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(3 intermediate revisions by the same user not shown) |
Line 169: |
Line 169: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Launch | | |attribute =Launch |
| |property = | | |property =MBU |
| |cancel =29-34, 29-33 Sp, 27-49 KKD | | |cancel =29-34, 29-33 Sp, 27-49 KKD |
| |cost = | | |cost = |
Line 229: |
Line 229: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Launch | | |attribute =Launch |
| |property = | | |property =MBU |
| |cancel =38-57, 38-56 Sp, 38-62 KKD | | |cancel =38-57, 38-56 Sp, 38-62 KKD |
| |cost = | | |cost = |
Line 319: |
Line 319: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Launch | | |attribute =Launch |
| |property = | | |property =MBU |
| |cancel =29-34, 29-33 Sp, 27-49 KKD | | |cancel =29-34, 29-33 Sp, 27-49 KKD |
| |cost = | | |cost = |
Line 378: |
Line 378: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Launch | | |attribute =Launch |
| |property = | | |property =MBU |
| |cancel =38-57, 38-56 Sp, 38-62 KKD | | |cancel =38-57, 38-56 Sp, 38-62 KKD |
| |cost = | | |cost = |
Line 438: |
Line 438: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =KD | | |attribute =KD |
| |property =OTG | | |property =OTG,MBU |
| |cancel =44-64 KKD | | |cancel =44-64 KKD |
| |cost = | | |cost = |
Line 450: |
Line 450: |
| |hitAdv = | | |hitAdv = |
| |invul =6-33 Throw | | |invul =6-33 Throw |
| |description=Typical slow-OTG 8A. | | |description=Typical 8A, that goes airborne and OTGs. |
| *Warsman lacks any fancy OTGs, so this is usually the optimal OTG he can go for off of KDs such as an SKD during his juggles. | | *Warsman lacks any fancy OTGs, so this is usually the optimal OTG he can go for off of KDs such as an SKD during his juggles. |
| *This move can be used to beat out throws, But Warsman generally have better throw-invuln moves to evade throws. | | *This move can be used to beat out throws, But Warsman generally have better throw-invuln moves to evade throws. |
| | *Warsman's 8A has unusually fast recovery, meaning unlike most 8As which tend to be minus on OTG hit, Warsman's can actually be plus; if it hits OTG on its last active frame, Warsman is +4. |
| }} | | }} |
| }} | | }} |
Line 501: |
Line 502: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Launch | | |attribute =Launch |
| |property = | | |property =MBU |
| |cancel =42-45, 42-45 Sp, 36-44 KKD | | |cancel =42-45, 42-45 Sp, 36-44 KKD |
| |cost = | | |cost = |
Line 532: |
Line 533: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Launch | | |attribute =Launch |
| |property = | | |property =MBU |
| |cancel =37-56, 37-55 Sp, 37-61 KKD | | |cancel =37-56, 37-55 Sp, 37-61 KKD |
| |cost = | | |cost = |
Line 563: |
Line 564: |
| |damage =70 | | |damage =70 |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =HS | | |attribute =HS-5 |
| |property = | | |property =MBU |
| |cancel =No | | |cancel = |
| |cost = | | |cost = |
| |meterGain =44/30 | | |meterGain =44/30 |
Line 577: |
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| |invul = | | |invul = |
| |description=Heavy-stunning while-running attack, with a similar animation to 66A. | | |description=Heavy-stunning while-running attack, with a similar animation to 66A. |
| *This is Warsman's only heavy-stunning move, short of corner cases such as hitting a running opponent. | | *This is Warsman's only heavy-stunning move, short of hitting a running opponent. |
| }} | | }} |
| }} | | }} |
Line 595: |
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| |attribute =MS | | |attribute =MS |
| |property =SKD,OTG | | |property =SKD,OTG |
| |cancel =No | | |cancel = |
| |cost = | | |cost = |
| |meterGain =42/21 | | |meterGain =42/21 |
Line 990: |
Line 991: |
| |attribute =KD | | |attribute =KD |
| |property = | | |property = |
| |cancel =No | | |cancel = |
| |cost = | | |cost = |
| |meterGain =88/56 | | |meterGain =88/56 |
Line 1,019: |
