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Revision as of 04:35, 13 November 2022

Brocken Jr.

Story

Let's address the elephant in the room: despite appearances, the uniformed German Choujin Brocken Jr. is not, in fact, a Nazi. His father Brockenman might have been (this was somewhat ambiguous), but throughout the series, Brocken Jr. himself has never exhibited any sort of Nazi ideologies; he certainly echo a lot of its imagery, but this is (for better or for worse) purely aesthetic, and this is an aspect the authors have actively toned down since the turn of the millennium.

That aside though, Brocken's a pretty wholesome guy just trying to do the right thing. He starts off the series on a revenge arc against Ramenman, due to the latter having murdered his father during the 20th Choujin Olympics. After fighting however, Brocken would be persuaded to bury the hatchet, and ever since, Ramenman would be a mentor figure of sorts to the relatively younger Brocken Jr.. Brocken consistently ranks highly in character popularity polls, with the authors usually commenting with some surprise that he has an unusually large and dedicated female fanbase. They seemed to have accepted this fact around the Scramble for the Throne arc, since every fight Brocken have been involved in from that arc onwards have involved him inexplicably losing his shirt over the course of the match.

(note: he is incorrectly romanized as "Blocken Jr." in-game, but this wiki will use the nigh-universally accepted "correct" romanization of "Brocken Jr.")

Gameplay

Brocken Jr. is a character defined by his fast strings, good pokes and counter-pokes that grants him a combo, and buttons that moves him forward. Put together, this makes for a character that does very well in the neutral game, landing quick neutral hits that can be converted for more damage or a knockdown, something fairly uncommon in MGP2. his fast strings and forward-moving buttons also allows Brocken Jr. to go on the offensive, serving as a pressure or approach tool, respectively. Brocken does fall short noticeably in the damage department, but his great neutral and pressure more than makes up for this; in short, Brocken might need to land more hits in the neutral compared to his opponents to take the round, but in most cases, he will find those hits far easier than his opponents would.

Brocken Jr.'s gameplan is simple and effective, and his tools are generally intuitive to use. This makes him a frequent recommendation for people looking for a "beginner-friendly" character.


Strengths Weaknesses
  • Rewarding neutral pokes and counter-pokes.
  • Fast, reasonably diverse strings.
  • forward-moving normals and specials.
  • Low damage.

Character Stats

  • Health: 1024
  • Damage rating: 12
  • Size/weight: Standard
  • Movement speed: A

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry LS - Yes - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A standard jab. Can be combo'd into S for more damage and a knockdown.

A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry LS - Yes - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A follow-up strike that natural combos from A. Primarily combo/pressure filler.

A,A,A
Slash Combo Alpha
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry MS - Yes - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Ender to this string, though it is still further cancelable to a throw or special. Its relatively fast recovery (which can be cut further by a CC) lets Brocken link a 2A after this string in juggles, to score a SKD.

A,A,4A
Slash Combo Beta
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry LS - Yes - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Alternate follow-up to A,A. This entire string is a natural combo, making for a decent meterless hitconfirm off of A. This hit is still further cancelable, but the late cancel window and low hitstun means nothing is guaranteed off of it.

A,A,4A,6A
Slash Combo Gamma
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch - No - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Launching ender to this string. The late cancel window of A,A,4A makes this (or any other follow-up) very telegraphed, to the point of being interruptible.

6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry LS - Yes - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

An alternate jab to Brocken's A. Unlike A, this does not combo into S.

6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry LS - Yes - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Follow-up to 6A. Like A,A, this is also a natural combo, and can also combo into S. This makes for a more damaging (and more hit-confirmable) combo than A xx S.

6A,A,A
Neo Slash Alpha
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry MS - Yes - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Ender to this string, similar in properties to A,A,A. Does not natural combo from the previous hit,

6A,A,4A
Neo Slash Beta
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry LS - Yes - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

This string's counterpart to A,A,4A. Similar to that string, this is a natural combo as well. This does identical damage to A,A,4A, so for the purposes of a meterless jab punish, they serve the same role.

