Kinnikuman Muscle Grand Prix 2/Buffaloman: Difference between revisions
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==Gameplay== | ==Gameplay== | ||
Buffaloman is one of the characters that best fulfills the traditional "big body grappler" role in this game, with some very slow buttons and poor normal throw range, in exchange for high damage potential. Buffaloman's buttons are ''slow''; his fastest standard attack (i.e. his "jab"), is 17f startup, | Buffaloman is one of the characters that best fulfills the traditional "big body grappler" role in this game, with some very slow buttons and poor normal throw range, in exchange for high damage potential. Buffaloman's buttons are ''slow''; his fastest standard attack (i.e. his "jab"), is 17f startup, much slower than the average character's 12f or 13f jab. However, when Buffaloman, gets the hit, he hits '''hard'''. His throws do a lot of damage, and his key throws and knockdowns guarantee Buffaloman's great OTG attack. Put together, Buffaloman routinely get damage in the high 300s just from his throws. As a cherry on top, he has a very meter-costly but also extremely damaging juggle loop, which he can start midscreen off of even his jab, that can do nearly 800 damage with the right circumstances. While Buffaloman might spend a good portion of rounds getting harassed and bullied by faster opponents (which he can somewhat afford to take due to his above average health), his damage output means he is usually only 1 or 2 good confirms away from turning the whole round around. | ||
Aside from this, Buffaloman also has some really neat specials, such as forward-moving specials that go quite far, a good defensive parry-style move, a more than serviceable evasive panic move to get out of pressure with, and a ''highly'' damaging special throw. All put together, this gives Buffaloman a lot of tools and options to work with, even against much faster characters. | Aside from this, Buffaloman also has some really neat specials, such as forward-moving specials that go quite far, a good defensive parry-style move, a more than serviceable evasive panic move to get out of pressure with, and a ''highly'' damaging special throw. All put together, this gives Buffaloman a lot of tools and options to work with, even against much faster characters. | ||
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|pros= | |pros= | ||
*High damage output. | *High damage output. | ||
*Above average health. | |||
*Very damaging OTG with meter. | *Very damaging OTG with meter. | ||
*Strong conversions off of small hits (e.g. his neutral A jab). | *Strong conversions off of small hits (e.g. his neutral A jab). | ||
*Forward-moving specials. | *Forward-moving specials. | ||
*Solid defensive stance move. | *Solid defensive stance move. | ||
*Has a panic move. | |||
|cons= | |cons= | ||
*''Very'' slow buttons. | *''Very'' slow buttons. | ||
*Limited strings. | |||
*Highly meter-dependent for big damage. | *Highly meter-dependent for big damage. | ||
*Poor throw range. | *Juggle loops are positioning-specific. | ||
*Poor throw punish without meter. | |||
*Small throw range. | |||
*Large hurtbox. | *Large hurtbox. | ||
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*Does not start up as fast as most defense stances, and it has much less active frames. However, it can still be cancelled fairly early. | *Does not start up as fast as most defense stances, and it has much less active frames. However, it can still be cancelled fairly early. | ||
*Considering Buffaloman's otherwise very slow buttons, this is one of Buffaloman's most important moves on defense, or as a counterpoke in neutral. | *Considering Buffaloman's otherwise very slow buttons, this is one of Buffaloman's most important moves on defense, or as a counterpoke in neutral. | ||
*This is also Buffaloman's only meterless throw punish, albeit somewhat inconsistent and doing dismal damage. However, if Buffaloman has no meter stocked, this is his optimal punish. | |||
}} | }} | ||
}} | }} | ||
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|input =(Near Corner) 66T | |input =(Near Corner) 66T | ||
|linkname = | |linkname = | ||
|image = | |image =KMGP2_Buffaloman_NC66T.png | ||
|caption = | |caption = | ||
|data= | |data= | ||
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|invul =1-3 Full | |invul =1-3 Full | ||
|description=Forward-moving launcher with range about 2 backdashes away. | |description=Forward-moving launcher with range about 2 backdashes away. | ||
*If the launcher hits late enough (i.e. by being used farther | *If the launcher hits late enough (i.e. by being used farther than point-blank), Buffaloman recovers close enough to the launched opponent to pick up the juggle with A or 66T. | ||