Line 1,020: |
| |guard =N/A | | |guard =N/A |
| |attribute =KD | | |attribute =KD |
| |property =Meter Drain | | |property =MD |
| |cancel =No | | |cancel = |
| |cost = | | |cost = |
| |meterGain =39/-100 | | |meterGain =39/-100 |
Line 1,051: |
Line 1,052: |
| |attribute =KD | | |attribute =KD |
| |property = | | |property = |
| |cancel =No | | |cancel = |
| |cost = | | |cost = |
| |meterGain =115/50 | | |meterGain =115/50 |
Line 1,156: |
Line 1,157: |
| *Neutral A confirms into this move. Coupled with the 8A OTG, this is a solid 210 damage combo off of neutral A for only 1 bar. | | *Neutral A confirms into this move. Coupled with the 8A OTG, this is a solid 210 damage combo off of neutral A for only 1 bar. |
| *This move also has some use in corner juggles, as the relatively low recovery of this move can be used to keep juggles going. | | *This move also has some use in corner juggles, as the relatively low recovery of this move can be used to keep juggles going. |
| | *Unlike most KD moves, this special does not become unblockable during MAX blue True KKD. |
| }} | | }} |
| }} | | }} |
Line 1,172: |
Line 1,174: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =KD | | |attribute =KD |
| |property = | | |property =MBU |
| |cancel =23-48 KKD | | |cancel =23-48 KKD |
| |cost =1 | | |cost =1 |
Line 1,204: |
Line 1,206: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Special | | |attribute =Special |
| |property = | | |property =MBU |
| |cancel =27-28* | | |cancel =27-28* |
| |cost =5 | | |cost =5 |
Line 1,237: |
Line 1,239: |
| |attribute =133-134* | | |attribute =133-134* |
| |property = | | |property = |
| |cancel =No | | |cancel = |
| |cost = | | |cost = |
| |meterGain =0/60 | | |meterGain =0/60 |
Line 1,356: |
Line 1,358: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =KD | | |attribute =KD |
| |property = | | |property =MBU |
| |cancel =44-52 KKD | | |cancel =44-52 KKD |
| |cost =2 | | |cost =2 |
Line 1,388: |
Line 1,390: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =Launchx3 | | |attribute =Launchx3 |
| |property =SKD | | |property =SKD,MBU |
| |cancel =45-76 KKD | | |cancel =45-76 KKD |
| |cost =2 | | |cost =2 |
Line 1,482: |
Line 1,484: |
| |guard =Parry | | |guard =Parry |
| |attribute =HSx2 | | |attribute =HSx2 |
| |property =Unblockable | | |property =Ubl |
| |cancel = | | |cancel = |
| |cost =9 | | |cost =9 |
Line 1,516: |
Line 1,518: |
| |attribute =KD | | |attribute =KD |
| |property = | | |property = |
| |cancel =No | | |cancel = |
| |cost =9 | | |cost =9 |
| |meterGain =-900/480 | | |meterGain =-900/480 |
Line 1,544: |
Line 1,546: |
| ==Combos== | | ==Combos== |
|
| |
|
| ===Combo Theory== | | ===Combo Theory=== |
|
| |
|
| Warsman's standing combos revolve around his options from A. Meterlessly, Warsman can only go into A,A, but meter opens up the option of confirming into S, 66S, 44S, or CCC into 41236T+S. Aside from this, Warsman should be doing the nigh-universal "confirm guaranteed OTGs", notably getting 8A off of 46T. | | Warsman's standing combos revolve around his options from A. Meterlessly, Warsman can only go into A,A, but meter opens up the option of confirming into S, 66S, 44S, or CCC into 41236T+S. Aside from this, Warsman should be doing the nigh-universal "confirm guaranteed OTGs", notably getting 8A off of 46T. |
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| *[https://docs.google.com/document/d/1j8PZ8VTctuEj70DuYNgTt5-f897CWb-9-Qjautd5JOI/edit?usp=sharing Google Docs] by fishtrabs | | *[https://docs.google.com/document/d/1j8PZ8VTctuEj70DuYNgTt5-f897CWb-9-Qjautd5JOI/edit?usp=sharing Google Docs] by fishtrabs |
| *[https://youtu.be/cOX5V59jO_U Combo Tutorial video] by fishtrabs | | *[https://youtu.be/cOX5V59jO_U Combo Tutorial video] by fishtrabs |
| | *[https://youtu.be/5OlaOI7gD3I Beginner Combos] by Ran/Kagetsu Toya |
|
| |
|
| {{Navbox-KMGP2}} | | {{Navbox-KMGP2}} |
Story