6A,A,4A,6A
Neo Slash Gamma
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch - No - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Launching ender to this string. The 4A,6A portion of both this string and the A,A,4A,6A string are practically identical, so the limited usage of that string's ender applies here as well.

6A,A,214A
Neo Slash Omega
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS - No - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Alternate ender to 6A,A. This is essentially Brocken's standalone 214A, albeit within a string. More details on the standalone 214A section.

8A
8A
Air Slash
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry MS OTG Yes - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Quick, evasive attack that goes airborne, with a hitbox that can OTG. On hit, this move combos into (Medium Stun) T, S or any of Brocken's special throws. All these properties make for an excellent counterpoke, beating throws and low-profile pokes, with high reward on hit.
As an OTG tool, 8A is more damaging than 2A, but less than 4A. It is actually a bit faster than 2A, but the much longer range of 2A means there are still some knockdowns where Brocken can OTG with a 2A but not an 8A, due to the opponent being too far.

2A
2A
Ground Slash
Not quite Dragunov d2
Not quite Dragunov d2
Damage Guard Attribute Property Cancel Cost Meter Gain
24 Block/Parry MS SKD,OTG Yes - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Slow-ish, forward-moving low chop that OTGs. This moves Brocken forward by quite a bit, making for a solid poking/approach tool. On hit, this move combos into S, for decent damage and a knockdown for 1 bar.
This is Brocken's only move that SKDs on air hit, which is notable due to Brocken lacking any means to score an air knockdown otherwise. The fast recovery of Brocken's strings allow him to link into this move in juggles, and at the ropes, he can even pick up this SKD for a "relaunch".

2A,8A
Ground-Air
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry MS OTG Yes - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

A built-in follow-up to 2A that is identical to Brocken's standalone 8A. Unlike 2A xx S, this string is not a natural combo, and being a part of a string limits its utility compared to the standalone counterpart.

4A
4A
Diving Headbutt
An 8A by any other input
An 8A by any other input
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG No - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Slow, jumping OTG attack, functionally very similar to the average character's 8A. This is primarily used as an OTG for knockdowns that are advantageous enough to guarantee it, such as Brocken's 236A+S super.

66A
66A
Upper Slash
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch - No - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

The first of Brocken's two launchers, being slightly faster but with less range and launching lower compared to 623A, preventing some juggles. While being a generally weaker move as a launcher compared to 623A, this move has some utility as combo filler in juggles from 623A, and the lower launch can make it more stable to combo out of at the ropes/corner.

46A
46A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
96 Block/Parry HS - Yes - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A heavy-stunning move with slow startup and even slower recovery. Even on hit, the lengthy recovery means there are no guaranteed follow-ups off of it at best, and at worst, it is decidedly negative on hit when the heavy stun is mashed out of.

214A
214A
Direct Rolling Sobat
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS - No - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Airborne heavy-stunning attack with decent range. However, this move does recover a bit slowly and has high pushback on hit, limiting potetial follow-ups. Comboing into a throw outside of the corner would require a dash-up due to Brocken's small throw range, while 623A's range allow it to combo off of this move consistently.

623A
623A
Rising Toe
Brocken did it before Claudio
Brocken did it before Claudio
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch - No - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

A launcher with large range. This launcher goes airborne, being able to go over throws, and launches higher that 66A, enabling more combo options. Generally the better launcher compared to 66A. At the ropes, the higher launch can make comboing after this launcher more awkward/inconsistent, as the opponent can cross over Brocken and end up away from the ropes.

WRA
(While Running) A
Heel Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry KD - No - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's running attack. The knockdown it grants guarantees an 8A.

WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
24 Block/Parry MS SKD,OTG No - -
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - All

Generic wakeup sweep.

