Kinnikuman Muscle Grand Prix 2/Soldier: Difference between revisions
(Created page) |
(→External Links: Added resource) |
||
(22 intermediate revisions by 2 users not shown) | |||
Line 11: | Line 11: | ||
Soldier is a hard-hitting all-rounder with a laundry list of strengths and relatively scant weaknesses. His damage output is higher than his damage rating may imply, thanks to some very combo friendly strings, solid OTG tools and an excellent super, just to name a few. He also plays the neutral game reasonably well, with strong, if somewhat one-dimensional, pokes that can convert into big damage. Soldier's no slouch in the defense department either; he possesses the Kinniku Clan's trademark Muscle Curtain (41236A) defensive stance, as well as a counter special move. | Soldier is a hard-hitting all-rounder with a laundry list of strengths and relatively scant weaknesses. His damage output is higher than his damage rating may imply, thanks to some very combo friendly strings, solid OTG tools and an excellent super, just to name a few. He also plays the neutral game reasonably well, with strong, if somewhat one-dimensional, pokes that can convert into big damage. Soldier's no slouch in the defense department either; he possesses the Kinniku Clan's trademark Muscle Curtain (41236A) defensive stance, as well as a counter special move. | ||
===Blockstun Animation=== | |||
Soldier is one of 3 characters to deviate from the otherwise universal blockstun animation. Due to a (possible) glitch, when blocking a LS move that hits high, Soldier reacts as if he is blocking a MS move that hits high. In effect, this means that he is stuck in blockstun for '''6 frames''' longer than the average character when blocking a high hitbox LS move. Similarly, he takes '''4 frames''' longer than the average character to recover from blocking a HS move with a low hitbox. He recovers from blockstun as quickly as the average character when blocking moves of all other stun level/hitbox height combinations. | |||
In practice, this rarely comes up, but if a block punish does not work despite the frame data suggesting otherwise, this is likely why, as the frame data is written with the "universal" blockstun animation in mind. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*High-damage, high-ceiling juggle combos. | *High-damage, high-ceiling juggle combos. | ||
*Consistent throw punish. | |||
*Excellent super. | *Excellent super. | ||
*Strong defensive options. | *Strong defensive options. | ||
*Above average health. | *Above average health. | ||
|cons= | |cons= | ||
*Combos | *Combos are positioning-specific. | ||
*Combos are reliant on heavy stun; becomes less effective with optimal mashing. | |||
*Limited ways to heavy stun. | *Limited ways to heavy stun. | ||
*Unique blockstun animation. | |||
}} | }} | ||
Line 30: | Line 39: | ||
*'''Size/weight:''' Standard | *'''Size/weight:''' Standard | ||
*'''Movement speed:''' B | *'''Movement speed:''' B | ||
==Strikes== | |||
=====<font style="visibility:hidden; float:right">A</font>===== | =====<font style="visibility:hidden; float:right">A</font>===== | ||
Line 53: | Line 64: | ||
|recovery =15 (19) | |recovery =15 (19) | ||
|guardAdv =-10 | |guardAdv =-10 | ||
|parryAdv = | |parryAdv =+2 | ||
|hitAdv =+6 | |hitAdv =+6 | ||
|invul = | |invul = | ||
Line 85: | Line 96: | ||
|recovery =24 (27) | |recovery =24 (27) | ||
|guardAdv =-20 | |guardAdv =-20 | ||
|parryAdv =- | |parryAdv =-8 | ||
|hitAdv =-4 | |hitAdv =-4 | ||
|invul = | |invul = | ||
Line 107: | Line 118: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =MS | |attribute =MS | ||
|property = | |property =MBU | ||