*If the move connects too early, Buffaloman recovers too far away that he needs to do a 2nd 66A to pick-up the juggle. This virtually only happens if 66A is used point-blank, or close to it. | *If the move connects too early, Buffaloman recovers too far away that he needs to do a 2nd 66A to pick-up the juggle. This virtually only happens if 66A is used point-blank, or close to it. | ||
}} | }} | ||
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*This move has a much longer duration than 66S, causing it to travel further, able to hit from 4 backdashes away. This longer duration means juggling off of this launch is impossible; even when the move hits at max range, Buffaloman recovers too slowly to pick up afterwards. | *This move has a much longer duration than 66S, causing it to travel further, able to hit from 4 backdashes away. This longer duration means juggling off of this launch is impossible; even when the move hits at max range, Buffaloman recovers too slowly to pick up afterwards. | ||
*Where this move shines is as a damaging, albeit costly, OTG move, where all 4 hits can connect. Incidentally, this is also Buffaloman's fastest OTG, faster than even 2A; in other words, any move that guarantees an OTG will guarantee this move. This is one of the integral sources of Buffaloman's damage. | *Where this move shines is as a damaging, albeit costly, OTG move, where all 4 hits can connect. Incidentally, this is also Buffaloman's fastest OTG, faster than even 2A; in other words, any move that guarantees an OTG will guarantee this move. This is one of the integral sources of Buffaloman's damage. | ||
*Buffaloman can punish teched throws with this move. However, this is hardly worth it, as for 1 less meter he can punish with 623S while getting a combo off of it. | |||
}} | }} | ||
}} | }} | ||
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|hitAdv = | |hitAdv = | ||
|invul =1-3 Strike, 14-55 Throw | |invul =1-3 Strike, 14-55 Throw | ||
|description=Metered launcher that launches | |description=Metered launcher that high-launches. | ||
*Very quick startup (actually being Buffaloman's fastest attack), letting it combo when cancelled into from A, or be linked into from 66T. | *Very quick startup (actually being Buffaloman's fastest attack, 41236A aside), letting it combo when cancelled into from A, or be linked into from 66T. | ||
*On air hit, this move launches the opponent upwards. This lets Buffaloman continue juggling, such as with A xx 623S. This | *Being Buffaloman's fastest attack also means that it can punish throws. Due to the combos he gets off of it, this is a strong option, with the only downside being it is locked behind meter. | ||
*On air hit, this move launches the opponent upwards. This lets Buffaloman continue juggling, such as with A xx 623S. This allows Buffaloman to do this repeatedly, until he reaches the ropes and/or runs out of meter. This is his "623S loop", and although this has a steep meter cost, this routinely does upwards of 500 damage off of many confirms. | |||
}} | }} | ||
}} | }} | ||
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|linkname = | |linkname = | ||
|image =KMGP2_Buffaloman_41236AS.png | |image =KMGP2_Buffaloman_41236AS.png | ||
|caption =Hurricane Mixer! But ''4 times'' | |caption =Hurricane Mixer! But ''4 times''! | ||
|data= | |data= | ||
{{AttackData-KMGP2 | {{AttackData-KMGP2 | ||
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|linkname = | |linkname = | ||
|image =KMGP2_Buffaloman_63214AS.png | |image =KMGP2_Buffaloman_63214AS.png | ||
|caption = | |caption =Hurricane Mixer! But ''he Cross-Drops you''! | ||
|data= | |data= | ||
{{AttackData-KMGP2 | {{AttackData-KMGP2 | ||
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|invul =1-15 Full | |invul =1-15 Full | ||
|description=Buffaloman's alternate super, with the same startup, invuln and long range. | |description=Buffaloman's alternate super, with the same startup, invuln and long range. | ||
*After the super animation, Buffaloman will end up on P2 side at the center of the screen, with the opponent being relatively closer, about 1 dash away. | *After the super animation, Buffaloman will end up on P2 side at the center of the screen, with the opponent being relatively closer, about 1 dash away. | ||
*The closer post-throw situation allows Buffaloman to get a guaranteed OTG with 2A, 8A or 214A, making it the generally preferred super. | |||
*This super also combos from 66T; doing so, and subsequently going for the OTG, does a very nice 705 damage. | |||
}} | }} | ||
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==Combos== | ==Combos== | ||
===Combo Theory=== | |||