The fighting computer Warsman is a Soviet Robo-Choujin (read: cyborg). A spin-off one-shot reveals Warsman's backstory, having been born a cyborg named Nikolai due to his Choujin wrestler father getting cybernetic enhancements shortly before his birth. After the tragic death of both of his parents, the orphaned Nikolai lived in poverty, ostracized for his mechanical appearance, until he caught the attention of the KGB and was recruited into a secret Soviet training cell. Here, he was given the codename "Warsman", and conditioned into a ruthless killing machine. Warsman eventually escaped from the facility, and was found by the disgraced Robin Mask, who further trained Warsman in order to avenge Robin by defeating Kinnikuman in the upcoming 21st Choujin Olympics. After Warsman lost to Kinnikuman, he realizes the error of his ways and befriends Kinnikuman, eventually becoming one of his staunchest allies.
Warsman fights with spiked gauntlets called the Bear Claws, and uses the purported inescapable hold, the Palo Special. His supercomputer brain allows him to analyze the situation for the optimal response near-instantly, though it comes with one weakness: after 30 minutes of fighting, Warsman would begin overheating, and subsequently shut down. Despite his menacing appearance and ominous breathing, Warsman is actually a pretty sensitive, introspective guy; his character arcs often sees him grappling with the duality of his humanity (Choujinity?) and his robotic nature.
Gameplay
Warsman is a solid, fundamentals focused character with a couple unique gimmicks up his sleeve. His toolkit has everything you would expect from a good and straightforward MGP2 character: solid pokes, basic but strong strings and damaging special throws. The last hit of many of Warsman's strings causes SKD on air hit, giving Warsman very consistent juggles, especially for a character without an air throw.
Warsman's claim to fame is his signature Screwdriver (236S) special, a forward-moving, multi-hitting launcher that doubles as both a great whiff-punish and approach tool.
Strengths |
Weaknesses
|
- Solid neutral pokes.
- Above-average launchers.
- Consistent juggle combos.
- Screwdriver.
- Unique unblockable super that can be combo'd out of.
|
- Juggles are difficult to optimize.
- Screwdriver is very linear.
- Few ways to heavy stun.
- Inconsistent throw punish.
|
Character Stats
- Health: 1024
- Damage rating: 14
- Size/weight: Standard
- Movement speed: B
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
LS
|
-
|
15-26, 15-25 Sp, 15-24 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
11
|
3
|
8 (12)
|
-3
|
+9
|
+13
|
-
|
Jab with excellent frame data, but somewhat poor range.
- On hit, this combos into the next hit (A,A), neutral S, 66S or 44S.
- Despite its fast startup, the range of this jab makes it often whiff when attempting to use it to punish teched throws.
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
LS
|
-
|
22-27, 22-26 Sp, 13-27 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
8
|
3
|
16 (17)
|
-11
|
+1
|
+5
|
-
|
Natural combo follow-up to A.
- Generally relegated to combo/pressure filler.
|
|
A,A,A One-Two Middle
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
MS
|
-
|
29-44 KKD
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
4
|
20 (23)
|
-10
|
-4
|
+14
|
-
|
Medium-stunning default ender to the string.
|
|
A,A,6A One-Two Body
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
LS
|
-
|
20-24, 20-23 Sp, 20-35 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
14 (16)
|
-10
|
+2
|
+6
|
-
|
Alternative branch to A,A.
- Not a natural combo, but sees use in juggles to bridge to its follow-ups.
|
|
A,A,6A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
MBU
|
29-34, 29-33 Sp, 27-49 KKD
|
-
|
11/17
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
3
|
19 (25)
|
+8
|
-2
|
-
|
-
|
Launching extension to A,A,6A.