|cancel =35-40, 35-39 Sp, 29-52 KKD | |cancel =35-40, 35-39 Sp, 29-52 KKD | ||
|cost = | |cost = | ||
Line 116: | Line 127: | ||
|recovery =22 (24) | |recovery =22 (24) | ||
|guardAdv =-14 | |guardAdv =-14 | ||
|parryAdv =- | |parryAdv =-8 | ||
|hitAdv =+10 | |hitAdv =+10 | ||
|invul = | |invul = | ||
Line 146: | Line 157: | ||
|recovery =23 (26) | |recovery =23 (26) | ||
|guardAdv =-18 | |guardAdv =-18 | ||
|parryAdv =- | |parryAdv =-6 | ||
|hitAdv =-2 | |hitAdv =-2 | ||
|invul = | |invul = | ||
Line 166: | Line 177: | ||
|damage =56 | |damage =56 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =31-33, 31-32 Sp, 23-48 KKD | |cancel =31-33, 31-32 Sp, 23-48 KKD | ||
|cost = | |cost = | ||
Line 176: | Line 187: | ||
|recovery =25 (28) | |recovery =25 (28) | ||
|guardAdv =+2 | |guardAdv =+2 | ||
|parryAdv =- | |parryAdv =-8 | ||
|hitAdv =+13~46 | |hitAdv =+13~46 | ||
|invul = | |invul = | ||
Line 196: | Line 207: | ||
|damage =84 | |damage =84 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =71-76 KKD | |cancel =71-76 KKD | ||
|cost = | |cost = | ||
Line 206: | Line 217: | ||
|recovery =47 (49) | |recovery =47 (49) | ||
|guardAdv =-20 | |guardAdv =-20 | ||
|parryAdv =- | |parryAdv =-30 | ||
|hitAdv =-9~+24 | |hitAdv =-9~+24 | ||
|invul =12-61 Throw | |invul =12-61 Throw | ||
Line 226: | Line 237: | ||
|damage =70 | |damage =70 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =40-50 KKD | |cancel =40-50 KKD | ||
|cost = | |cost = | ||
Line 236: | Line 247: | ||
|recovery =22 (26) | |recovery =22 (26) | ||
|guardAdv =+5 | |guardAdv =+5 | ||
|parryAdv =- | |parryAdv =-5 | ||
|hitAdv =+16~49 | |hitAdv =+16~49 | ||
|invul =14-38 Throw | |invul =14-38 Throw | ||
Line 267: | Line 278: | ||
|recovery =20 (24) | |recovery =20 (24) | ||
|guardAdv =-16 | |guardAdv =-16 | ||
|parryAdv =- | |parryAdv =-3 | ||
|hitAdv =+1 | |hitAdv =+1 | ||
|invul = | |invul = | ||
Line 298: | Line 309: | ||
|recovery =15 (19) | |recovery =15 (19) | ||
|guardAdv =-10 | |guardAdv =-10 | ||
|parryAdv = | |parryAdv =+2 | ||
|hitAdv =+6 | |hitAdv =+6 | ||
|invul = | |invul = | ||
Line 317: | Line 328: | ||
|damage =84 | |damage =84 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =71-76 KKD | |cancel =71-76 KKD | ||
|cost = | |cost = | ||
Line 327: | Line 338: | ||
|recovery =47 (49) | |recovery =47 (49) | ||
|guardAdv =-20 | |guardAdv =-20 | ||
|parryAdv =- | |parryAdv =-30 | ||
|hitAdv =-9~+24 | |hitAdv =-9~+24 | ||
|invul =12-61 Throw | |invul =12-61 Throw | ||
Line 346: | Line 357: | ||
|damage =70 | |damage =70 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =40-50 KKD | |cancel =40-50 KKD | ||
|cost = | |cost = | ||
Line 356: | Line 367: | ||
|recovery =22 (26) | |recovery =22 (26) | ||
|guardAdv =+5 | |guardAdv =+5 | ||
|parryAdv =- | |parryAdv =-5 | ||
|hitAdv =+16~49 | |hitAdv =+16~49 | ||
|invul =14-38 Throw | |invul =14-38 Throw | ||
Line 386: | Line 397: | ||
|recovery =23 (26) | |recovery =23 (26) | ||
|guardAdv =-20 | |guardAdv =-20 | ||
|parryAdv =- | |parryAdv =-10 | ||
|hitAdv =-6 | |hitAdv =-6 | ||
|invul =1-37 Throw | |invul =1-37 Throw | ||
Line 407: | Line 418: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =MS | |attribute =MS | ||
|property = | |property =MBU | ||
|cancel =35-40, 35-39 Sp, 29-52 KKD | |cancel =35-40, 35-39 Sp, 29-52 KKD | ||
|cost = | |cost = | ||
Line 416: | Line 427: | ||
|recovery =22 (24) | |recovery =22 (24) | ||
|guardAdv =-14 | |guardAdv =-14 | ||
|parryAdv =- | |parryAdv =-8 | ||
|hitAdv =+10 | |hitAdv =+10 | ||
|invul = | |invul = | ||
Line 435: | Line 446: | ||
|damage =70 | |damage =70 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =40-50 KKD | |cancel =40-50 KKD | ||
