Kinnikuman Muscle Grand Prix 2/Super Phoenix: Difference between revisions

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m (Minor formatting corrections)
(Fixed formatting/minor typos, added MBU to HS, wrote/rewrote descriptions, added Ruthless Cancel section, added combos)
 
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==Story==
==Story==


Kinnikuman Super Phoenix is one of the Five Fated Princes, a group of Choujins born on the same day at the same hospital as Kinnikuman, who, due to a nursery mishap, might plausibly be the true heir to the Kinniku throne. Each of the Fated Princes acted as an avatar of one of the five evil Gods; in Super Phoenix's case, he was possessed by the God of Intelligence, using his great intellect to gain the upper-hand in his matches. Born as Phoenixman, he was a genius boy who lived in poverty on Planet Kinniku. He eventually grew to detest Kinnikuman, becoming intensely jealous of the latter's success despite his (perceived) stupidity and ineptitude, reasoning that he only got as far as he did in life due to his privileged birth. On his mother's deathbed, he learned about the incident at the hospital and that he may actually be the true heir to the Kinniku throne, and Phoenixman would soon become delusional to the point of internalizing this as a fact. This newfound conviction coincided with the God of Intelligence posessing him, and now reborn as Kinnikuman Super Phoenix, he is determined to claim what he sees as his true birthright, eventually serving as the final antagonist of the Scramble for the Throne arc (and the original anime/manga as a whole).
Kinnikuman Super Phoenix is one of the Five Fated Princes, a group of Choujins born on the same day at the same hospital as Kinnikuman, who, due to a nursery mishap, might plausibly be the true heir to the Kinniku throne. Each of the Fated Princes acted as an avatar of one of the five evil Gods; in Super Phoenix's case, he was possessed by the God of Intelligence, using his great intellect to gain the upper-hand in his matches. Born as Phoenixman, he was a genius boy who lived in poverty on Planet Kinniku. He eventually grew to detest Kinnikuman, becoming intensely jealous of the latter's success despite his (perceived) stupidity and ineptitude, reasoning that he only got as far as he did in life due to his privileged birth. On his mother's deathbed, he learned about the incident at the hospital and that he may actually be the true heir to the Kinniku throne, and Phoenixman would delude himself to the point of internalizing that this must be a fact. This newfound conviction coincided with the God of Intelligence posessing him, and now reborn as Kinnikuman Super Phoenix, he is determined to claim what he sees as his true birthright, eventually serving as the final antagonist of the Scramble for the Throne arc (and the original anime/manga as a whole).


==Gameplay==
==Gameplay==
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"If you just play S.Phoenix without comparing him to others, it's like playing VF" --[https://ninlia.home.blog/ NINLIA] on Super Phoenix
"If you just play S.Phoenix without comparing him to others, it's like playing VF" --[https://ninlia.home.blog/ NINLIA] on Super Phoenix


Super Phoenix is a highly technical character with a sky-high skill ceiling. Being the boss character of Kinnikuman MGP2, Super Phoenix has a lot going for him: very high health, strong frame data, and a massive movelist giving him a lot of tools to work with. Owing to being a new addition to MGP2, Super Phoenix is heads and shoulders more complex than most of the cast, with optimized combos and confirms allowing for full conversions off of his jab, or juggles consistently doing upwards of 500 damage. Super Phoenix really has pretty much everything you would want out of a top tier MGP2 character, with few tangible downsides; perhaps his most notable weakness is his relatively high skill floor, and high execution requirements to play him optimally, especially as misinputs and combo drops can be punishing for Super Phoenix. His many varied tools can also lead to a sort of choice paralysis for a less experienced player; Super Phoenix has a tool or a confirm for any situation, but making those snap decisions can be challenging. To put it slightly dramatically, you need to be a bit of a genius yourself to get the most out of the genius fighter Super Phoenix.
Super Phoenix is a highly technical character with a sky-high skill ceiling. Being the boss character of Kinnikuman MGP2, Super Phoenix has a lot going for him: very high health, strong frame data, and a massive movelist giving him a lot of tools to work with. Owing to being a new addition to MGP2, Super Phoenix is heads and shoulders more complex than most of the cast, with optimized combos and confirms allowing for full conversions off of his jab, or juggles consistently doing upwards of 500 damage. Super Phoenix really has pretty much everything you would want out of a top tier MGP2 character, with few tangible downsides; perhaps his most notable weakness is his relatively high skill floor, and high execution requirements to play him optimally, especially as misinputs and combo drops can be punishing for Super Phoenix. His many varied tools can also lead to a sort of choice paralysis for a less experienced player; Super Phoenix has a tool or a confirm for any situation, but making those snap decisions can be challenging. To put it dramatically, you need to be a bit of a genius yourself to get the most out of the genius fighter Super Phoenix.