- This move launches very low, such that meaningful juggles off of it is difficult.
- If charge cancelled, juggling with 6A,A,A,A is possible, but it is very strict/inconsistent.
|
|
A,A,6A,A,A Rising Upper Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
LS
|
SKD
|
25-43 KKD
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
3
|
16 (21)
|
-11
|
+1
|
+5
|
-
|
Damaging left hook ender to the string.
- This strike SKDs, making a built-in juggle combo from the preceding hit.
- This property makes this button (and string in general) great to end juggles, especially at the ropes where 6A,A,A,A may be too slow.
|
|
A,A,6A,A,623A Rising Somersault Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
MBU
|
38-57, 38-56 Sp, 38-62 KKD
|
-
|
13/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
3
|
43 (49)
|
-16
|
-26
|
-
|
8-38 Throw
|
Alternative ender to the string, borrowing the animation and most of the properties of the standalone 623A.
- Like the standalone 623A, this move has fast startup and throw-invulnerable properties.
- Locked behind a string, this sees little use; after A,A,6A,A's launch, this move can combo, and its cancellable property allows cancelling further into 236S for an SKD.
|
|
6A
6A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
LS
|
-
|
33-51, 33-50 Sp, 27-54 KKD
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
3
|
27 (31)
|
-22
|
-10
|
-6
|
-
|
Long-reaching middle kick with a similar animation to the finisher of the A,A,A string.
- A bit slow, but with above average range, making for a solid poke.
- However, its LS hitstun/blockstun does mean that even charge-cancelled, it is still quite minus on block, and barely plus on hit.
|
|
6A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
LS
|
-
|
20-24, 20-23 Sp, 20-35 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
14 (16)
|
-10
|
+2
|
+6
|
-
|
Follow-up to 6A that is identical to A,A,6A.
- Not a natural combo from 6A, but is an important combo filler in juggles.
|
|
6A,A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
MBU
|
29-34, 29-33 Sp, 27-49 KKD
|
-
|
11/17
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
3
|
19 (25)
|
+8
|
-2
|
-
|
-
|
Launching 3rd hit of the string, similarly copying the properites of A,A,6A,A.
- All written there applies here: the low launch, tight juggle options, etc.
|
|
6A,A,A,A Sunset Upper Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
LS
|
SKD
|
25-43 KKD
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
3
|
15 (21)
|
-10
|
+2
|
+6
|
-
|
Ender to the string, identical to the last hit of the A,A,6A,A,A string.
- Like that move, this move also SKDs, forming a built-in ender to the previous hit.
- This string in its entirety sees frequent use in juggles, owing to the high damage of each individual hit and relatively low number of hits translating to less scaling.
|
|
6A,A,A,623A Sunset Somersault Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
MBU
|
38-57, 38-56 Sp, 38-62 KKD
|
-
|
13/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
3
|
43 (49)
|
-16
|
-26
|
-
|
8-38 Throw
|
Alternative ender to the string, which much like A,A,6A,A,623A, copies most of the properties of the standalone 623A.
- Similarly locked behind a string, its uses are functionally identical to the applications of A,A,6A,A,623A.
|
|
6A,2A Sunset Low Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
42
|
Block/Parry
|
MS
|
SKD,OTG
|
35-61 KKD
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
5
|
34 (36)
|
-23
|
-19
|
-1
|
2-26 Throw
|
Alternate follow-up to 6A that copies Warsman's 2A.
- Mostly identical properties to the standalone 2A, being slightly slower owing to being part of a string.
- Its SKD property makes it useful to pick up far-away juggles, such as from 623A midscreen or an awkwardly-spaced 236S.
|
|
8A
8A Knee Stomp
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
OTG,MBU
|
44-64 KKD
|
-
|
26/73
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
26
|
9
|
27 (31)
|
-6
|
-16
|
-
|
6-33 Throw
|
Typical 8A, that goes airborne and OTGs.
- Warsman lacks any fancy OTGs, so this is usually the optimal OTG he can go for off of KDs such as an SKD during his juggles.
- This move can be used to beat out throws, But Warsman generally have better throw-invuln moves to evade throws.