|cost = | |cost = | ||
Line 445: | Line 456: | ||
|recovery =22 (26) | |recovery =22 (26) | ||
|guardAdv =+5 | |guardAdv =+5 | ||
|parryAdv =- | |parryAdv =-5 | ||
|hitAdv =+16~49 | |hitAdv =+16~49 | ||
|invul =14-38 Throw | |invul =14-38 Throw | ||
Line 467: | Line 478: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =KD | |attribute =KD | ||
|property =OTG | |property =OTG,MBU | ||
|cancel =69-76 KKD | |cancel =69-76 KKD | ||
|cost = | |cost = | ||
Line 476: | Line 487: | ||
|recovery =42 (44) | |recovery =42 (44) | ||
|guardAdv =-23 | |guardAdv =-23 | ||
|parryAdv =- | |parryAdv =-33 | ||
|hitAdv = | |hitAdv = | ||
|invul =11-30 Throw | |invul =11-30 Throw | ||
Line 497: | Line 508: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =Launch | |attribute =Launch | ||
|property = | |property =MBU | ||
|cancel =33-35, 33-34 Sp, 30-46 KKD | |cancel =33-35, 33-34 Sp, 30-46 KKD | ||
|cost = | |cost = | ||
Line 506: | Line 517: | ||
|recovery =22 (27) | |recovery =22 (27) | ||
|guardAdv =+5 | |guardAdv =+5 | ||
|parryAdv =- | |parryAdv =-5 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 526: | Line 537: | ||
|damage =84 | |damage =84 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =70-75 KKD | |cancel =70-75 KKD | ||
|cost = | |cost = | ||
Line 536: | Line 547: | ||
|recovery =47 (49) | |recovery =47 (49) | ||
|guardAdv =-20 | |guardAdv =-20 | ||
|parryAdv =- | |parryAdv =-30 | ||
|hitAdv =-9~+24 | |hitAdv =-9~+24 | ||
|invul =11-60 Throw | |invul =11-60 Throw | ||
Line 557: | Line 568: | ||
|damage =70 | |damage =70 | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =HS | |attribute =HS-5 | ||
|property = | |property =MBU | ||
|cancel =39-49 KKD | |cancel =39-49 KKD | ||
|cost = | |cost = | ||
Line 567: | Line 578: | ||
|recovery =22 (26) | |recovery =22 (26) | ||
|guardAdv =+5 | |guardAdv =+5 | ||
|parryAdv =- | |parryAdv =-5 | ||
|hitAdv =+16~49 | |hitAdv =+16~49 | ||
|invul =13-37 Throw | |invul =13-37 Throw | ||
Line 590: | Line 601: | ||
|attribute =LSx2 | |attribute =LSx2 | ||
|property = | |property = | ||
|cancel =20-50, 10-49 Sp, | |cancel =20-50, 10-49 Sp, 20-50 KKD | ||
|cost = | |cost = | ||
|meterGain =4x2/13x2 | |meterGain =4x2/13x2 | ||
Line 598: | Line 609: | ||
|recovery =19 | |recovery =19 | ||
|guardAdv =-33 | |guardAdv =-33 | ||
|parryAdv =- | |parryAdv =-21 | ||
|hitAdv =-17 | |hitAdv =-17 | ||
|invul =1-5 Strike | |invul =1-5 Strike | ||
Line 620: | Line 631: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =KD | |attribute =KD | ||
|property = | |property =MBU | ||
|cancel = | |cancel = | ||
|cost = | |cost = | ||
Line 629: | Line 640: | ||
|recovery =33 (36) | |recovery =33 (36) | ||
|guardAdv =-17 | |guardAdv =-17 | ||
|parryAdv =- | |parryAdv =-27 | ||
|hitAdv = | |hitAdv = | ||
|invul =1-3 Strike, 19-37 Throw | |invul =1-3 Strike, 19-37 Throw | ||
Line 659: | Line 670: | ||
|active =8 | |active =8 | ||
|recovery =17 (21) | |recovery =17 (21) | ||
|guardAdv =- | |guardAdv =-9 | ||
|parryAdv =- | |parryAdv =-5 | ||
|hitAdv =+13 | |hitAdv =+13 | ||
|invul =1-22 Full, 23 Throw | |invul =1-22 Full, 23 Throw | ||
Line 881: | Line 892: | ||
|invul = | |invul = | ||
|description=Side-switching from-behind throw that leaves the opponent very far away. | |description=Side-switching from-behind throw that leaves the opponent very far away. | ||
If Soldier is able to throw the opponent into the ropes/corner, the pushback is sufficiently reduced that Soldier can OTG with 8A. | *If Soldier is able to throw the opponent into the ropes/corner, the pushback is sufficiently reduced that Soldier can OTG with 8A. | ||
}} | }} | ||