===Charging Animation===
===Charging Animation===
Line 164: Line 164:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-3
   |attribute =HS-3
   |property  =
   |property  =OTG,MBU
   |cancel    =34-50 KKD
   |cancel    =34-50 KKD
   |cost      =
   |cost      =
Line 176: Line 176:
   |hitAdv    =+9~36
   |hitAdv    =+9~36
   |invul    =
   |invul    =
   |description=Unique HS-esque hitstun, only doing 58f of hitstun even if it hits from behind.
   |description=*Unique HS-esque hitstun, only doing 58f of hitstun even if it hits from behind.
*Natural combos from the previous hit, causing a KD.
  }}
  }}
}}
}}
Line 193: Line 194:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =24-29*, 24-28* Sp, 24-56* KKD
   |cancel    =24-29*, 24-28 Sp*, 24-56 KKD*
   |cost      =
   |cost      =
   |meterGain =23/41
   |meterGain =23/41
Line 204: Line 205:
   |hitAdv    =-8
   |hitAdv    =-8
   |invul    =
   |invul    =
   |description=Earliest Generic, Special, and KKD throw cancel is frame 27.
   |description=Earliest throw cancel is on frame 27.
  }}
  }}
}}
}}
Line 221: Line 222:
   |attribute =MS
   |attribute =MS
   |property  =
   |property  =
   |cancel    =32-37*, 32-36* Sp, 32-62* KDK
   |cancel    =32-37*, 32-36 Sp*, 32-62 KKD*
   |cost      =
   |cost      =
   |meterGain =13/41
   |meterGain =13/41
Line 232: Line 233:
   |hitAdv    =+10
   |hitAdv    =+10
   |invul    =
   |invul    =
   |description=Earliest Generic, Special, and KKD throw cancel is frame 34.
   |description=Earliest throw cancel is on frame 34.
  }}
  }}
}}
}}
Line 248: Line 249:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =OTG
   |cancel    =40-65 KKD
   |cancel    =40-65 KKD
   |cost      =
   |cost      =
Line 256: Line 257:
   |active    =5
   |active    =5
   |recovery  =26 (27)
   |recovery  =26 (27)
   |guardAdv  =-23
   |guardAdv  =-21
   |parryAdv  =-11
   |parryAdv  =-11
   |hitAdv    =-7
   |hitAdv    =-7
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Natural combos from the previous hit, for a knockdown.
  }}
  }}
}}
}}
Line 333: Line 334:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =46-66 KKD
   |cancel    =46-66 KKD
   |cost      =
   |cost      =
Line 345: Line 346:
   |hitAdv    =-11~+22
   |hitAdv    =-11~+22
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Natural combos from the previous hit, for a knockdown.
  }}
  }}
}}
}}
Line 361: Line 362:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MS
   |attribute =MS
   |property  =MBU
   |property  =OTG,MBU
   |cancel    =36-41, 40 Sp, 36-71 KKD
   |cancel    =36-41, 40 Sp, 36-71 KKD
   |cost      =
   |cost      =
Line 389: Line 390:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =65-72 KKD
   |cancel    =65-72 KKD
   |cost      =
   |cost      =
Line 401: Line 402:
   |hitAdv    =-5~+28
   |hitAdv    =-5~+28
   |invul    =16-43 Throw
   |invul    =16-43 Throw
   |description=(placeholder text)
   |description=*Natural combos from the previous hit, causing a knockdown.
  }}
  }}
}}
}}
Line 429: Line 430:
   |hitAdv    =+5
   |hitAdv    =+5
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Natural combo from the previous hit.
  }}
  }}
}}
}}
Line 445: Line 446:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-3
   |attribute =HS-3
   |property  =
   |property  =OTG,MBU
   |cancel    =34-50 KKD
   |cancel    =34-50 KKD
   |cost      =
   |cost      =
Line 457: Line 458:
   |hitAdv    =+9~36
   |hitAdv    =+9~36
   |invul    =
   |invul    =
   |description=Does HS-like hitstun, like A,A,6A,236A, doing only 58f of hitstun.
   |description=*Does a unique 58f hitstun HS.
*Natural combo from the previous hit.
  }}
  }}
}}
}}
Line 485: Line 487:
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=This move is not Max Blue KKD unblockable
   |description=*Unusually for a launcher, this is not an unblockable in MAX True Blue KKD.
  }}
  }}
}}
}}
Line 501: Line 503:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =76-82 KKD
   |cancel    =76-82 KKD
   |cost      =
   |cost      =
Line 542: Line 544:
   |hitAdv    =+3
   |hitAdv    =+3
   |invul    =
   |invul    =
   |description=Strong button to punish teched throws, since this combos into neutral S.
   |description=*Strong button to punish teched throws, since this combos into neutral S.
  }}
  }}
}}
}}
Line 626: Line 628:
   |hitAdv    =-17
   |hitAdv    =-17
   |invul    =
   |invul    =
   |description=Can OTG bigger characters.
   |description=*Natural combo from previous hit.
*Can OTG bigger characters.
  }}
  }}
}}
}}
Line 642: Line 645:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =OTG*
   |property  =OTG*,MBU
   |cancel    =46-66 KKD
   |cancel    =46-66 KKD
   |cost      =
   |cost      =
Line 654: Line 657:
   |hitAdv    =-11~+22
   |hitAdv    =-11~+22
   |invul    =
   |invul    =
   |description=Can OTG larger characters.
   |description=*Natural combo from previous hit.
*Can OTG larger characters.
  }}
  }}
}}
}}
Line 670: Line 674:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =21-31, 21-30 Sp, 62-72 KKD
   |cancel    =21-31, 21-30 Sp, 62-72 KKD
   |cost      =
   |cost      =
Line 698: Line 702:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =MBU
   |cancel    =42-67 KKD
   |cancel    =42-67 KKD
   |cost      =
   |cost      =
Line 710: Line 714:
   |hitAdv    =
   |hitAdv    =
   |invul    =17-40 Throw
   |invul    =17-40 Throw
   |description=(placeholder text)
   |description=*Natural combo from previous hit.
  }}
  }}
}}
}}
Line 726: Line 730:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MS
   |attribute =MS
   |property  =MBU
   |property  =OTG,MBU
   |cancel    =36-41, 40 Sp, 36-71 KKD
   |cancel    =36-41, 40 Sp, 36-71 KKD
   |cost      =
   |cost      =
Line 754: Line 758:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =65-72 KKD
   |cancel    =65-72 KKD
   |cost      =
   |cost      =
Line 766: Line 770:
   |hitAdv    =-5~+28
   |hitAdv    =-5~+28
   |invul    =16-43 Throw
   |invul    =16-43 Throw
   |description=(placeholder text)
   |description=*Natural combos from previous hit, for a knockdown.
  }}
  }}
}}
}}
Line 783: Line 787:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =OTG
   |property  =OTG,MBU
   |cancel    =57-65 KKD
   |cancel    =57-65 KKD
   |cost      =
   |cost      =
Line 812: Line 816:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MS
   |attribute =MS
   |property  =MBU
   |property  =OTG,MBU
   |cancel    =35-40, 39 Sp, 35-70 KKD
   |cancel    =35-40, 39 Sp, 35-70 KKD
   |cost      =
   |cost      =
Line 824: Line 828:
   |hitAdv    =-5
   |hitAdv    =-5
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Natural combos into a medium stun throw, or CCC into super.
  }}
  }}
}}
}}
Line 841: Line 845:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =MBU
   |cancel    =41-66 KKD
   |cancel    =41-66 KKD
   |cost      =
   |cost      =
Line 871: Line 875:
   |attribute =N/A
   |attribute =N/A
   |property  =
   |property  =
   |cancel    =7-45*, 7-44* Sp, 7-45* KKD
   |cancel    =7-45*, 7-44 Sp*, 7-45 KKD*
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
Line 881: Line 885:
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =8-13 Full,14-15 Strike
   |invul    =8-13 Full, 14-15 Strike
   |description=Evasive backsway "stance". Cannot throw cancel this move under any circumstances.
   |description=Evasive backsway "stance".  
*This move cannot be throw canceled, even in True KKD.
  }}
  }}
}}
}}
Line 899: Line 904:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =20-30, 20-29 Sp, 61-71 KKD
   |cancel    =20-30, 20-29 Sp, 61-71 KKD
   |cost      =
   |cost      =
Line 911: Line 916:
   |hitAdv    =+13~46
   |hitAdv    =+13~46
   |invul    =
   |invul    =
   |description=Cancel window is well before the move becomes active.
   |description=*Cancel window is well before the move becomes active.
  }}
  }}
}}
}}
Line 928: Line 933:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =63-74 KKD
   |cancel    =63-74 KKD
   |cost      =
   |cost      =
Line 957: Line 962:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =52-66 KKD
   |cancel    =52-66 KKD
   |cost      =
   |cost      =
Line 986: Line 991:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =MBU
   |cancel    =45-55 KKD
   |cancel    =45-55 KKD
   |cost      =
   |cost      =
Line 1,016: Line 1,021:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =15-118*, 15-117* Sp, 15-118* KKD
   |cancel    =15-118*, 15-117 Sp*, 15-118 KKD*
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
Line 1,027: Line 1,032:
   |hitAdv    =-94
   |hitAdv    =-94
   |invul    =1-5 Full
   |invul    =1-5 Full
   |description=Stance with some invuln, and a small, no-damage hitbox during the transition into the stance. Cannot throw cancel this move under any circumstances.
   |description=Stance with some invuln, and a small, no-damage hitbox during the transition into the stance.  
*This move cannot be canceled into a throw/special throw, even in True KKD.
  }}
  }}
}}
}}
Line 1,049: Line 1,055:
<!------------>
<!------------>
   |startup  =23
   |startup  =23
   |active    =19 [15]
   |active    =19 (15)
   |recovery  =29 (33)
   |recovery  =29 (33)
   |guardAdv  =-17
   |guardAdv  =-17
   |parryAdv  =+6*
   |parryAdv  =+6*
   |hitAdv    =+9~47
   |hitAdv    =+13~51
   |invul    =
   |invul    =
   |description=16 frame gap between hits. If both hits connect, it will cause backturn HS hitstun.
   |description=2 MS hits with a 15f gap between the two hits. If both hits connect, it will cause backturn HS hitstun.
*Parry data assumes the first hit is parried, which causes the second hit to hit during the parry recovery. However, the gap between hits is enough to block the first hit, then parry the second, leaving Super Phoenix -22. Against larger characters when the move is spaced, this move may hit low, causing the parry to not come out, [https://youtu.be/UsyRfTj3afA or inconsistently lose].
*Parry data assumes the first hit is parried, which causes the second hit to hit during the parry recovery. However, the gap between hits is enough to block the first hit, then parry the second, leaving Super Phoenix -22.  
*Against larger characters when the move is spaced, this move may hit low, causing the parry to not come out, [https://youtu.be/UsyRfTj3afA or inconsistently lose].
  }}
  }}
}}
}}
Line 1,073: Line 1,080:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =
   |cost      =
   |cost      =
Line 1,102: Line 1,109:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MS
   |attribute =MS
   |property  =SKD
   |property  =SKD,OTG
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =42/21
   |meterGain =42/21
Line 1,113: Line 1,120:
   |parryAdv  =-5
   |parryAdv  =-5
   |hitAdv    =+13
   |hitAdv    =+13
   |invul    =1-22 Full,23 Throw
   |invul    =1-22 Full, 23 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 1,163: Line 1,170:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =43-45*
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =65/58
   |meterGain =65/58
Line 1,170: Line 1,177:
   |active    =3
   |active    =3
   |recovery  =26
   |recovery  =26
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Cancel data is the cancel range for 214T,44T
   |description=(placeholder text)
  }}
  }}
}}
}}
Line 1,187: Line 1,194:
|data=
|data=
  {{AttackData-KMGP2
  {{AttackData-KMGP2
   |damage    =84
   |damage    =154
   |guard    =N/A
   |guard    =N/A
   |attribute =KD
   |attribute =KD
Line 1,193: Line 1,200:
   |cancel    =
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =64/50
   |meterGain =129/108
<!------------>