- Warsman's 8A has unusually fast recovery, meaning unlike most 8As which tend to be minus on OTG hit, Warsman's can actually be plus; if it hits OTG on its last active frame, Warsman is +4.
|
|
2A
2A Plane Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
42
|
Block/Parry
|
MS
|
SKD,OTG
|
34-60 KKD
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
5
|
34 (36)
|
-23
|
-19
|
-1
|
1-25 Throw
|
Low-profiling kick with good range.
- Between its evasiveness, startup and range, this is a very solid neutral poke for Warsman.
- The SKD property of this move rarely comes up, owing to Warsman's numerous SKD buttons, but this can be used to score a knockdown from awkward, far juggles.
- This is Warsman's quick OTG option, and it is guaranteed off of a handful of knockdowns.
|
|
66A
66A Strong Left Straight
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
MBU
|
42-45, 42-45 Sp, 36-44 KKD
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
3
|
20 (24)
|
+7
|
-3
|
-
|
-
|
Launcher with above average range.
- Warsman advances quite a bit with this move, letting it connect from round-start distance.
- This forward moving property can be a detriment for corner juggles, as it moves Warsman into the ropes and can make juggles more awkward.
|
|
623A
623A Somersault Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
MBU
|
37-56, 37-55 Sp, 37-61 KKD
|
-
|
13/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
11
|
3
|
43 (49)
|
-17
|
-27
|
-
|
7-37 Throw
|
Extremely fast launcher that goes airborne.
- Deceptively short range, especially compared to 66A. This makes it an inconsistent throw punish, not unlike A.
- On hit, this move launches the opponent quite far away. Coupled with the move's slow recovery, this makes picking up from this juggle difficult midscreen; its cancellable property helps somewhat, but the potential juggles are overall much more limited than off of 66A or even 236S.
- This problem is not present at the ropes, and it is usually a more stable launcher than 66A since it does not move forwards.
|
|
WRA
(While Running) A Strong Left Straight
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
HS-5
|
MBU
|
-
|
-
|
44/30
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
4
|
25
|
+1
|
-9
|
+12~45
|
-
|
Heavy-stunning while-running attack, with a similar animation to 66A.
- This is Warsman's only heavy-stunning move, short of hitting a running opponent.
|
|
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
|
Generic wake-up sweep.
- Warsman can typically link into his 623A launcher after this move for a juggle, though it can be a strict link if this move hits very early.
|
|
Throws
T
Body Slam T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
Tech
|
KD
|
-
|
-
|
-
|
105/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Standard neutral throw, staying same side.
- This throw guarantees no OTGs.
|
|
6T
Flying Headscissors 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
140
|
Tech
|
KD
|
-
|
-
|
-
|
95/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Side-switching 6T, doing less damage than T.
- Like T, this move guarantees no OTGs.
|
|
66T
Swing Neckbreaker 66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
140
|
Tech
|
KD
|
-
|
-
|
-
|
99/49
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Throw with identical damage to 6T, but does not side switch while building slightly more meter.
- Similarly, no OTGs guaranteed off of this throw.
|
|
46T
Shoulder Armbreaker 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
KD
|
-
|
-
|
-
|
115/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
High-damage throw that stays same side.
- Like most shoulder armbreaker-style throws, this move has a very advantageous knockdown, guaranteeing a 2A or 8A OTG.
|
|
236T
Oklahoma Stampede 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
-
|
-
|
114/49
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Throw where Warsman takes several steps forward, and subsequently switches sides.
|
|
214T
Brainbuster 214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
KD
|
-
|
-
|
-
|
119/58
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
high-damage side-switching throw.
Guarantees no OTGs.
|
|
41236T
Dragon Screw 41236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
KD
|
-
|
-
|
-
|
123/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Throw with a lot of similarities to 214T, doing high-damage and side-switching.
- Like 214T, this throw guarantees no OTGs.
- Compared to 214T however, this throw sends the opponent further away, and builds slightly more meter.
|
|
MST
Shoulder Buster (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
N/A
|
KD
|
-
|
-
|
-
|
115/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
Medium-stun throw, doing decent damage and staying same-side.
