|
|
Line 186: |
Line 186: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =LS | | |attribute =LS |
| |property =31-36, 31-35 Sp, 29-57 KKD | | |property = |
| |cancel =
| | |cancel =31-36, 31-35 Sp, 29-57 KKD |
| |cost = | | |cost = |
| |meterGain =18/36 | | |meterGain =18/36 |
Latest revision as of 00:37, 30 May 2024
Story
Junkman is a Devil Knight with a singular defining feature, and literally just the one: instead of normal human hands, Junkman instead has giant, spiked crushing plates. His signature technique, the Junk Crush, is essentially just Junkman smashing his crushing plates together, ideally with his opponent between them. Most of Junkman's fighting style is composed out of permutations and variations of Junk Crush, and those that aren't are all still centered on making use of the freakish plates where his hands should be. Junkman also has the unusual (and arguably equally as disturbing) trait of having a literal second face on the back of his head, as well as being able to bend his arms backwards. This might sound like a useful ability with all sorts of uses, but to Junkman, this just means he can Junk Crush someone behind him without turning around. Junkman will try to crush his enemies with his Junk Crush, and if he ever runs into a situation where he cannot Junk Crush his way out of it, that only tells him that he's just not Junk Crushing hard enough. Gotta give him props: Junkman is dedicated to his craft.
Gameplay
Junkman is a character with a clear emphasis on striking over grappling. This is best exemplified by the fact that he is the only character with a no-strings-attached 9-frame jab, the fastest in the entire game, but on the flipside, his throws have 28-frame startup; the slowest among the whole cast. The 9f jab might not seem very exciting, but this gives Junkman a distinct advantage in scramble situations, as well as allow Junkman to do technically possible (albeit impractical) combos such as corner infinites or comboing off of 44T. This simple but strong ethos is present throughout Junkman's gameplay, as despite unassuming buttons, Junkman has several key buttons and confirms that lets him convert his fast jab into tidy damage. Furthermore, even though his juggles might not be the most exciting to look at, they are very effective when done properly.
Junkman's other notable move is his 41236A Needle Trap, a defensive stance akin to Kinnikuman's Muscle Curtain. However, whereas the Muscle Curtain is simply a light stun move that would cause roughly a reset to neutral, Junkman's Needle Trap medium stuns, meaning on a correct read while on defense, Junkman might not just be resetting to neutral, but he might instead be stealing the turn to be on the offensive.
Strengths |
Weaknesses
|
- 9f jab.
- High rope juggle damage.
- Strong defensive tool in 41236A.
|
- Slow normal throws.
- Linear playstyle.
|
Character Stats
- Health: 1024
- Damage rating: 13
- Size/weight: Standard
- Movement speed: B
Strikes
A
A The fabled 9-framer The fabled 9-framer
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
15-28, 15-27 Sp, 14-31 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
9
|
3
|
17 (20)
|
-12
|
±0
|
+4
|
-
|
(placeholder text)
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
LS
|
-
|
21-26, 21-25 Sp, 20-42 KKD
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
3
|
22 (25)
|
-17
|
-5
|
-1
|
-
|
(placeholder text)
|
|
A,A,A One-Two-Junk Wall
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
HS-5
|
MBU
|
35-60 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
26
|
3
|
29 (32)
|
-2
|
-12
|
+9~42
|
-
|
(placeholder text)
|
|
A,6A Double Left Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
LS
|
-
|
18-20, 18-19 Sp, 17-42 KKD
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
3
|
22 (25)
|
-17
|
-5
|
-1
|
-
|
- Natural combo, and further natural combos into S.