Owing to his slow buttons and relative lack of strings, Buffaloman does not have much in the way of standing combos. Since OTG damage is a significant contributor to Buffaloman's damage, knowing/remembering which knockdowns guarantee 236S OTG, and practicing the stricter OTG confirms such as off of (Heavy Stun) 41236T, is essential. Consistently confirming A into 623S is important as well, as it lets Buffaloman go into his 623S loops. Finally, the most executionally-demanding aspect of Buffaloman are his combos off of 66T, his unique throw that leaves opponents standing. 66T is +20 on a successful throw, and the 2 most common links off of it are A and 66A, which have 17f and 19f startup, respectively. Due to its input and faster startup, linking into A is reasonably easy to do consistently with some practice, whereas 66A is noticeably stricter to do, but has the benefit of being able to do more damage due to its string options and not giving the opponent the chance to activate True KKD. Alternatively, Buffaloman can go straight into 623S from 66T, for a significantly more forgiving link while also being activation-proof, but this loses out on some damage. Linking 66T into super is also a rarer, but worthwile confirm to do. Super is 17f, meaning the link is also manageable, though the more involved input may require its own practice. | |||
623S is the centerpiece of Buffaloman's juggles, and their damage output is predicated on how many 623Ses Buffaloman can fit into a combo. As 623S moves forwards, this causes the combo to drop once Buffaloman reaches the ropes; because of this, the further away Buffaloman is from the ropes, the more reps he can get. In other words, the optimal position to start the 623S loops is with Buffaloman's back towards the corner. Once the opponent is launched using any number of starter into 623S, the combo itself is simple: (A xx 623S)xN, until Buffaloman runs out of meter and/or reaches the ropes. Some timing is needed to link into A after 623S, but this is very lenient and intuitive, especially since 623S causes SKD. The loop works if A is omitted, but this sacrifices damage, and often causes Buffaloman to move too far that he crosses under the juggled opponent. Once Buffaloman reaches the ropes, ending the juggle is as simple as doing his 66T air throw instead of another A xx 623S rep. Alternatively, since the 66T air throw side switches and send the opponent far away, Buffaloman can opt to end the loops with 2A instead. Doing so is a little stricter than ending with 66T air throw (since 2A is slower, it has to be done ''much'' earlier) and generally does less damage, but has the advantage of staying same side (and thus keeping the opponent at the ropes/corner) and leaving them much closer to Buffaloman. | |||
Buffaloman can OTG after the 2A SKD as well, and if he were to OTG with 236S, this would outdamage ending the combo with 66T air throw. 2A SKD has low grounded untech time, but the fast startup and long active frames of 236S makes timing the OTG still fairly easy compared to OTG-ing with 2A, 8A or 214A. If Buffaloman ends the 623S loops with 2A midscreen, the opponent will be sent a bit further away from Buffaloman; OTG-ing with 236S is still possible, but it may necessitate doing a dash-up first so that 236S can hit for all 4 hits, instead of just 2-3 hits. | |||
===Midscreen=== | ===Midscreen=== | ||
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*'''66A,A,A xx 66T'''<br>Meterless juggle bnb. | *'''66A,A,A xx 66T'''<br>Meterless juggle bnb. | ||
*''66S, A xx 66T'''<br>Basic Hurricane Mixer pickup. Does not work point blank. | |||
*'''A xx 623S/66A,A,A xx 623S, (A xx 623S)x3, A xx 66T'''<br>623S loop. Adjust number of reps based on meter/proximity to the ropes. | *'''A xx 623S/66A,A,A xx 623S, (A xx 623S)x3, A xx 66T'''<br>623S loop. Adjust number of reps based on meter/proximity to the ropes. |
Revision as of 03:11, 9 December 2023
Story
Buffaloman was once just an ordinary Choujin desperate for more power, which led him to make a deal with literal Satan to obtain his infamous 10,000,000 Choujin power level in exchange for killing in his name. As the strongest Choujin prior to Buffaloman's introduction only had 1,000,000 Choujin power, Buffaloman is, in terms of raw power at least, 10 times stronger than the last strongest guy. In the present day, Buffaloman would act as the de facto leader of the 7 Devil Choujins, a faction of violent, evil Choujins with Satan as their benefactor. Despite this role in a decidedly villainous group, Buffaloman is still at his core an honorable fighter just looking for a good, clean fight. After undergoing a change of heart, Buffaloman would sacrifice himself to resurrect the Justice Choujins his squad killed off. Eventually, he himself would be resurrected by Satan to continue serving him, but Buffaloman would immediately switch sides to the Justice Choujins at his earliest opportunity.
Buffaloman fights with his great strength and his signature longhorns, which he uses to charge at and gore enemies. Despite this, Buffaloman does get his longhorns snapped off somewhat frequently, severely weakening his fighting prowess, though he would usually end up getting it fixed one way or another.