}} | }} | ||
Line 961: | Line 972: | ||
|guard =N/A | |guard =N/A | ||
|attribute =KD | |attribute =KD | ||
|property = | |property =MD | ||
|cancel = | |cancel = | ||
|cost = | |cost = | ||
Line 1,023: | Line 1,034: | ||
|attribute =Run | |attribute =Run | ||
|property = | |property = | ||
|cancel = | |cancel = | ||
|cost = | |cost = | ||
|meterGain =0/0 | |meterGain =0/0 | ||
Line 1,054: | Line 1,065: | ||
|attribute =Special | |attribute =Special | ||
|property = | |property = | ||
|cancel = | |cancel = | ||
|cost = | |cost = | ||
|meterGain =0/0 | |meterGain =0/0 | ||
Line 1,084: | Line 1,095: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =KD | |attribute =KD | ||
|property = | |property =MBU | ||
|cancel =34-51 KKD | |cancel =34-51 KKD | ||
|cost =1 | |cost =1 | ||
Line 1,093: | Line 1,104: | ||
|recovery =27 (32) | |recovery =27 (32) | ||
|guardAdv =±0 | |guardAdv =±0 | ||
|parryAdv =- | |parryAdv =-10 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
|description=Punch that is visually very similar to Kinnikuman's own neutral S, but knocking down instead of causing HS. | |description=Punch that is visually very similar to Kinnikuman's own neutral S, but knocking down instead of causing HS. | ||
*This special combos when cancelled into from neutral A, though this needs to be cancelled very early to combo properly. Be wary of autopiloting this; although safe on block, a savvy opponent can parry this move and | *This special combos when cancelled into from neutral A, though this needs to be cancelled very early to combo properly. Be wary of autopiloting this; although safe on block, a savvy opponent can parry this move and leave Soldier decidedly minus (though still generally safe). | ||
*The knockdown from this move guarantees an 8A OTG mid-screen. Dashing up prior to the 8A auto-times the 8A so as to not cause a float, and makes the combo more consistent, especially on smaller characters. | *The knockdown from this move guarantees an 8A OTG mid-screen. Dashing up prior to the 8A auto-times the 8A so as to not cause a float, and makes the combo more consistent, especially on smaller characters. | ||
*At the ropes, Soldier can pick up this knockdown into a small juggle via 2A xx 46T, or 6A xx 46T (bug), A,A xx 46T. | *At the ropes, Soldier can pick up this knockdown into a small juggle via 2A xx 46T, or 6A xx 46T (bug), A,A xx 46T. | ||
Line 1,116: | Line 1,127: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =KD | |attribute =KD | ||
|property = | |property =MBU | ||
|cancel =58-65 KKD | |cancel =58-65 KKD | ||
|cost =1 | |cost =1 | ||
Line 1,125: | Line 1,136: | ||
|recovery =41 (43) | |recovery =41 (43) | ||
|guardAdv =-14 | |guardAdv =-14 | ||
|parryAdv =- | |parryAdv =-24 | ||
|hitAdv = | |hitAdv = | ||
|invul =1-3 Strike | |invul =1-3 Strike | ||
Line 1,160: | Line 1,171: | ||
|hitAdv =See Desc. | |hitAdv =See Desc. | ||
|invul =1-52 Non-Super | |invul =1-52 Non-Super | ||
|description= | |description=Counter move that is active frame 1, countering everything but supers. | ||
*On successful counter, this move will "copy" the move that hits it; for example, countering a throw will cause Soldier to do that throw on the opponent, while countering a launcher will cause the opponent to be launched instead. | *On successful counter, this move will "copy" the move that hits it; for example, countering a throw will cause Soldier to do that throw on the opponent, while countering a launcher will cause the opponent to be launched instead. | ||