|
|
A,6A,4A Light Hook Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
MS
|
-
|
34-39, 34-38 Sp, 34-70 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
37 (41)
|
-26
|
-20
|
-2
|
-
|
(placeholder text)
|
|
A,6A,4A,A Back Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
LS
|
-
|
31-36, 31-35 Sp, 29-57 KKD
|
-
|
18/36
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
5
|
26 (30)
|
-23
|
-11
|
-7
|
-
|
(placeholder text)
|
|
A,6A,4A,A,236A Double Face Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
HS-5
|
MBU
|
53-62 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
26
|
4
|
28 (33)
|
-2
|
-12
|
+9~42
|
-
|
(placeholder text)
|
|
4A
4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
LS
|
-
|
33-38, 33-37 Sp, 33-69 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
29
|
3
|
34 (38)
|
-23
|
-17
|
+1
|
-
|
(placeholder text)
|
|
4A,A Quick Back Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
LS
|
-
|
31-36, 31-35 Sp, 29-57 KKD
|
-
|
18/36
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
5
|
26 (30)
|
-23
|
-11
|
-7
|
-
|
(placeholder text)
|
|
4A,A,236A Quick Double Face Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
HS-5
|
MBU
|
53-62 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
26
|
4
|
28 (33)
|
-2
|
-12
|
+9~42
|
-
|
(placeholder text)
|
|
66A
66A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
MS
|
-
|
26-31, 26-30 Sp, 21-44 KKD
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
3
|
25 (26)
|
-14
|
-8
|
+10
|
-
|
(placeholder text)
|
|
66A,A Double Upper Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
Launch
|
MBU
|
39-48 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
3
|
28 (30)
|
-1
|
-11
|
-
|
-
|
- Natural combo launcher from the previous.
- Causes a high launch.
|
|
8A
8A Diving Needle
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
KD
|
OTG,MBU
|
80-87 KKD
|
-
|
40/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
40
|
13
|
31 (35)
|
-14
|
-24
|
-
|
15-51 Throw
|
(placeholder text)
|
|
2A
2A Ground Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
MS
|
OTG
|
44-55 KKD
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
4
|
29 (31)
|
-17
|
-13
|
+5
|
1-28 Throw
|
(placeholder text)
|
|
46A
46A Junk Wall
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
HS-5
|
MBU
|
34-59 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
3
|
29 (32)
|
-2
|
-12
|
+9~42
|
-
|
(placeholder text)
|
|
236A
236A Junk Smash
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
KD
|
OTG,MBU
|
46-53 KKD
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
3
|
21 (26)
|
+6
|
-4
|
-
|
7-45 Throw
|
(placeholder text)
|
|
41236A
41236A Needle Trap
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
13
|
Block/Parry
|
MS
|
MBU
|
23-55, 13-54 Sp, 13-55 KKD
|
-
|
4/30
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
10
|
28
|
69 Total
|
-45
|
-39
|
-21
|
1-5 Strike
|
- This move is technically a projectile, with the projectile coming out frame 2, but becoming active on frame 10.
|
|
41236A,66A Junk Trap
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
HS-5
|
MBU
|
30-60 KKD
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
6
|
33 (38)
|
-9
|
-19
|
+2~35
|
-
|
- Natural combos from 41236A, for a knockdown.
|
|
WRA
(While Running) A Chest Junk
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
KD
|
MBU
|
-
|
-
|
44/30
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
9
|
36
|
-15
|
-25
|
-
|
-
|
(placeholder text)
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
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
|
(placeholder text)
|
|
Throws
T
Flying Headscissor T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
-
|
-
|
100/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
64T
Brain Elbow 64T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
Special
|
-
|
-
|
-
|
110/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
26
|
-16
|
-
|
+22
|
-
|
Unique throw that leaves the opponent standing.