Gameplay
Buffaloman is one of the characters that best fulfills the traditional "big body grappler" role in this game, with some very slow buttons and poor normal throw range, in exchange for high damage potential. Buffaloman's buttons are slow; his fastest standard attack (i.e. his "jab"), is 17f startup, much slower than the average character's 12f or 13f jab. However, when Buffaloman, gets the hit, he hits hard. His throws do a lot of damage, and his key throws and knockdowns guarantee Buffaloman's great OTG attack. Put together, Buffaloman routinely get damage in the high 300s just from his throws. As a cherry on top, he has a very meter-costly but also extremely damaging juggle loop, which he can start midscreen off of even his jab, that can do nearly 800 damage with the right circumstances. While Buffaloman might spend a good portion of rounds getting harassed and bullied by faster opponents (which he can somewhat afford to take due to his above average health), his damage output means he is usually only 1 or 2 good confirms away from turning the whole round around.
Aside from this, Buffaloman also has some really neat specials, such as forward-moving specials that go quite far, a good defensive parry-style move, a more than serviceable evasive panic move to get out of pressure with, and a highly damaging special throw. All put together, this gives Buffaloman a lot of tools and options to work with, even against much faster characters.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
- Health: 1100
- Damage rating: 15
- Size/weight: Medium/Heavyweight
- Movement speed: C
Reversals
4G
Flipping 6 to 9
(Against Kinnikuman's 236S) 4G |
---|
Strikes
A
A
|
---|
A,A
Heavy Double Attack |
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66A
66A
|
---|
66A,A
|
---|
66A,A,A
Megaton Upper Combo |
---|
66A,A,A,214A
Megaton Upper Combo Plus |
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8A
8A
Elbow Drop |
---|
2A
2A
Ground Swing |
---|
44A
44A
Double Hammer |
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46A
46A
Buffalo Hammer |
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236A
236A
Swing Punch |
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214A
214A
Longhorn Drop |
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41236A
41236A
Longhorn Guard |
---|
41236A,623A
Longhorn Upper |
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41236A,623A,214A
Longhorn Upper Plus |
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WRA
(While Running) A
Lariat |
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WGA
(While Grounded) A
|
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Throws
T
Choujin Windmill
T |
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6T
Side Suplex
6T |
---|
66T
Sledgehammer
66T |
---|
46T
Bear Hug
46T |
---|
41236T
Tombstone Piledriver
41236T |
---|
214T
Kannuki Suplex
214T |
---|
MST
Megaton Shoot
(Medium Stun) T |
---|
MS41236T
Tomahawk Hurricane
(Medium Stun) 41236T |
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HST
Buffalo BOMB
(Heavy Stun) T |
---|
HS41236T
Deadly Devil Style - Scar Transfer
(Heavy Stun) 41236T |
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FBT
Triple Headbutt
(From Behind) T |
---|
AB66T
Hurricane Heat
(Airborne) 66T |
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NC66T
Buffalo Ice Rock Drop
(Near Corner) 66T |
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RT
Power Slam
(Running) T |
---|
WGT
Megaton Shoot
(While Grounded) T |
---|
4T
Irish Whip
4T |
---|
44T
Side Switch
44T |
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Specials
S
Poison Needle Knee Lift
S |
---|
66S
Hurricane Mixer 66S Hurricane... Mixer! Hurricane... Mixer!
|
---|
44S
Deadly Devil Style - Devil Shark
44S |
---|
46S
Longhorn Skewer 46S Hurricane Mixer! But a hitgrab Hurricane Mixer! But a hitgrab
|
---|
236S
Special Hurricane Mixer 236S Hurricane Mixer! But special Hurricane Mixer! But special
|
---|
214S
Choujin Cross Drop
214S |
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623S
Sky Hurricane Mixer 623S Hurricane Mixer! But upwards Hurricane Mixer! But upwards
|
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Supers
41236A+S
Hurricane Mixer "Course of Death" 41236A+S Hurricane Mixer! But 4 times! Hurricane Mixer! But 4 times!
|
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63214A+S
Hurricane Cross Drop 63214A+S Hurricane Mixer! But he Cross-Drops you! Hurricane Mixer! But he Cross-Drops you!
|
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Strategy
Buffaloman's slow buttons and short throw-range means he is rarely if ever able to dictate the pace of the match, or dominate neutral; because of this, playing more defensively and not over-extending tends to be the default for Buffaloman. Buffaloman does have several strong forward-moving moves, such as S, 44S and 66S, which can be useful to close distances or whiff-punish. However, as these moves tend to be very bad on whiff or parry, they should not be overused. Getting a neutral A out can help swing the game to Buffaloman's favor, potentially confirming to a lot of damage on hit, or letting Buffaloman go for very simple, though very rewarding, mixups on block. Buffaloman's high health and damage output often means he has the leeway to eat a combo or two, as one combo back can equalize all the damage. By the nature of Buffaloman's poor neutral, he does not easily get the hits he needs, so when he does get it, it's important to make it count, by optimizing damage where possible.
