Kinnikuman Muscle Grand Prix 2/Terry the Kid: Difference between revisions
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Revision as of 08:53, 24 October 2023
Story
Terry the Kid is the son of the famous Texan Justice Choujin, Terryman. Growing up, he resented the fact that his father constantly played second fiddle to Kinnikuman, and he hated that the Terry family's fighting style focused on boring, practical holds in contrast to the flashy finishers of Terryman's Justice Choujin allies. When his own time came to fight the evil dMp, Kid developed a bit of a hostility for Kinniku Mantaro, Kinnikuman's own scion, desiring to be in the spotlight unlike Terryman. Eventually though, he finds a newfound respect for his father, and realizes that boring but practical moves are what Terrys are best at. Along with this, he also comes to terms with the fact that it is his destiny to be a supporting character.
Unfortunately, Terry the Kid would not even manage the same prominence his father did, as the role of the main character's primary rival/best friend/tag partner in Kinnikuman Nisei is firmly Kevin Mask's, relegating Kid to a decidedly second-string character after the first couple arcs. Nisei's limited spotlight on side characters and somewhat circular character writing also meant that Kid goes through the epiphany of his lot in life just about every time he does get significant screen time, going through this character arc about 2-3 times in all.
In the Ultimate Muscle dub, Terry the Kid is renamed Terry Kenyon, which is a pun with how he is billed as Terry "The Grand" Kenyon.
Gameplay
On a surface level, Terry the Kid comes across as a remix of Terryman. He inherits a lot of Terryman's moves, while losing a lot of the "fluff" in Terryman's toolkit, with a much more streamlined set of strings. All put, this makes for a character that, while resembling Terryman, still feels distinct to play, generally being more beginner-friendly due to his more intuitive moveset, with simpler strings and special throws to confirm into.
...However, what would be Kid's main claim to fame is that he has a very practical Touch-of-Death (TOD) loop. While this loop is ropes/corner-only, Kid can start the loop from a number of starters, and the loop is inescapable except via True KKD activation; since a character can only activate once per round, Kid can potentially end the round in 2 combos. This immense reward makes landing it Kid's win condition, and getting to it is the centerpiece of Kid's gameplan.
Blockstun Animation
Terry the Kid is one of 3 characters to deviate from the otherwise universal blockstun animation. Due to a (possible) glitch, when blocking a LS move that hits high, Kid reacts as if he is blocking a MS move that hits high. In effect, this means that he is stuck in blockstun for 6 frames longer than the average character when blocking a high hitbox LS move. Similarly, he takes 4 frames longer than the average character to recover from blocking a HS move with a low hitbox. He recovers from blockstun as quickly as the average character when blocking moves of all other stun level/hitbox height combinations.
In practice, this rarely comes up, but if a block punish does not work despite the frame data suggesting otherwise, this is likely why, as the frame data is written with the "universal" blockstun animation in mind.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
- Health: 1024
- Damage rating: 13
- Size/weight: Standard
- Movement speed: B
Strikes
A
A
|
---|
A,A
|
---|
A,A,A
Wild Horse Rear Kick |
---|
A,A,6A
Wild Horse Front Kick |
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A,A,6A,A
Wild Horse Bite |
---|
A,A,6A,4A
Wild Horse Rush |
---|
A,A,6A,4A,6A
Wild Horse Rampage |
---|
4A
4A
|
---|
4A,A
Raging Bull Horn |
---|
4A,A,6A
Raging Bull Body Blow |
---|
4A,A,6A,236A
Raging Bull Rampage |
---|
8A
8A
Branding Elbow |
---|
2A
2A
Plane Kick |
---|
66A
66A
Texas Upper |
---|
236A
236A
Horse Kick |
---|
46A
46A
Spin Elbow |
---|
WRA
(While Running) A
Jumping Knee Bash |
---|
WGA
(While Grounded) A
|
---|
Throws
T
DDT
T |
---|
46T
Ankle Hold
46T |
---|
MST
Knuckle Part
(Medium Stun) T |
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HST
Oklahoma Stampede
(Heavy Stun) T |
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HS46T
Mount Attack
(Heavy Stun) 46T |
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FBT
Pendulum Drop
(From Behind) T |
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FB46T
Bulldogging Headlock
(From Behind) 46T |
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RT
Kid's Reverse Cross Armbar
(Running) T |
---|
WGT
Piledriver
(While Grounded) T |
---|
4T
Irish Whip
4T |
---|
44T
Side Switch
44T |
---|
Specials
S
Thrust Kick
S |
---|
66S
Texas Straight
66S |
---|
44S
Texas Condor Kick
44S |
---|
46S
Shoulder Armbreaker
46S |
---|
Ippon Seoi
46S,6T |
---|
236S
Earth Clip Kick
236S |
---|
Spinning Toe Hold
236S,66T |
---|
Texas Clover Hold
236S,44T |
---|
214S
Dragon Screw
214S |
---|
Spinning Toe Hold
214S,236T |
---|
41236S
High Voltage Bomb
41236S |
---|
623S
Calf Branding
623S |
---|
421S
Kid's Triangle Choke
421S |
---|
Supers
41236T+S
Texas Clover Hold
41236T+S |
---|
NR41236T+S
Texas Combination
(Near Ropes) 41236T+S |
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Strategy
Combos
Colors
External Links
- Google Docs by fishtrabs