<!------------>
   |startup  =
   |startup  =
Line 1,249: Line 1,256:
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =
   |cancel    =44-48*
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =74/30
   |meterGain =74/30
Line 1,260: Line 1,267:
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Launching throw. Unlike most launching throws, this is a medium stun throw instead of a heavy stun throw, making it much easier to combo into. Cancel data is the cancel range for MS 214T,214T
   |description=Launching throw. Unlike most launching throws, this is a medium stun throw instead of a heavy stun throw, making it much easier to combo into.
  }}
  }}
}}
}}
Line 1,335: Line 1,342:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =70-72*
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =80/32
   |meterGain =80/32
Line 1,346: Line 1,353:
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Cancel data is the cancel range for HS 214T,63214T
   |description=(placeholder text)
  }}
  }}
}}
}}
Line 1,363: Line 1,370:
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =153/61
   |meterGain =153/61
Line 1,399: Line 1,406:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
Line 1,428: Line 1,435:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
Line 1,486: Line 1,493:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
Line 1,544: Line 1,551:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-33 Full,34-40 Throw
   |invul    =1-33 Full, 34-40 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 1,573: Line 1,580:
   |active    =3
   |active    =3
   |recovery  =27
   |recovery  =27
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =+17~35
   |hitAdv    =+17~35
   |invul    =
   |invul    =
Line 1,602: Line 1,609:
   |active    =3
   |active    =3
   |recovery  =26
   |recovery  =26
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =+10
   |hitAdv    =+10
   |invul    =
   |invul    =
Line 1,625: Line 1,632:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-5
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =30-52 KKD
   |cancel    =30-52 KKD
   |cost      =1
   |cost      =1
Line 1,637: Line 1,644:
   |hitAdv    =+10~43
   |hitAdv    =+10~43
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=Heavy-stunning punch special.
*Natural combos from 4A, making 4A a strong throw punish option. This can further be combo'd into 46A xx 214T to get Super Phoenix's launching medium stun throw, but this can be very strict/impossible link if the opponent sufficiently mashes the heavy stun.
  }}
  }}
}}
}}
Line 1,648: Line 1,656:
|linkname =
|linkname =
|image    =KMGP2_Super_Phoenix_8S.png
|image    =KMGP2_Super_Phoenix_8S.png
|caption  =
|caption  =The Dreaded Dolphin Dive
|data=
|data=
  {{AttackData-KMGP2
  {{AttackData-KMGP2
Line 1,654: Line 1,662:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =86-95 KKD
   |cancel    =86-95 KKD
   |cost      =1
   |cost      =1
Line 1,662: Line 1,670:
   |active    =9
   |active    =9
   |recovery  =45 (49)
   |recovery  =45 (49)
   |guardAdv  =-44
   |guardAdv  =-24
   |parryAdv  =-34
   |parryAdv  =-34
   |hitAdv    =
   |hitAdv    =
   |invul    =1-3 Strike,10-85 Throw
   |invul    =1-3 Strike,10-85 Throw
   |description=(placeholder text)
   |description=*Hits standing Budo standing still on frame 42.
  }}
  }}
}}
}}
Line 1,683: Line 1,691:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MSx4
   |attribute =MSx4
   |property  =MBU, SKD
   |property  =SKD,MBU
   |cancel    =65-83 KKD
   |cancel    =65-83 KKD
   |cost      =1
   |cost      =1
Line 1,689: Line 1,697:
<!------------>
<!------------>
   |startup  =28
   |startup  =28
   |active    =22 [5]
   |active    =22 (5)
   |recovery  =30 (34)
   |recovery  =30 (34)
   |guardAdv  =-19
   |guardAdv  =-19
Line 1,695: Line 1,703:
   |hitAdv    =
   |hitAdv    =
   |invul    =1-2 Strike,3 Full,4-58 Throw
   |invul    =1-2 Strike,3 Full,4-58 Throw
   |description=6 frame gap between each hit. Parry data assumes the move was done point-blank, which causes the last hit to connect
   |description=*5-frame gap between each hit.
*Block data assumes all hits connected. Parry data assumes the move was done point-blank, which causes the last hit to hit.
  }}
  }}
}}
}}
Line 1,720: Line 1,729:
   |active    =3
   |active    =3
   |recovery  =26
   |recovery  =26
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-3 Full
   |invul    =1-3 Full
Line 1,753: Line 1,762:
   |hitAdv    =
   |hitAdv    =
   |invul    =1-3 Strike,14-69 Throw
   |invul    =1-3 Strike,14-69 Throw
   |description=(placeholder text)
   |description=Hitgrab.
*This move is supposed to have a generic and special cancel, but this seems to be bugged.
  }}
  }}
}}
}}
Line 1,778: Line 1,788:
   |active    =3
   |active    =3
   |recovery  =26
   |recovery  =26
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-3 Full
   |invul    =1-3 Full
   |description=Special throw.
   |description=Special throw. Does not switch sides, and leaves the opponent right in front of Super Phoenix.
*This special throw guarantees an 8A OTG, and combined with its arguably best post-throw positioning, makes it the special throw Super Phoenix defaults to.
  }}
  }}
}}
}}
Line 1,807: Line 1,818:
   |active    =3
   |active    =3
   |recovery  =26
   |recovery  =26
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-3 Full
   |invul    =1-3 Full
Line 1,828: Line 1,839:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS-1
   |attribute =HS-1
   |property  =MD
   |property  =MD,MBU
   |cancel    =
   |cancel    =
   |cost      =7
   |cost      =7
Line 1,835: Line 1,846:
   |startup  =36
   |startup  =36
   |active    =35
   |active    =35
   |recovery  =63 Total (69 Total)
   |recovery  =63 (69) Total
   |guardAdv  =+2
   |guardAdv  =+2
   |parryAdv  =-8
   |parryAdv  =-8
   |hitAdv    =-1~8
   |hitAdv    =-8~1
   |invul    =1-3 Strike
   |invul    =1-3 Strike
   |description=Meter-draining projectile that scrambles the opponent's inputs on hit for 5 in-game seconds. Buttons are swapped as follows: left and right are swapped, up and down are swapped, A becomes S, S becomes G, G becomes T, T becomes A. Unique hit property, doing HS blockstun but only 27 frames of hitstun.
   |description=Meter-draining projectile that scrambles the opponent's inputs on hit for 5 in-game seconds.
*Opponent's buttons are scrambled as follows: left <-> right, up <-> down, A -> S, S -> G, G -> T, T -> A.  
*Though this does the standard HS blockstun, this is one of the only moves in the game with HS-1 hitstun, doing only 27f of hitstun.
  }}
  }}
}}
}}
Line 1,858: Line 1,871:
   |attribute =MSx2
   |attribute =MSx2
   |property  =MBU
   |property  =MBU
   |cancel    =14-60*, 14-59* Sp, 14-60* KKD
   |cancel    =14-60*, 14-59 Sp*, 14-60 KKD*
   |cost      =1
   |cost      =1
   |meterGain =-100/40x2
   |meterGain =-100/40x2
<!------------>
<!------------>
   |startup  =7
   |startup  =7
   |active    =16 [8]
   |active    =16 (8)
   |recovery  =37 (38)
   |recovery  =37 (38)
   |guardAdv  =-29
   |guardAdv  =-29
Line 1,869: Line 1,882:
   |hitAdv    =
   |hitAdv    =
   |invul    =1-3 Strike
   |invul    =1-3 Strike
   |description=9 frame gap between hits. This move is the most practical application of MGP2's unique properties for cancellable specials. In MGP2, if a string is cancelled into a cancellable special, it can be cancelled back into the original string, with the special "replacing" a hit of the string. This move's fast startup allows it to combo from a lot of strings, and its two-hit nature means cancelling back into the string from either hit is possible, replacing 1 or 2 extensions of the string respectively. For example, with his A,A,6A,236A string, Super Phoenix can do A xx 63214S (1) xx 6A,236A, and he can also do A xx 63214S (2) xx 236A.
   |description=Very fast 2-hit swipes with an 8f gap between the hits.
*Cannot throw cancel this move under any circumstances.
*When the move hits raw, the 2 hits natural combo, causing a knockdown.
*This move is cancellable from frame 14 until the very last frame of its animation. However, it cannot be cancelled into a throw at all, even in True KKD.
*In MGP2, if a move that is part of a string is cancelled into a cancellable special, it can be cancelled back into the original string, with the special "replacing" a hit of the string. 63214S is the most practical application of this property, to the point that doing so is referred to as "Ruthless Cancelling" in JP. This move's fast startup allows it to combo from a lot of strings, and its two-hit nature means cancelling back into the string from either hit is possible, replacing 1 or 2 parts of the string respectively. For example, with his A,A,6A,236A string, Super Phoenix can do A xx 63214S (1) xx 6A,236A, and he can also do A xx 63214S (2) xx 236A.
*When using 63214S to replace a string extension with branching options, inputting the directional/motion input of the replaced extension can "tell" the game which string to replace. For example, inputting A,A xx 63214S will default 63214S into replacing A,A,236A, meaning cancelling the 63214S (1) back into the string with 236A would result in the A,A,236A,236A jump kick coming out. By doing A,A xx 63214S'''6''' or a similar input, 63214S can be "influenced" to replace A,A,6A instead, and cancelling the 63214S (1) back into the string with 236A would cause the A,A,6A,236A axe kick to come out. While difficult to get used to, this grants a much higher degree of freedom of what Super Phoenix can viably cancel into/out of 63214S.
*This is easily the most executionally demanding, technical aspect of playing Super Phoenix. However, mastering it is highly rewarding, as it opens up options such as confirming into a stun overflow knockdown juggle off of a jab, or unique pressure options.
*Hitstun/blockstun data assumes both hits connect. Parry data assumes the first hit was parried.
  }}
  }}
}}
}}
Line 1,895: Line 1,913:
   |active    =3
   |active    =3
   |recovery  =26
   |recovery  =26
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-3 Full
   |invul    =1-3 Full
Line 1,928: Line 1,946:
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
   |description=Counter-style move.
   |description=Unusual counter/hitgrab move.
*Like most counter-style moves, this move has a very tiny hitbox, such that it will whiff when used raw point-blank. This can connect when an opponent sticks a button into it, or by the opponent moving into Super Phoenix such as after a rope bounce.
*Unlike most counters however, Super Phoenix can combo into it, especially considering its fast startup. For instance, A,A xx 421S is a natural combo.
*Two things that sets it apart from other counter-style moves is that this is a hitgrab (whereas most moves like this causes some kind of stun), and that it has no invincibility at all; this does not seem to stop it from catching opponent buttons however, even when used on reaction.
  }}
  }}
}}
}}
Line 1,955: Line 1,976:
   |active    =7
   |active    =7
   |recovery  =20
   |recovery  =20
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-15 Full
   |invul    =1-15 Full
Line 1,984: Line 2,005:
   |active    =7
   |active    =7
   |recovery  =20
   |recovery  =20
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-15 Full
   |invul    =1-15 Full
Line 2,013: Line 2,034:
   |active    =7
   |active    =7
   |recovery  =20
   |recovery  =20
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =-16
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =1-15 Full
   |invul    =1-15 Full
Line 2,024: Line 2,045:


==Combos==
==Combos==
===Combo Theory===
====Ruthless Cancel====
63214S is a key component of Super Phoenix's high-ceiling/optimal combos. This is a 2-hit cancellable special move, which lets it be used to "replace" parts of a string when cancelled into, as it can then be cancelled back into the original string. Its 2-hitting nature even allows it to replace 1 or 2 parts of a string. Cancelling into and out of 63214S is a technique referred to as "Ruthless Cancel". This has many applications in combos and pressure, the most important/notable of which is to allow Super Phoenix to get a knockdown or even a juggle from his neutral A jab.
When using 63214S to replace a string with branching extensions that have overlapping inputs, 63214S can default to undesired extensions. For instance, doing A,A xx 63214S (1) xx 236A will result in the A,A,236A,236A spinning jump kick, instead of the more useful-for-combos A,A,6A,236A axe kick. However, by inputting the direction/motion of the replaced move, Super Phoenix can "steer" into the desired string. In the previous example, inputting/mashing 6 after inputting 63214S and/or during its animation and then subsequently cancelling into 236A will result in the A,A,6A,236A axe kick instead. The exact mechanics of this is not fully understood yet, but by doing so, Super Phoenix can choose which specific string 63214S is replacing.
Make sure to input 63214S cleanly, as its input overlaps with the 214S special throw and can overlap with 64S charge. Misinputting the move can mean wasted meter, and especially with the latter, leaves Super Phoenix open to punishment, due to his uniquely long meter charge animation.
Depending on the combo, Super Phoenix needs to cancel either the first hit or 2nd hit of 63214S. This is notated as 63214S (1) or 63214S (2) respectively.