*Although the counter copies the countered move's attribute and opponent's meter gain value, the damage will be scaled to Soldier's damage rating of 14 (see formula below). While other characters with similar counter specials have low damage ratings, Soldier's is actually average, meaning the countered move would frequently do as much if not more damage than the original move. | *Although the counter copies the countered move's attribute and opponent's meter gain value, the damage will be scaled to Soldier's damage rating of 14 (see formula below). While other characters with similar counter specials have low damage ratings, Soldier's is actually average, meaning the countered move would frequently do as much if not more damage than the original move. | ||
*This counter does not actually have a recovery; it is active for the entire 52 frames of its animation. If a strike is countered, Soldier still needs to finish the full animation of this counter, effectively making the remainder frames of the counter the "recovery". | *This counter does not actually have a recovery; it is active for the entire 52 frames of its animation. If a strike is countered, Soldier still needs to finish the full animation of this counter, effectively making the remainder frames of the counter the "recovery". | ||
*Countering an opponent's strike while Soldier has True Green KKD active will not reduce the countered move's hitstun. | *Countering an opponent's strike while Soldier or the opponent has True Green KKD active will not reduce the countered move's hitstun. | ||
*Damage formula: (Countered move's damage/Opponent's damage rating)*14 | |||
}} | }} | ||
}} | }} | ||
Line 1,181: | Line 1,193: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =KD | |attribute =KD | ||
|property = | |property =MBU | ||
|cancel =62-73 KKD | |cancel =62-73 KKD | ||
|cost =1 | |cost =1 | ||
Line 1,190: | Line 1,202: | ||
|recovery =23 (27) | |recovery =23 (27) | ||
|guardAdv =+4 | |guardAdv =+4 | ||
|parryAdv =- | |parryAdv =-6 | ||
|hitAdv = | |hitAdv = | ||
|invul =1-3 Strike | |invul =1-3 Strike | ||
Line 1,212: | Line 1,224: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =KD | |attribute =KD | ||
|property = | |property =MBU | ||
|cancel = | |cancel = | ||
|cost =2 | |cost =2 | ||
|meterGain =-200/150 | |meterGain =-200/150 | ||
Line 1,221: | Line 1,233: | ||
|recovery =17 (21) | |recovery =17 (21) | ||
|guardAdv =-12 | |guardAdv =-12 | ||
|parryAdv = | |parryAdv =±0 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 1,227: | Line 1,239: | ||
*Like most hitgrabs, this does comparatively little damage for the meter spent, with Soldier's 623S special throw doing significantly more damage for only 1 bar more. | *Like most hitgrabs, this does comparatively little damage for the meter spent, with Soldier's 623S special throw doing significantly more damage for only 1 bar more. | ||
*This move's knockdown grants no guaranteed OTGs, and in fact has little grounded untech time, allowing the opponent to rise almost imemdiately. | *This move's knockdown grants no guaranteed OTGs, and in fact has little grounded untech time, allowing the opponent to rise almost imemdiately. | ||
*One niche this move has is that it is quite fast; 6 frames faster than 623S, and it is in fact Soldier's 2nd fastest special after neutral S. This allows it to combo from several light stun moves, notably neutral A. However, A xx S, 8A outdamages A xx 214S, leaving confirming into this move largely | *One niche this move has is that it is quite fast; 6 frames faster than 623S, and it is in fact Soldier's 2nd fastest special after neutral S. This allows it to combo from several light stun moves, notably neutral A. However, A xx S, 8A outdamages A xx 214S, leaving confirming into this move largely unoptimal. | ||