Buffaloman can benefit from all 3 KKD types. Blue KKD's low health buff can bump up Buffaloman's damage to nigh-ToD levels. Green KKD gives Buffaloman even more survivability, and the True KKD activation's super armor can patch up Buffaloman's defense. Red KKD's low health buff helps cover Buffaloman's expensive specials, particularly 236S and 623S. In general though, True KKD activation is quite beneficial for Buffaloman, as his 236S can discourage opponents from stalling out the True KKD duration by just lying on the ground.
Combos
Combo Theory
Owing to his slow buttons and relative lack of strings, Buffaloman does not have much in the way of standing combos. Since OTG damage is a significant contributor to Buffaloman's damage, knowing/remembering which knockdowns guarantee 236S OTG, and practicing the stricter OTG confirms such as off of (Heavy Stun) 41236T, is essential. Consistently confirming A into 623S is important as well, as it lets Buffaloman go into his 623S loops. Finally, the most executionally-demanding aspect of Buffaloman are his combos off of 66T, his unique throw that leaves opponents standing. 66T is +20 on a successful throw, and the 2 most common links off of it are A and 66A, which have 17f and 19f startup, respectively. Due to its input and faster startup, linking into A is reasonably easy to do consistently with some practice, whereas 66A is noticeably stricter to do, but has the benefit of being able to do more damage due to its string options and not giving the opponent the chance to activate True KKD. Alternatively, Buffaloman can go straight into 623S from 66T, for a significantly more forgiving link while also being activation-proof, but this loses out on some damage. Linking 66T into super is also a rarer, but worthwile confirm to do. Super is 17f, meaning the link is also manageable, though the more involved input may require its own practice.
623S is the centerpiece of Buffaloman's juggles, and their damage output is predicated on how many 623Ses Buffaloman can fit into a combo. As 623S moves forwards, this causes the combo to drop once Buffaloman reaches the ropes; because of this, the further away Buffaloman is from the ropes, the more reps he can get. In other words, the optimal position to start the 623S loops is with Buffaloman's back towards the corner. Once the opponent is launched using any number of starter into 623S, the combo itself is simple: (A xx 623S)xN, until Buffaloman runs out of meter and/or reaches the ropes. Some timing is needed to link into A after 623S, but this is very lenient and intuitive, especially since 623S causes SKD. The loop works if A is omitted, but this sacrifices damage, and often causes Buffaloman to move too far that he crosses under the juggled opponent. Once Buffaloman reaches the ropes, ending the juggle is as simple as doing his 66T air throw instead of another A xx 623S rep. Alternatively, since the 66T air throw side switches and send the opponent far away, Buffaloman can opt to end the loops with 2A instead. Doing so is a little stricter than ending with 66T air throw (since 2A is slower, it has to be done much earlier) and generally does less damage, but has the advantage of staying same side (and thus keeping the opponent at the ropes/corner) and leaving them much closer to Buffaloman.
Buffaloman can OTG after the 2A SKD as well, and if he were to OTG with 236S, this would outdamage ending the combo with 66T air throw. 2A SKD has low grounded untech time, but the fast startup and long active frames of 236S makes timing the OTG still fairly easy compared to OTG-ing with 2A, 8A or 214A. If Buffaloman ends the 623S loops with 2A midscreen, the opponent will be sent a bit further away from Buffaloman; OTG-ing with 236S is still possible, but it may necessitate doing a dash-up first so that 236S can hit for all 4 hits, instead of just 2-3 hits.
Midscreen
- A xx 623S
Standing jab confirm into a launch.
- 66T, A/66A/623S
Standard confirms off of 66T.
- 66T, 63214A, 8A
Super confirm from 66T.
- 66A,A,A xx 66T
Meterless juggle bnb.
- 66S, A xx 66T'
Basic Hurricane Mixer pickup. Does not work point blank.
- A xx 623S/66A,A,A xx 623S, (A xx 623S)x3, A xx 66T
623S loop. Adjust number of reps based on meter/proximity to the ropes.
- A xx 623S/66A,A,A xx 623S, (A xx 623S)x2, 2A, 236S
Alternate ender to 623S loop for a better knockdown/to go for 236S OTG.
Colors
External Links
- Google Docs by fishtrabs
- Combo Tutorial video by fishtrabs