===Midscreen===
===Midscreen===


*'''4A xx S, 46A xx 214T, A,A,6A,236A, A,A xx 46T, 4A'''<br>Standard bnb. Punishes teched throws.
*'''236S, 8A'''<br>Guaranteed OTG follow-up.
 
*'''A,A xx 63214S (1) xx S, 8A'''<br>Basic standing/throw-punish bnb making use of a simple Ruthless cancel.
 
*'''66A, A,A,6A,236A, A,A xx 46T (, 4A,A)'''<br>66A juggle bnb. Depending on positioning, 4A,A OTG is guaranteed.
 
*'''4A xx S, 46A xx 214T, A,A,6A,236A, A,A xx 46T'''<br>4A confirm into a full juggle. Can be made much stricter/impossible if the opponent mashes the HS enough.
 
*'''A xx 63214S (2) xx 6A,236A, A,A xx 46T'''<br>Jab confirm into a small juggle via Ruthless cancelling. Delay the 236A to make it hit later/un-OTG.
 
*'''A,A xx 63214S (1) xx 236A, 4A,A,6A,2A xx 46T'''<br>More optimal jab > Ruthless cancel > juggle combo. 63214S need to be influenced to get the A,A,6A,236A string.
 
*'''A/46A/4A/2A (CCC) 63214T+S, 8A'''<br>CCC combos into super.
 
===Ropes===
 
*'''(Rope Bounce) A xx 214T, A,A,6A,236A, A,A xx 46T'''<br>Juggle off of rope bounce by way of the (Medium Stun) 214T launcher.
 
===Corner===
 
*'''(Rope Bounce) A xx 66T, 8S'''<br>Corner throw confirm. (8S OTG might be character specific?)


==Colors==
==Colors==

Latest revision as of 18:30, 31 May 2024

Super Phoenix

Story

Kinnikuman Super Phoenix is one of the Five Fated Princes, a group of Choujins born on the same day at the same hospital as Kinnikuman, who, due to a nursery mishap, might plausibly be the true heir to the Kinniku throne. Each of the Fated Princes acted as an avatar of one of the five evil Gods; in Super Phoenix's case, he was possessed by the God of Intelligence, using his great intellect to gain the upper-hand in his matches. Born as Phoenixman, he was a genius boy who lived in poverty on Planet Kinniku. He eventually grew to detest Kinnikuman, becoming intensely jealous of the latter's success despite his (perceived) stupidity and ineptitude, reasoning that he only got as far as he did in life due to his privileged birth. On his mother's deathbed, he learned about the incident at the hospital and that he may actually be the true heir to the Kinniku throne, and Phoenixman would delude himself to the point of internalizing that this must be a fact. This newfound conviction coincided with the God of Intelligence posessing him, and now reborn as Kinnikuman Super Phoenix, he is determined to claim what he sees as his true birthright, eventually serving as the final antagonist of the Scramble for the Throne arc (and the original anime/manga as a whole).