- This throw guarantees no OTGs.
|
|
MS41236T
Bun Nage (Medium Stun) 41236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
N/A
|
KD
|
-
|
-
|
-
|
133/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
Highly damaging throw that switches sides and sends the opponent very far away.
- Owing to how far the opponent ends up, this throw guarantees no OTGs.
- Compared to (Medium Stun) T, this throw is more damaging, but with a generally much worse post-throw situation.
|
|
HST
Corbata (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
N/A
|
KD
|
-
|
-
|
-
|
136/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
Side-switching heavy-stun throw.
- This throw has very little grounded untech, barring any guaranteed OTG hits.
- As Warsman has very limited way to heavy stun anyways, this throw seldom sees use.
|
|
HS41236T
Giant Swing (Heavy Stun) 41236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
N/A
|
KD
|
-
|
-
|
-
|
155/65
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
The heavy stun counterpart of (Medium Stun) 41236T, doing more damage than (Heavy Stun) T but sending the opponent very far away.
- Not unlike (Medium Stun) 41236T, this throw also side switches and does not allow any OTGs.
|
|
FBT
Cobra Twist (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
KD
|
-
|
-
|
-
|
99/63
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Solid from-behind throw, with the expected high damage and staying same side.
|
|
FB6T
Sleeper (From Behind) 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
Tech
|
KD
|
-
|
-
|
-
|
88/56
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Typical 6T counterpart to (From Behind) T, doing less damage but with substantially more range.
- Similar to (From Behind) T, this throw guarantees a 2A OTG.
|
|
RT
Death Valley Bomb (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
140
|
N/A
|
KD
|
MD
|
-
|
-
|
39/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
23
|
7
|
-
|
-
|
-
|
-
|
Standard while-running throw, with low damage and draining meter.
- This throw switches sides.
- Guarantees 2A OTG.
|
|
WGT
Shoulder Buster (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
Tech
|
KD
|
-
|
-
|
-
|
115/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
28
|
-16
|
-
|
-
|
1-33 Full,34-40 Throw
|
Wake-up throw, with the expected slower startup and invuln.
- As with most wake-up throws, this one borrows the animation, damage and meter gain values of (Medium Stun) T.
|
|
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, sending opponents running behind Warsman.
|
|
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
Bear Claw S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
112
|
Block/Parry
|
KD
|
-
|
24-42 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
4
|
22 (24)
|
+4
|
-6
|
-
|
-
|
Claw swipe that knocks down on hit.
- Despite the move's pushback, the move guarantees a 2A or 8A OTG, without requiring a dash-up.
- Neutral A confirms into this move. Coupled with the 8A OTG, this is a solid 210 damage combo off of neutral A for only 1 bar.
- This move also has some use in corner juggles, as the relatively low recovery of this move can be used to keep juggles going.
- Unlike most KD moves, this special does not become unblockable during MAX blue True KKD.
|
|
66S
Straight Bear Claw 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
98
|
Block/Parry
|
KD
|
MBU
|
23-48 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
25 (29)
|
+2
|
-8
|
-
|
1-3 Strike
|
A slightly slower, less damaging counterpart to S, with substantially more range to compensate.
- Like S, neutral A natural combos into this special.
- This move does a different knockdown animation than S, such that the opponent is sent much farther away. A 2A or 8A OTG is still possible, but a bit tighter and requires a dash-up.
- At the ropes, the different knockdown animation allows Warsman to pick up from the knockdown with his 6A, for a juggle.
|
|
44S
Nutmeg Slide 44S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
Special
|
MBU
|
27-28*
|
5
|
-500/20
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
37 (39)
|
-30
|
-20
|
+20
|
1-3 Strike,5-19 Throw
|
5-bar hitgrab that leaves the opponent standing. The starter for Warsman's chain series.
- Ending on this hit without any extension switches sides, and leaves the opponent standing with Warsman at +20. This lets him link into various things, such as neutral S for a KD or 623A for a launch. With optimal juggles, this can potentially even outdamage this move's built-in follow-ups.
- As far as 5-bar hitgrabs go, this one is decidedly above average, with a lot of range and a decent amount of invuln.
- Neutral A can natural combo into this special, though the cancel needs to be sufficiently early.