*If this move hits on a non-standing opponent (such as in a juggle), it will only do 28 damage. | *If this move hits on a non-standing opponent (such as in a juggle), it will only do 28 damage. | ||
}} | }} | ||
Line 1,277: | Line 1,289: | ||
|attribute =KD | |attribute =KD | ||
|property = | |property = | ||
|cancel = | |cancel = | ||
|cost = | |cost = | ||
|meterGain =0/170 | |meterGain =0/170 | ||
Line 1,291: | Line 1,303: | ||
*Similarly side-switches and sends the opponent to the right of Soldier. | *Similarly side-switches and sends the opponent to the right of Soldier. | ||
*Guarantees 6A OTG like 41236T by itself, though similarly awkward to do due to the camera. Similarly allows for 2A OTG if the opponent ends up at the ropes. | *Guarantees 6A OTG like 41236T by itself, though similarly awkward to do due to the camera. Similarly allows for 2A OTG if the opponent ends up at the ropes. | ||
}} | }} | ||
}} | }} | ||
Line 1,378: | Line 1,389: | ||
<!------------> | <!------------> | ||
|startup =14 | |startup =14 | ||
|active = | |active =7 | ||
|recovery =20 | |recovery =20 | ||
|guardAdv =-16 | |guardAdv =-16 | ||
Line 1,410: | Line 1,421: | ||
<!------------> | <!------------> | ||
|startup =14 | |startup =14 | ||
|active = | |active =7 | ||
|recovery =20 | |recovery =20 | ||
|guardAdv =-16 | |guardAdv =-16 | ||
Line 1,436: | Line 1,447: | ||
==Combos== | ==Combos== | ||
===Air Throw Bug=== | ===Combo Theory=== | ||
Soldier's standing combos are very straightforward; this amounts to confirming his neutral A into S, getting his 8A OTG off of the knockdowns that guarantee it, and his CCC combos, particularly A,A (CCC) 623T+S. The latter of this is difficult, but quite strong; however, this is nowhere near essential to play Soldier, and should not be a priority to learn. Soldier can also quite uniquely pick up opponents off of certain knockdowns (such as from S, While Running A, or certain stun overflow knockdowns) for a small juggle, with 2A xx 46T, but this is only consistent at the ropes/corner. | |||
Soldier ideally wants to end all of his juggles with his 46T air throw. Having virtually no moves that causes SKD, air throw is basically Soldier's only way to score an air knockdown. A,A (cc) as well as A,A,4A (bug) are Soldier's most important juggle strings; optimizing his combos essentially boil down to trying to squeeze in more reps of either. Since A,A moves forward, this gives Soldier's juggles their trademark corner carry, and at the same time, what messes up/ends the loops once Soldier makes it to the ropes. Because of this, Soldier usually gets his best combos with his back towards the corner, having the full stage length to get his loops in. Off of a typical launch (66A, parrying a launcher with 44S), the opponent is not launched high enough to get A,A,4A (bug) reps in; instead, he can do reps of A,A (cc) before going into air throw. Soldier can typically get 3-4 reps of A,A (cc), though 4 reps is difficult outside of the ropes and/or big characters. Off of high launches, Soldier can get in reps of A,A, 4A (bug), which is where his very high-ceiling combos come from. With an optimal starter, starting position and ender, Soldier can get upwards of 500 damage off of these combos. Because of this, his heavy stun throw (and by extension, 214A, his only heavy-stunning move he can reasonably combo out of) is Soldier's most important starter. Furthermore, since they are key to his best combos, learning to do the Air Throw Bug is essential (see below). | |||
====Air Throw Bug==== | |||