Gameplay

"If you just play S.Phoenix without comparing him to others, it's like playing VF" --NINLIA on Super Phoenix

Super Phoenix is a highly technical character with a sky-high skill ceiling. Being the boss character of Kinnikuman MGP2, Super Phoenix has a lot going for him: very high health, strong frame data, and a massive movelist giving him a lot of tools to work with. Owing to being a new addition to MGP2, Super Phoenix is heads and shoulders more complex than most of the cast, with optimized combos and confirms allowing for full conversions off of his jab, or juggles consistently doing upwards of 500 damage. Super Phoenix really has pretty much everything you would want out of a top tier MGP2 character, with few tangible downsides; perhaps his most notable weakness is his relatively high skill floor, and high execution requirements to play him optimally, especially as misinputs and combo drops can be punishing for Super Phoenix. His many varied tools can also lead to a sort of choice paralysis for a less experienced player; Super Phoenix has a tool or a confirm for any situation, but making those snap decisions can be challenging. To put it dramatically, you need to be a bit of a genius yourself to get the most out of the genius fighter Super Phoenix.

Charging Animation

Super Phoenix is one of two characters to have a uniquely long recovery for meter charging. Whereas a tap-charge for most characters have 12 frames of recovery, Super Phoenix's tap-charge has 24 frames of recovery instead; this means that charge-cancelling moves with Super Phoenix would often lengthen its recovery, rather than reducing it. Practically the only time Super Phoenix would deliberately charge cancel is to go for a CCC combo, of which he does have a handful of. This longer charge animation does not really hinder Super Phoenix's status as a top tier, but adjusting to charge-cancelling being a non-option for Super Phoenix might take some getting used to, especially if coming from a character who extensively makes use of charge-cancelling for pressure and combos.


Strengths Weaknesses
  • Tied for highest health in the game.
  • Extensive strings to enact complex, layered pressure.
  • 63214S allows conversions from "small" hits such as neutral A.
  • Strong juggles that routinely do over 500 damage.
  • Only character to have 3 supers.
  • Long meter charge animation.
  • High execution requirement to play optimally.

Character Stats

  • Health: 1200
  • Damage rating: 14
  • Size/weight: Standard
  • Movement speed: A

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 18-29, 19-28 Sp, 15-30 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 15 (17) -10 +2 +6 -

(placeholder text)

A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 23-33, 23-32 Sp, 15-45 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 29 (32) -24 -12 -9 -

(placeholder text)

A,A,A
Genius Combo I
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry MS - 26-46 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 21 (25) -10 -4 +14 -

(placeholder text)

A,A,6A
Genius Combo II
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry MS - 26-41, 39-40 Sp, 23-55 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 30 (34) -19 -13 +5 -

(placeholder text)

A,A,6A,236A
Genius Combo III
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-3 OTG,MBU 34-50 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 7 15 (20) +8 -2 +9~36 -
  • Unique HS-esque hitstun, only doing 58f of hitstun even if it hits from behind.
  • Natural combos from the previous hit, causing a KD.
A,A,236A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 24-29*, 24-28 Sp*, 24-56 KKD* - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 29 (31) -24 -12 -8 -

Earliest throw cancel is on frame 27.

A,A,236A,236A
Genius Combo IV
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS - 32-37*, 32-36 Sp*, 32-62 KKD* - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 3 25 (29) -14 -8 +10 -

Earliest throw cancel is on frame 34.

A,A,236A,236A,2A
Genius Combo V
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS OTG 40-65 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
33 5 26 (27) -21 -11 -7 -
  • Natural combos from the previous hit, for a knockdown.
46A
46A
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS - 20-41, 20-40 Sp, 20-47 KKD - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 5 26 (29) -23 -11 -7 -

(placeholder text)

46A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS - 46-51, 46-50 Sp, 46-84 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 53 (59) -42 -38 -18 -

(placeholder text)

46A,A,6A
Intelligent Combo I
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU 46-66 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 5 47 (50) -22 -32 -11~+22 -
  • Natural combos from the previous hit, for a knockdown.
46A,A,2A
Intelligent Combo II
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS OTG,MBU 36-41, 40 Sp, 36-71 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 40 (45) -29 -23 -5 -

(placeholder text)

46A,A,2A,214A
Intelligent Combo III
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 MBU 65-72 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 42 (45) -16 -26 -5~+28 16-43 Throw
  • Natural combos from the previous hit, causing a knockdown.
46A,A,2A,6A
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry MS - 26-41, 39-40 Sp, 23-55 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 30 (34) -19 -13 +5 -
  • Natural combo from the previous hit.
46A,A,2A,6A,236A
Intelligent Combo IV
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-3 OTG,MBU 34-50 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 7 15 (20) +8 -2 +9~36 -
  • Does a unique 58f hitstun HS.
  • Natural combo from the previous hit.
46A,A,66A
Intelligent Combo V
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch - 62-71 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
33 3 32 (36) -5 -15 - -
  • Unusually for a launcher, this is not an unblockable in MAX True Blue KKD.
46A,214A
Intelligent Combo VI
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry HS-5 MBU 76-82 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 11 47 (49) -28 -38 -17~+16 19-72 Throw

(placeholder text)

4A
4A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS OTG 17-22, 17-21 Sp, 17-36 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 4 17 (19) -11 -1 +3 -
  • Strong button to punish teched throws, since this combos into neutral S.
4A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS OTG 28-48, 34-47 Sp, 28-50 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 4 18 (21) -12 -2 +2 -

(placeholder text)

4A,A,A
Phoenix Combo I
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS - 46-51, 46-50 Sp, 46-84 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 53 (59) -42 -36 -18 -

(placeholder text)

4A,A,6A
Phoenix Combo II
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS OTG* 13-33, 32 Sp, 13-54 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 4 37 (40) -33 -21 -17 -
  • Natural combo from previous hit.
  • Can OTG bigger characters.
4A,A,6A,A
Phoenix Combo III
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 OTG*,MBU 46-66 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 5 47 (50) -22 -32 -11~+22 -
  • Natural combo from previous hit.
  • Can OTG larger characters.
4A,A,6A,4A
Phoenix Combo IV
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry HS-5 MBU 21-31, 21-30 Sp, 62-72 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
40 3 25 (30) +2 -8 +13~46 -

Cancel window is well before the move becomes active.