Throws

T
Front Suplex
T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 Tech KD - No - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Standard neutral throw that side-switches and leaves the opponent far away, unless the opponent was thrown into the ropes/corner. Even in this case, this throw does not guarantee an OTG.

6T
Body Slam
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Tech KD - No - 80/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A less damaging throw than T, with no guaranteed OTGs either. This throw does not switch sides and leaves the opponent closer to Brocken even midscreen, unlike T.

236T
Double Arm Suplex
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - No - 99/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Tied with 63214T as Brocken's most damaging throw in neutral. Shorter range than 63214T, but is a bit faster. This throw switches sides, and leaves the opponent a bit far from Brocken.

63214T
Camel Clutch
63214T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - No - 104/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's most damaging neutral throw, tied with 236T. Brocken lunges slower during this throw, giving it more range than his 236T while being a bit slower. Like 236T, this throw also side switches, but leaves the opponent much closer to Brocken.

  • This throw will be reversed if teched by Ramenman, being the only reversible normal throw in the game.
MST
Northern Lights Suplex
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 N/A KD - No - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's default normal throw. Visually similar to T, side-switching and throwing the opponent away, though not quite as far away as T. OTG-ing with 2A afterwards is possible, but very strict/inconsistent, and may be position-dependent.

  • Brocken's medium stun throws are useful as a meterless option to hitconfirm off of 8A.
MS236T
Brainbuster
(Medium Stun) 236T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - No - 109/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's more damaging medium stun throw. Like (Medium Stun) T, this throw also side switches, but leaves the opponent next to Brocken. However, the lower untech time of this move makes OTG-ing afterwards not guaranteed.

  • As an option to combo into from 8A, this does outdamage (Medium Stun) T, but its more involved input can make it more difficult to hitconfirm without buffering the input.
HST
Zweislash
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - No - 120/56
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's heavy stun throw. Remains on the same-side, with no OTG follow-ups possible.

HS236T
Piledriver
(Heavy Stun) 236T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - No - 129/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's alternate, more damaging heavy stun throw. This outdamages (Heavy Stun) T, and similarly does not switch sides. Furthermore, this allows for an 8A OTG, raising the damage further.

FBT
German Suplex
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - No - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Side-switching from behind throw with the standard high damage. Despite a relatively lengthy untech time, Brocken's own recovery from the throw prevents him from getting any guaranteed OTGs off of it.

RT
Swing DDT
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A KD Meter Drain No - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's throw on a running opponent. Does not side switch, but does shift the axis slightly. Brocken can comfortably OTG with 8A after this throw.

  • As a meterless confirm off of a rope bounce, 6A into either of his medium stun throws would still outdamage this option even with the OTG, but it is a decent meter draining option.
WGT
Northern Lights Suplex
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 Tech KD - No - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - All

Brocken's wake-up throw, inheriting the properties of his (Medium Stun) T.

4T
Irish Whip
4T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - No - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Universal Irish Whip, sending opponents running behind Brocken Jr..

44T
Side Switch
44T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - No - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Universal side switch throw.

Specials

S
Red Rain of Berlin
S
Damage Guard Attribute Property Cancel Cost Meter Gain
96 Block/Parry KD - No 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Decently fast advancing attack that knocks down. This knockdown does not guarantee an OTG in most cases, with the exception of if it hits very late or if it hits from behind, in which case an 8A or 2A OTG is possible. Its forward moving property and relative safety on block makes it a strong approach tool.
S also shines as a hitconfirm, comboing properly off of A, 6A,A, 8A and 2A for damage and a knockdown. It is also a decent juggle ender, albeit one that does not knock down. The forward-moving property of the move does leave Brocken much closer to the opponent when they are able to tech roll.

66S
California Crash
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
240 Tech KD - No 3 -300/168
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A special throw. Brocken will end up switching sides, but positioning-wise, he ends up more off to the side of where the opponent was. Base damage-wise, this is the least damaging of Brocken's special throws by a wide margin. However, this throw guarantees a consistent 2A or 8A OTG, bringing its damage in-line to the base damage of the 46S and 214S special throws. Its input also makes it the easiest special throw to buffer out of a run, making it easier to link into off of 214A's heavy stun.