''"It's like a reverse kara cancel. Instead of trying to make what you're cancelling out of not come out, you're trying to make what you're cancelling into not come out"'' | ''"It's like a reverse kara cancel. Instead of trying to make what you're cancelling out of not come out, you're trying to make what you're cancelling into not come out"'' | ||
Line 1,442: | Line 1,459: | ||
A cornerstone of Soldier's optimal juggles is to make use of the air throw bug. While the opponent is airborne, inputting his air throw (46T) during specific periods mid-string will cause Soldier to "cancel" into his air throw, without the air throw itself actually coming out; if done correctly, Soldier will hit the opponent, and subsequently return to neutral almost immediately. If another button is linked afterwards, it will visually look as if Soldier is cancelling from one string to the next. However, if the air throw is inputted too early, it will instead buffer the air throw, and the air throw would come out as normal. The specifics behind this bug is not yet fully understood: what's causing it, how it can be used, etc. At the very least, it is used frequently and practically while he is juggling with his A,A,4A string, and it seems to work best by inputting the air throw as the 4A is hitting. Getting a feel for this timing is essential for consistently doing Soldier's optimal combos. | A cornerstone of Soldier's optimal juggles is to make use of the air throw bug. While the opponent is airborne, inputting his air throw (46T) during specific periods mid-string will cause Soldier to "cancel" into his air throw, without the air throw itself actually coming out; if done correctly, Soldier will hit the opponent, and subsequently return to neutral almost immediately. If another button is linked afterwards, it will visually look as if Soldier is cancelling from one string to the next. However, if the air throw is inputted too early, it will instead buffer the air throw, and the air throw would come out as normal. The specifics behind this bug is not yet fully understood: what's causing it, how it can be used, etc. At the very least, it is used frequently and practically while he is juggling with his A,A,4A string, and it seems to work best by inputting the air throw as the 4A is hitting. Getting a feel for this timing is essential for consistently doing Soldier's optimal combos. | ||
In this combo section, the air throw bug will be notated as (bug). For example, a combo like "A,A,4A (bug), A,A xx 46T" | In this combo section, the air throw bug will be notated as (bug). For example, a combo like "A,A,4A (bug), A,A xx 46T" indicate using the bug during A,A,4A so as to cut the 4A's recovery, and subsequently linking into A,A xx 46T. | ||
===Midscreen=== | ===Midscreen=== | ||
Line 1,478: | Line 1,495: | ||
*[https://docs.google.com/document/d/12pXm1HkpDLBGeFHZvx-bUrZ97H5chZjQbX7viNvV2ik/edit?usp=sharing Google Docs] by fishtrabs | *[https://docs.google.com/document/d/12pXm1HkpDLBGeFHZvx-bUrZ97H5chZjQbX7viNvV2ik/edit?usp=sharing Google Docs] by fishtrabs | ||
*[https://www.youtube.com/shorts/SzPQNlnzBvE Air Throw Cancel Hand Video] by Mikyodhal | |||
{{Navbox-KMGP2}} | {{Navbox-KMGP2}} |
Latest revision as of 00:24, 8 June 2024
Story
Kinnikuman Soldier 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 for one of the five evil Gods; Soldier is the host for the God of Brutality, representing that with his cruel fighting style. Before this possession, Soldier was called Soldierman, and he was little more than a sadistic Choujin who lived from battlefield to battlefield, and would have been killed-in-action were it not for the timely intervention of the God of Brutality.