4A,A,6A,66A
Phoenix Combo V
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 42-67 KKD - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 4 27 (44) -1 -11 - 17-40 Throw
  • Natural combo from previous hit.
4A,A,6A,2A
Phoenix Combo VI
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS OTG,MBU 36-41, 40 Sp, 36-71 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 40 (45) -29 -23 -5 -

(placeholder text)

4A,A,6A,2A,214A
Phoenix Combo VII
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 MBU 65-72 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 42 (45) -16 -26 -5~+28 16-43 Throw
  • Natural combos from previous hit, for a knockdown.
8A
8A
Double Knee Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 57-65 KKD - 26/73
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 8 25 (31) -3 -13 - 7-57 Throw

(placeholder text)

2A
2A
Puffer Tornado
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS OTG,MBU 35-40, 39 Sp, 35-70 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 40 (45) -27 -23 -5 -
  • Natural combos into a medium stun throw, or CCC into super.
66A
66A
Jumping Knee Bash
Damage Guard Attribute Property Cancel Cost Meter Gain
58 Block/Parry Launch MBU 41-66 KKD - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 4 27 (44) -1 -11 - 16-39 Throw

(placeholder text)

44A
44A
Skillful Technique
Damage Guard Attribute Property Cancel Cost Meter Gain
0 N/A N/A - 7-45*, 7-44 Sp*, 7-45 KKD* - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - 44 (45) Total - - - 8-13 Full, 14-15 Strike

Evasive backsway "stance".

  • This move cannot be throw canceled, even in True KKD.
236A
236A
Sidestep
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry HS-5 MBU 20-30, 20-29 Sp, 61-71 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 25 (30) +2 -8 +13~46 -
  • Cancel window is well before the move becomes active.
214A
214A
Phoenix Sobat
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry HS-5 MBU 63-74 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 8 44 (49) -22 -32 -11~+22 13-55 Throw

(placeholder text)

41236A
41236A
Knee Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry HS-5 MBU 52-66 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 17 21 (24) -8 -18 +3~36 -

(placeholder text)

623A
623A
Upper Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 45-55 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 32 (36) -5 -15 - -

(placeholder text)

421A
421A
Spearhand Stance
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Block/Parry LS - 15-118*, 15-117 Sp*, 15-118 KKD* - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 4 114 -110 -98 -94 1-5 Full

Stance with some invuln, and a small, no-damage hitbox during the transition into the stance.

  • This move cannot be canceled into a throw/special throw, even in True KKD.
421A,6A
Gotai Hakotsu-Shu
Damage Guard Attribute Property Cancel Cost Meter Gain
14x2 Block/Parry MSx2 MBU 61-74, 61-73 Sp, 50-74 KKD - 33x2/61x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 19 (15) 29 (33) -17 +6* +13~51 -

2 MS hits with a 15f gap between the two hits. If both hits connect, it will cause backturn HS hitstun.

  • Parry data assumes the first hit is parried, which causes the second hit to hit during the parry recovery. However, the gap between hits is enough to block the first hit, then parry the second, leaving Super Phoenix -22.
  • Against larger characters when the move is spaced, this move may hit low, causing the parry to not come out, or inconsistently lose.
WRA
(While Running) A
Spinning Middle Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU - - 62/42
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 30 -4 -14 +7~40 -

(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

(placeholder text)

Throws

T
Bulldogging Headlock
T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 125/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

214T
Arm Whip
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Tech KD - - - 65/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

Reverse Cross Armbar
214T,44T
Damage Guard Attribute Property Cancel Cost Meter Gain
154 N/A KD - - - 129/108
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

MST
Arm Breaker
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 135/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

(placeholder text)

MS214T
Tomoe Nage
(Medium Stun) 214T
Damage Guard Attribute Property Cancel Cost Meter Gain
42 N/A Launch - - - 74/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Launching throw. Unlike most launching throws, this is a medium stun throw instead of a heavy stun throw, making it much easier to combo into.

Key Lock
(Medium Stun) 214T,214T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD - - - 144/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

HST
Scorpion Deathlock
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 155/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

(placeholder text)

HS214T
Canadian Backbreaker
(Heavy Stun) 214T
Damage Guard Attribute Property Cancel Cost Meter Gain
70 N/A KD - - - 80/32
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

(placeholder text)

Argentine Backbreaker
(Heavy Stun) 214T,63214T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 153/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

FBT
Choke Sleeper
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 117/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

(placeholder text)

FB214T
Pendulum Backbreaker
(From Behind) 214T
Damage Guard Attribute Property Cancel Cost Meter Gain
224 Tech KD - - - 129/69
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

(placeholder text)

AB46T
Powerful Monstrous Killing
(Airborne) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD - - - 65/200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 10 84 - - - -

(placeholder text)

NC66T
Avalanche-Style Double Arm Suplex
(Near Corner) 66T
Damage Guard Attribute Property Cancel Cost Meter Gain
224 Tech KD MD - - 160/-200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

(placeholder text)

RT
Swing DDT
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD MD - - 70/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

(placeholder text)

WGT
Arm Breaker
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 135/50
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
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
Phoenix Straight
S
Damage Guard Attribute Property Cancel Cost Meter Gain
98 Block/Parry HS-5 MBU 30-52 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 28 (31) -1 -11 +10~43 -

Heavy-stunning punch special.

  • Natural combos from 4A, making 4A a strong throw punish option. This can further be combo'd into 46A xx 214T to get Super Phoenix's launching medium stun throw, but this can be very strict/impossible link if the opponent sufficiently mashes the heavy stun.
8S
Flying Aerial Killing
8S
The Dreaded Dolphin Dive
The Dreaded Dolphin Dive
Damage Guard Attribute Property Cancel Cost Meter Gain
98 Block/Parry KD MBU 86-95 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
38 9 45 (49) -24 -34 - 1-3 Strike,10-85 Throw
  • Hits standing Budo standing still on frame 42.
66S
Screw Dropkick
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
28x4 Block/Parry MSx4 SKD,MBU 65-83 KKD 1 -100/20x4
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 22 (5) 30 (34) -19 +4* - 1-2 Strike,3 Full,4-58 Throw
  • 5-frame gap between each hit.
  • Block data assumes all hits connected. Parry data assumes the move was done point-blank, which causes the last hit to hit.
44S
Backwards Flying Vertical Drop
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
294 Tech KD - - 3 -300/180
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw.

46S
Chicken Armscissors
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
154 Block/Parry KD MBU - 2 -200/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 46 (50) -41 -29 - 1-3 Strike,14-69 Throw

Hitgrab.

  • This move is supposed to have a generic and special cancel, but this seems to be bugged.
236S
Phoenix Stretch
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
308 Tech KD - - 3 -300/196
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw. Does not switch sides, and leaves the opponent right in front of Super Phoenix.

  • This special throw guarantees an 8A OTG, and combined with its arguably best post-throw positioning, makes it the special throw Super Phoenix defaults to.
214S
Phoenix Submission
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
322 Tech KD - - 3 -300/186
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw.

41236S
Phoenix Psycho Wave
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry HS-1 MD,MBU - 7 -700/-400
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
36 35 63 (69) Total +2 -8 -8~1 1-3 Strike

Meter-draining projectile that scrambles the opponent's inputs on hit for 5 in-game seconds.