- Cancel frames represent when during the animation the move is canceled into its extension on hit.
|
|
Storm Elbow 1 44S,6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
N/A
|
133-134*
|
-
|
-
|
-
|
0/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
First extension to 44S.
- Ending on this extension leaves Warsman on the side he started 44S on, doing very little damage and not guaranteeing any OTGs.
- Cancel frames represent when during the animation the move is canceled into its extension on hit.
|
|
Storm Elbow 2 44S,6T,66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
112
|
N/A
|
KD
|
-
|
82-83*
|
-
|
0/120
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2nd extension to 44S.
- Essentially more of the same as the last extension, leaving Warsman on the same side he started with without any guaranteed OTGs.
- Cancel frames represent when during the animation the move is canceled into its extension on hit.
|
|
Storm Elbow 3 44S,6T,66T,46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
280
|
N/A
|
KD
|
-
|
-
|
-
|
0/245
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ender to this extension branch.
- Similar post-throw situation to the previous extensions, staying same-side as the original side 44S is used, and guaranteeing no OTG.
|
|
Palo Special 44S,623T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
266
|
N/A
|
KD
|
-
|
-
|
-
|
0/245
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Alternate extender to 44S, doing slightly less damage than 44S,6T,66T,46T.
- This extension switches sides, leaving Warsman on the other side from where he used 44S.
- This finisher has a lot of untech time, guaranteeing a 2A or 8A OTG. With the latter, this will outdamage the other extension branch.
|
|
46S
Bear Claw Finish 46S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
252
|
Block/Parry
|
KD
|
MBU
|
44-52 KKD
|
2
|
-200/145
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
8 (12)
|
+11
|
+3
|
-
|
1-3 Full
|
Hitgrab.
- Above-average damage for a 2-bar hitgrab, making it a decent/viable option for confirms.
- If this move does not connect properly to trigger the animation (i.e. when used in a juggle), this move will only do 84 damage.
- This move's knockdown guarantees no OTGs.
|
|
236S
Screwdriver 236S Psycho Crusher's got nothing on this Psycho Crusher's got nothing on this
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84x3
|
Block/Parry
|
Launchx3
|
SKD,MBU
|
45-76 KKD
|
2
|
-200/85x3
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
21 (7)
|
31 (35)
|
-6
|
-38
|
-
|
1-3 Strike,24-49 Throw
|
Multi-hitting, forward-moving launcher.
- Warsman can pick up from this launcher, but this is distance-dependent. As Warsman keeps going after the move hits, he typically ends up too far away to juggle if the move hits too early.
- This move's forward-moving property makes it a strong, albeit linear and side-steppable, whiff-punish/approach tool. Its relative safety on block makes it relatively low-risk, and its multi-hitting nature makes it unparryable. This latter property is especially strong at the ropes/corner.
- The SKD property of this move gives it some utility in juggles; this can help score an SKD from awkward juggles, such as off of a midscreen 623A.
|
|
63214S
Wars Leg Breaker 63214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
322
|
Tech
|
KD
|
-
|
-
|
3
|
-300/184
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
27
|
-16
|
-
|
-
|
1-3 Full
|
Special throw, staying same side and doing slightly less damage than 623S.
- This throw guarantees a 2A OTG, bringing the damage from slightly below 623S to slightly above it.
|
|
623S
Palo Special 623S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
336
|
Tech
|
KD
|
-
|
-
|
3
|
-300/184
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
27
|
-16
|
-
|
-
|
1-3 Full
|
Side-switching special throw with higher base damage than 63214S.
- As this throw guarantees no OTGs, it does overall less damage than 63214S, should you go for the 2A OTG with the latter.
|
|
Supers
41236A+S
Double Claw Screwdriver 41236A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182x2
|
Parry
|
HSx2
|
Ubl
|
-
|
9
|
-900/240x2
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
73 (53)
|
30
|
-
|
-34
|
-
|
1-15 Full
|
Unique two-part super where Warsman does a shoulder, jumps up, and does a downwards Screwdriver.
- Each hit heavy stuns, and if both hits connect, the 2nd hit will launch. The 2nd hit is practically guaranteed if the first hit connects, save for edge cases such as the first hit connecting off-axis.
