed follow-ups off of it.
236T
Uwatenage
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 99/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Unique throwing animation giving the throw above average range.

214T
Shitatenage
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 104/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 3 34 -16 - - -

Unique throw animation, with a long, distinctive startup.

  • This can low-profile some high-hitbox moves, but it is not throw invuln.
  • Guarantees 2A or 4A OTG.
MST
Body Slam
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

(placeholder text)

HST
Nodowa Otoshi
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 120/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

(placeholder text)

FBT
Okuri-Tsuri Otoshi
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Guaranteed 4A OTG.

RT
Nodowa Otoshi
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Guaranteed 2A or 4A OTG.

WGT
Zutsuki
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Wolfman is one of two characters who do not use their medium stun for their wake up throw, instead using his neutral T.

  • Like that throw, this throw guarantees a 2A or 4A OTG.
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.

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.

Specials

S
Wolfman Harite
S
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS-5 MBU 33-52 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 24 (28) +3 -7 +14~47 5-20 Throw

(placeholder text)

2S
Shiko
2S
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Parry KD SKD,Ubl 70-115 KKD 1 -100/100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
52 9 52 (56) - -41 - 1-3 Full

Very slow, unblockable foot stomp.

  • This can be used as a high-damage, metered OTG, though its startup makes it extremely difficult to use as one, especially off of short KDs such as SKDs.
66S
Hakkiyoyo Harite
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 - 57-61 KKD 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
34 5 21 (24) +4 -6 +15~48 1-3 Strike

forward-moving heavy stun attack, akin to an enhanced 46A.

  • Goes low-profile somewhat, but like 214T, it is not throw invuln.
236S
Izori Nage
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
322 Tech KD - - 3 -300/168
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 -1 - - 1-3 Full

Tackle-style special throw.

  • Due to being a tackle throw, this has long startup, making it difficult to impossible to combo into midscreen.
  • Guarantees a 2A or 4A OTG, although a dash up is required to OTG with 4A while outside the corner.
623S
Sabaori (1)
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
98 Tech KD - - 5 -500/90
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

(placeholder text)

Sabaori (2)
623S,66T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 N/A KD - - - 0/135
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

Tsuri Nage
623S,66T,236T
Damage Guard Attribute Property Cancel Cost Meter Gain
336 N/A KD - - - 0/225
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

Shumokuzori
623S,214T
Damage Guard Attribute Property Cancel Cost Meter Gain
336 N/A KD - - - 0/210
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

Supers

41236A+S
Gassho Hineri
41236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
434 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 7 27 -4 -14 - 1-22 Full

(placeholder text)

63214A+S
Nekodamashi
63214A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry KD MD - 9 -900/-999
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 7 27 -4 -14 - 1-22 Full

(placeholder text)

Strategy

Combos

Midscreen

  • 46A xx T/(S, 4A (cc))
    46A confirm.
  • 4A,A xx 623S,66T,236T
    4A confirm into the 5-bar special throw.
  • 66A, A,A,4A,6A, 44A, 2S
    Optimal juggle combo.
  • 46A (CCC) 41236A+S
    CCC combo.

Ropes

  • (Rope Bounce) 44A xx 2S
    44A knockdown into 2S OTG. Buffering the 2S cancel auto-times the OTG.
  • (Rope Bounce) 4A,A xx S, 4A (cc)
    Alternate rope bounce combo.
  • 4T, (MAX True Blue KKD Activation), 4A xx (S (cc))x5, (4A,A)x3 xx S, 4A xx T, 4A (cc)
    Optimal MAX True Blue KKD combo.

Colors

Manga
Anime

External Links


General
FAQ
Controls
HUD
System
Glossary
Esoterics
Characters
Kinnikuman
Terryman
Robin Mask
Warsman
Ramenman
Brocken Jr.
Akuma Shogun
Jade
Checkmate
Scarface
Kevin Mask
Terry the Kid
Kinniku Mantaro
Sneagator
Planetman
Junkman
The Ninja
Sunshine
Ashuraman
Buffaloman
Springman
Atlantis
Mr. Khamen
The Mountain
Black Hole
SteCasse King
Neptuneman
Geronimo
Wolfman
Benkiman
Big Body
Soldier
Super Phoenix
Zebra
Mariposa
Barrierfreeman
Ilioukhine
Pentagon
Big the Budo