44S
Imitation Jungyaku Jizai no Jutsu
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
See Desc. N/A See Desc. - No 9 -900/See Desc.
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A counter move, working on everything but supers. This counter will "copy" the move that hits it, mimicking its properties. It copies the attribute of the countered move, such that countering a throw will have Brocken do the throw on the opponent, while parrying a launcher or a heavy-stunning move will in-turn launch or heavy stun the opponent. This will also copy the countered move's meter gain value for the opponent exactly, although the damage of the move will be scaled to Brocken's damage rating (see formula below). Although a versatile counter with high potential reward, the very high meter cost of the move makes it difficult to justify using it often if at all within the context of Brocken's toolkit.

  • Damage formula: (Countered move's damage/Opponent's damage rating)*12
46S
Brain Claw
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
288 Tech KD - No 3 -300/208
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A special throw. tied with 214S for the highest base damage among Brocken's throws. This throw remains same-side, and leaves the opponent close to Brocken, although there are no guaranteed OTGs off of this throw.

236S
Black Fog of Hamburg
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
276 Tech KD - No 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Special throw. Switches sides seemingly at random, but position-wise, it sends the opponent flying very far away at an angle, practically a full screen away, making any OTG afterwards impossible. Positioning such that the opponent is sent towards the ropes/corner reduces this distance, but Brocken would still be very far away from the opponent. Damage-wise, this outdamages 66S, but does less damage than 46S and 214S. However, the OTG opportunities of 66S will cause it to outdamage this throw, which coupled with the generally undesirable post-throw situation, makes this one of Brocken's most seldom-used special throws.

214S
Bremen Sunset
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
288 Tech KD - No 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Brocken's most damaging special throw, tying with 46S, although this throw switches sides. A 2A OTG afterwards is possible, although the link is a little strict. If Brocken throws the opponent into the ropes/corner (by using the throw while Brocken himself is at the ropes/cornered) the negated pushback allows Brocken to comfortably get an 8A OTG.

421S
Poison Gas
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
12 Guard/Parry MS Meter Drain No 3 -300/-400
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Short-range, low-damage projectile that drains 4 bars. Its projectile property allows Brocken to link into certain things, such as 2A and 8A, provided the move hits late enough. 421S pushes back and can rope bounce on block, making it much more threatening at the ropes. As Brocken can recover before the gas reaches the opponent, he can potentially be very advantageous on block or even on parry.
421S also sees frequent use in Brocken's advanced corner juggles, as it being a projectile can help extend juggles by having it hit late so that Brocken can link into another string. Its meter draining property still applies on air hit, which can help curb the usually poor meter economy of juggle combos.
Overall, a versatile, if costly, option for pressure and combos.

Supers

236A+S
Red Rain of Berlin
236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
372 Block/Parry KD - No 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - All

Brocken's first super, with the fully invuln startup standard with a super. This super causes a ridiculously advantageous knockdown, as Brocken can act before the opponent even touches the ground (though they are fully invulnerable during this falling animation). This gives Brocken enough time to charge almost half a bar of meter before doing 4A, with that 4A OTG still being guaranteed.

  • After the super animation, Brocken will usually end up on P1 side, close to the opponent against the ropes.
214A+S
Red Rain of Berlin Barrage
214A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
372 Block/Parry KD - No 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - All

Brocken's alternate super. Identical damage, startup and invuln to the other super, although with a much lower grounded untech time. As a result, Brocken cannot OTG after this super at all, making this generally a strictly worse super.

  • The post-super situation of this super is very similar to 236A+S (aside from that super's untech time), in that it leaves the opponent next to the ropes with Brocken close to them. The main distinction is that Brocken will more often be on P2 side after this super.