- At the ropes, Junkman is able to link into his neutral A jab.
|
|
MST
Waterwheel Drop (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
N/A
|
KD
|
-
|
-
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
26
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
HST
Bear Hug (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
N/A
|
KD
|
-
|
-
|
-
|
130/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
26
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
FBT
Waist Tackle (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
-
|
-
|
90/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
FB214T
Vertical Backdrop (From Behind) 214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
208
|
Tech
|
KD
|
-
|
-
|
-
|
104/69
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
26
|
-16
|
-
|
-
|
-
|
- Junkman recovers on the ground after this throw.
|
|
AB46T
Jumping Junk Crush (Airborne) 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
N/A
|
KD
|
-
|
-
|
-
|
40/200
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
1
|
10
|
84
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
RT
Counter Palm Strike (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
N/A
|
KD
|
MD
|
-
|
-
|
30/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
23
|
7
|
-
|
-
|
-
|
-
|
- Unique knockdown animation, resembling that of the 236S hitgrab.
|
|
WGT
Waterwheel Drop (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
-
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
28
|
-16
|
-
|
-
|
1-33 Full, 34-40 Throw
|
(placeholder text)
|
|
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
|
28
|
3
|
26
|
-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
|
28
|
3
|
26
|
-16
|
-
|
+10
|
-
|
Universal side switch throw.
- Notably, since this throw leaves Junkman at +10 while he has a 9f jab, Junkman can on paper link A off of this throw. However, pushback means he can only do this at the ropes, and this is an extremely tight link.
|
|
Specials
S
Junk Crush S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
104
|
Block/Parry
|
HS-5
|
MBU
|
28-53 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
30 (33)
|
-4
|
-14
|
+7~40
|
-
|
(placeholder text)
|
|
66S
Dashing Junk Crush 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
117
|
Block/Parry
|
HS-5
|
MBU
|
38-64 KKD
|
2
|
-200/120
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
29 (34)
|
-2
|
-12
|
+9~42
|
1-3 Strike
|
(placeholder text)
|
|
46S
Junk Crush & Needle 46S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
143
|
Block/Parry
|
KD
|
MBU
|
-
|
2
|
-200/130
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
4
|
28 (30)
|
-2
|
-12
|
-
|
-
|
Hitgrab.
- If this move connects on a non-standing opponent, it will only do 26 damage.
|
|
236S
Junk Palm Strike 236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Block/Parry
|
KD
|
MBU
|
-
|
2
|
-200/140
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
5
|
28 (32)
|
-3
|
-13
|
-
|
-
|
Hitgrab with a unique knockdown animation, resembling (Running) T.
- If this move connects on a non-standing opponent, it will do 0 damage.
|
|
41236S
Dashing Junk Needle 41236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39x2
|
Block/Parry
|
MSx2
|
-
|
-
|
2
|
-200/60x2
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
32
|
25 (18)
|
31
|
-23
|
+1
|
-
|
1-3 Strike
|
Two-hit natural combo special. If both hits connect, this move knocks down.
- Parry data assumes the 1st hit was parried point blank, which would cause the opponent to get hit by the 2nd hit.
|
|
623S
Junk Throw 623S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
312
|
Block/Parry
|
KD
|
-
|
-
|
3
|
-300/186
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
3
|
25
|
-16
|
-
|
-
|
1-3 Full
|
Special throw.
- OTG-ing with 2A afterwards is possible, albeit strict.
|
|
Supers
41236A+S
Bloodbath Hell 41236A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
403
|
Block/Parry
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
5
|
33
|
-8
|
-18
|
-
|
1-17 Full
|
(placeholder text)
|
|
63214A+S
Double Face Junk Crush 63214A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
403
|
Block/Parry
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
5
|
33
|
-8
|
-18
|
-
|
1-17 Full
|
(placeholder text)
|
|
Strategy
Combos
Midscreen
- A,6A xx S
Standing/throw punish bnb.
- 41236A xx (S, 8A)/(623S, 2A)
(placeholder text)
- (While Running) A, 2A
(placeholder text)
- 66A,A, 4A,A xx 46T
(placeholder text)
Ropes
- 64T, A,6A xx S
(placeholder text)
- (Rope Bounce) A, 66A,A, A, (A,A (cc))x2, A,6A (cc), A,A xx 46T
(placeholder text)
- 66A,A, (6A,A (cc))xN, 6A,A xx 46T
(placeholder text)
Colors
External Links