- Juggling off of this launch can be difficult, as Warsman goes past the opponent and usually end up too far away to pick up. The only way Warsman is able to pick up the juggle is if he uses the super sufficiently near to the ropes, as he is stopped by the ropes and end up close enough to pick up. With the juggle, this super can deal upwards of 500 damage, making up for its low base damage.
- This super has several quirks to it: when used on a heavy-stunned opponent, the first hit will cause the high launch, and second hit will whiff. On a rope bounced or medium-stunned opponent, the first hit causes a light stun-like hitstun, letting the opponent recover and sidestep/parry the 2nd hit. In effect, this means Warsman is unable to combo into this super.
- With MAX red KKD active at the corner, Warsman can loop this super. With optimal situations (the correct angle/spacing, starting as soon after True KKD activation, etc.), Warsman can get up to 4 reps of this super, for over 900 damage.
|
|
41236T+S
Palo Special - The End 41236T+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
|
Throw super, with the expected fast startup and invuln, and standard damage for Warsman's damage rating.
- This super guarantees a 2A OTG.
- After this super, Warsman and the opponent end up roughly in the middle of the screen, with Warsman typically being on 2P side.
- Neutral A can CCC into this super, though this is a somewhat tight CCC.
|
|
Strategy
Warsman has a fairly straightforward neutral, with A, 6A and 2A being common neutral pokes, as well as 66A and 236S being more committal option to go for. 46T is generally the go-to normal throw, due to its high untech time, guaranteeing an 8A OTG for decent damage. Aside from 236S, Warsman primarily uses his meter for confirms, such as neutral S to confirm off of his jab, or his special throws/46S after heavy stuns or rope bounces.
Screwdriver (236S) is a key move in Warsman's toolkit; it can be used to force approach and randomly catch an opponent in neutral, though this proactive use can be called out by opponents sidestepping/spacing around the Screwdriver properly. Screwdriver shines as a reactive whiff-punish tool, as its great range and launch allows Warsman to consistently score good damage off of the opponent's whiffed buttons.
As a well-rounded character, Warsman does not rely on a specific KKD type. Blue is the standard "can't go wrong" option, as Warsman can appreciate increased damage; the MAX activation unlocking unblockable Screwdrivers is also a plus. Green KKD is not as useful, but it can still help survivability with its low-health buff, as well as neutral with the KKD activation. Red KKD is comparatively the least useful, although it can be useful if you frequently Screwdriver. In addition, the True Red KKD activation allows for consecutive Screwdrivers as well as his situational corner super loop.
Combos
Combo Theory
Warsman's standing combos revolve around his options from A. Meterlessly, Warsman can only go into A,A, but meter opens up the option of confirming into S, 66S, 44S, or CCC into 41236T+S. Aside from this, Warsman should be doing the nigh-universal "confirm guaranteed OTGs", notably getting 8A off of 46T.
Warsman's juggles tend to be stable and canned, especially midscreen. 6A,A,A,A is the go-to string off of a launch, though this can be difficult to go into off of 623A. Alternatively, A,A,6A,A,A is also used for weirder/more awkward juggles, though this is an overall less damaging string. At the ropes, Warsman's options open up slightly; he can extend for longer juggle combos by making use of charge-cancels (cc) and his neutral S.
Midscreen
- A xx S, 8A
Standing jab confirm bnb.
- A xx 44S,623A, 8A
Jab confirm into the 44S hitgrab.
- (66A/236S), 6A,A,A,A, 8A
Juggle bnb. This juggle is possible off of 623A, but only near the ropes/corner.
- A (CCC) 41236T+S
CCC combo off of jab.
Ropes
- A xx 66S, 6A,A,A,A, 8A
Pick up off of A xx 66S at the ropes.
- 66A, 6A,A,A (cc), 6A,A,A,A, 8A
Basic rope combo with charge cancel.
- 623A (cc), 6A,A,A xx S, A,A,6A,A xx S, A,A,6A,A,A, 8A
Sample rope juggle making use of neutral S to extend the juggle.
Corner
- (MAX Red KKD Activation) (41236A+S)x4
Super loop at the corner.
Colors
External Links