Strategy

Brocken's main pokes are 6A, 214A, 2A and S, although the latter two lean more towards approach tools. Autopiloting 6A,A is usually a low-risk option, as it is makes hitconfirming into S much more lenient, while still being relatively safe on parry. 8A is an important counterpoke button, and is something that can be used more preemptively if the opponent frequently goes for throws and 2As in neutral.

Hitconfirming is a major part of Brocken's gameplan. The aforementioned 6A,A, 2A and 8A can be confirmed into S at the very least, a very cheap special that knocks down and leaves Brocken on top of the opponent, where he can start his pressure game. Having the meter for S stocked to convert stray hits is important, although this should not be too difficult due to the special's low cost. Hitconfirming into special throws off of Brocken's 8A is more involved, so getting used to buffering the input for a special throw (most likely 214A) when using 8A is important.

Once Brocken gets in, his relatively fast strings let him bully a lot of characters, particularly those with slower jabs such as Buffaloman or Budo. He does not really have built-in mixups in his strings, so he will have to rely more on manually delaying his strings and basic string vs throw mixups. Even if Brocken's string is parried, their relatively quick recovery mean Brocken is usually not too minus, and coupled with his fast buttons, Brocken might in practice be relatively neutral with his opponent despite being minus on paper. Against slower characters, their lack of an ability to contest can mean Brocken can keep pushing his pressure, even on parry.

A strong pressure option in Brocken's arsenal is 421S. Especially at the corner, 421S is simply a move your opponent will need to respect and hold, letting Brocken extend his pressure further. He can also use it to set up pseudo-unblockables, forcing the opponent to take damage regardless if they get hit by, block or parry the poison gas. For as strong of a tool it is, just be mindful that it is quite costly at 3 bars, and not a special that Brocken can just throw out.

Brocken's mobility and neutral tools mean that he can also be played much more defensively and neutral-oriented, with a more hit-and-run approach to his gameplan. This can be a useful approach for matchups where a character can severely punish Brocken overextending, such as The Mountain.

Being a well-rounded character, Brocken can make use of any of the KKD styles. While Brocken does need meter to hitconfirm into S, its low cost means he is rarely starving for meter, so Red KKD's meter gain buff is hardly necessary; however, this can be useful to allow using 421S more often, and Red True KKD allows for gimmicky tactics such as repeatedly doing 44S, or doing multiple 421S in pressure/combos. Blue KKD can be great at patching up Brocken's below average damage output, and his strings are very usable for Blue True KKD combos. Green KKD is probably the least commonly used for Brocken, as he does not struggle in neutral or have survivability issues, though the increased defense can be useful against characters with explosive damage.

421S Setups

421S being a projectile opens up the potential for unique pressure routes and setups. A basic one is to use 421S on a cornered opponent, and immediately following up with S. If timed properly, the S will combo off of the 421S if it hits, will hit the rope bounced opponent if 421S is blocked, and will punish the parry animation if 421S is parried. This is spacing-specific, but it is one example of how 421S can be used to open up opponents.

Combos

Midscreen

  • (2A/A/6A,A/8A) xx S
    Normals that can hitconfirm into S. On backhit, the knockdown from S changes to allow an 8A OTG afterwards.
  • 8A xx (236T/214S, 2A)
    Meterless and metered throw confirms off of 8A's medium stun.
  • (Launch), A,A,A, 2A
    Basic juggle combo into a spinning knockdown.
  • 623A, 66A, A,A,A xx S
    Basic juggle combo variant, sacrificing knockdown for more damage.

Ropes

  • (Launch), (A,A,A)x3
    Simple meterless combo at the ropes. Does not knock down.

Corner

  • 66A, 6A,A xx 421S, A,A xx S
    Proof of concept combo of using 421S to extend juggles.
  • 623A, 421S, 6A,A,A, 2A, A,A,A xx S
    Proof of concept combo of "relaunching" after a 2A.

Colors

Manga
Anime
Shirtless

External Links


General
FAQ
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Kinnikuman
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