  • Opponent's buttons are scrambled as follows: left <-> right, up <-> down, A -> S, S -> G, G -> T, T -> A.
  • Though this does the standard HS blockstun, this is one of the only moves in the game with HS-1 hitstun, doing only 27f of hitstun.
63214S
Ruthless Brutal Technique
63214S
A lab monster's dream come true
A lab monster's dream come true
Damage Guard Attribute Property Cancel Cost Meter Gain
28x2 Block/Parry MSx2 MBU 14-60*, 14-59 Sp*, 14-60 KKD* 1 -100/40x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
7 16 (8) 37 (38) -29 -39 - 1-3 Strike

Very fast 2-hit swipes with an 8f gap between the hits.

  • When the move hits raw, the 2 hits natural combo, causing a knockdown.
  • This move is cancellable from frame 14 until the very last frame of its animation. However, it cannot be cancelled into a throw at all, even in True KKD.
  • In MGP2, if a move that is part of a string is cancelled into a cancellable special, it can be cancelled back into the original string, with the special "replacing" a hit of the string. 63214S is the most practical application of this property, to the point that doing so is referred to as "Ruthless Cancelling" in JP. This move's fast startup allows it to combo from a lot of strings, and its two-hit nature means cancelling back into the string from either hit is possible, replacing 1 or 2 parts of the string respectively. For example, with his A,A,6A,236A string, Super Phoenix can do A xx 63214S (1) xx 6A,236A, and he can also do A xx 63214S (2) xx 236A.
  • When using 63214S to replace a string extension with branching options, inputting the directional/motion input of the replaced extension can "tell" the game which string to replace. For example, inputting A,A xx 63214S will default 63214S into replacing A,A,236A, meaning cancelling the 63214S (1) back into the string with 236A would result in the A,A,236A,236A jump kick coming out. By doing A,A xx 63214S6 or a similar input, 63214S can be "influenced" to replace A,A,6A instead, and cancelling the 63214S (1) back into the string with 236A would cause the A,A,6A,236A axe kick to come out. While difficult to get used to, this grants a much higher degree of freedom of what Super Phoenix can viably cancel into/out of 63214S.
  • This is easily the most executionally demanding, technical aspect of playing Super Phoenix. However, mastering it is highly rewarding, as it opens up options such as confirming into a stun overflow knockdown juggle off of a jab, or unique pressure options.
  • Hitstun/blockstun data assumes both hits connect. Parry data assumes the first hit was parried.
623S
Death Body Shoot
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
322 Tech KD - - 3 -300/220
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw.

421S
Intelligence Piledriver
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Block/Parry KD - - 3 -300/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
8 53 18 (19) -63 -51 - -

Unusual counter/hitgrab move.

  • Like most counter-style moves, this move has a very tiny hitbox, such that it will whiff when used raw point-blank. This can connect when an opponent sticks a button into it, or by the opponent moving into Super Phoenix such as after a rope bounce.
  • Unlike most counters however, Super Phoenix can combo into it, especially considering its fast startup. For instance, A,A xx 421S is a natural combo.
  • Two things that sets it apart from other counter-style moves is that this is a hitgrab (whereas most moves like this causes some kind of stun), and that it has no invincibility at all; this does not seem to stop it from catching opponent buttons however, even when used on reaction.

Supers

63214T+S
True Muscle Revenger
63214T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
434 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

(placeholder text)

NR63214T+S
Choujin Cattle-Cleaving Sentence - Raging Ox
(Near Ropes) 63214T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
462 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

(placeholder text)

623T+S
Muscle Inferno
(Near Ropes) 623T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
280 Tech KD MD - 9 -900/-300
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

(placeholder text)

Strategy

Combos

Combo Theory

Ruthless Cancel

63214S is a key component of Super Phoenix's high-ceiling/optimal combos. This is a 2-hit cancellable special move, which lets it be used to "replace" parts of a string when cancelled into, as it can then be cancelled back into the original string. Its 2-hitting nature even allows it to replace 1 or 2 parts of a string. Cancelling into and out of 63214S is a technique referred to as "Ruthless Cancel". This has many applications in combos and pressure, the most important/notable of which is to allow Super Phoenix to get a knockdown or even a juggle from his neutral A jab.

When using 63214S to replace a string with branching extensions that have overlapping inputs, 63214S can default to undesired extensions. For instance, doing A,A xx 63214S (1) xx 236A will result in the A,A,236A,236A spinning jump kick, instead of the more useful-for-combos A,A,6A,236A axe kick. However, by inputting the direction/motion of the replaced move, Super Phoenix can "steer" into the desired string. In the previous example, inputting/mashing 6 after inputting 63214S and/or during its animation and then subsequently cancelling into 236A will result in the A,A,6A,236A axe kick instead. The exact mechanics of this is not fully understood yet, but by doing so, Super Phoenix can choose which specific string 63214S is replacing.

Make sure to input 63214S cleanly, as its input overlaps with the 214S special throw and can overlap with 64S charge. Misinputting the move can mean wasted meter, and especially with the latter, leaves Super Phoenix open to punishment, due to his uniquely long meter charge animation.

Depending on the combo, Super Phoenix needs to cancel either the first hit or 2nd hit of 63214S. This is notated as 63214S (1) or 63214S (2) respectively.

Midscreen

  • 236S, 8A
    Guaranteed OTG follow-up.
  • A,A xx 63214S (1) xx S, 8A
    Basic standing/throw-punish bnb making use of a simple Ruthless cancel.
  • 66A, A,A,6A,236A, A,A xx 46T (, 4A,A)
    66A juggle bnb. Depending on positioning, 4A,A OTG is guaranteed.
  • 4A xx S, 46A xx 214T, A,A,6A,236A, A,A xx 46T
    4A confirm into a full juggle. Can be made much stricter/impossible if the opponent mashes the HS enough.
  • A xx 63214S (2) xx 6A,236A, A,A xx 46T
    Jab confirm into a small juggle via Ruthless cancelling. Delay the 236A to make it hit later/un-OTG.
  • A,A xx 63214S (1) xx 236A, 4A,A,6A,2A xx 46T
    More optimal jab > Ruthless cancel > juggle combo. 63214S need to be influenced to get the A,A,6A,236A string.
  • A/46A/4A/2A (CCC) 63214T+S, 8A
    CCC combos into super.

Ropes

  • (Rope Bounce) A xx 214T, A,A,6A,236A, A,A xx 46T
    Juggle off of rope bounce by way of the (Medium Stun) 214T launcher.

Corner

  • (Rope Bounce) A xx 66T, 8S
    Corner throw confirm. (8S OTG might be character specific?)

Colors

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