This would be a totally accurate bio were it not for the fact that the Kinnikuman Soldier you see in this game is an impostor! Under the mask of this pretender is Ataru Kinniku, Kinnikuman's long-lost older brother who had walked out of the Kinniku clan and his princely duties decades prior, before Kinnikuman was even born. Upon the announcement of the Scramble for the Throne tournament, Ataru assaulted the real Kinnikuman Soldier, stealing his identity and place in the tournament. As the Scramble for the Throne is a team tournament, he would recruit Brocken Jr., Buffaloman, The Ninja and Ashuraman to form the Choujin Blood Brigade, a cross-factional alliance of fan-favorite Choujins. Despite being a legitimate (though estranged) prince of Planet Kinniku and by all merits the rightful heir, Ataru's motives in entering the tournament was not to take the throne for himself; instead, his goals are to show Kinnikuman and friends the true meaning of Friendship Power.
Gameplay
Soldier is a hard-hitting all-rounder with a laundry list of strengths and relatively scant weaknesses. His damage output is higher than his damage rating may imply, thanks to some very combo friendly strings, solid OTG tools and an excellent super, just to name a few. He also plays the neutral game reasonably well, with strong, if somewhat one-dimensional, pokes that can convert into big damage. Soldier's no slouch in the defense department either; he possesses the Kinniku Clan's trademark Muscle Curtain (41236A) defensive stance, as well as a counter special move.
Blockstun Animation
Soldier is one of 3 characters to deviate from the otherwise universal blockstun animation. Due to a (possible) glitch, when blocking a LS move that hits high, Soldier reacts as if he is blocking a MS move that hits high. In effect, this means that he is stuck in blockstun for 6 frames longer than the average character when blocking a high hitbox LS move. Similarly, he takes 4 frames longer than the average character to recover from blocking a HS move with a low hitbox. He recovers from blockstun as quickly as the average character when blocking moves of all other stun level/hitbox height combinations.
In practice, this rarely comes up, but if a block punish does not work despite the frame data suggesting otherwise, this is likely why, as the frame data is written with the "universal" blockstun animation in mind.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
- Health: 1100
- Damage rating: 14
- Size/weight: Standard
- Movement speed: B
Strikes
A
A
|
---|
A,A
|
---|
A,A,A
Crash Combo |
---|
A,A,4A
|
---|
A,A,4A,A
Spin Kick Combo |
---|
A,A,4A,A,A
Spin Kick Combo Plus |
---|
A,A,4A,A,214A
Shooting Combo |
---|
6A
6A
|
---|
6A,A
|
---|
6A,A,A
Combat Alpha |
---|
6A,A,214A
Combat Bravo |
---|
2A
2A
Hound Kick |
---|
2A,6A
Hound Bite |
---|
2A,6A,214A
Destroy Combo |
---|
8A
8A
Elbow Drop |
---|
66A
66A
Knee Kick |
---|
46A
46A
Dropkick |
---|
214A
214A
Sobat |
---|
41236A
41236A
Muscle Curtain |
---|
WRA
(While Running) A
Flying Body Attack |
---|
WGA
(While Grounded) A
|
---|
Throws
T
Dragon Screw
T |
---|
6T
Flying Headscissors
6T |
---|
236T
Brainbuster
236T |
---|
214T
Kannuki Suplex
214T |
---|
MST
Arm Whip
(Medium Stun) T |
---|
HST
Airplane Spin
(Heavy Stun) T |
---|
FBT
Olympic Slam
(From Behind) T |
---|
FB6T
Back DDT
(From Behind) 6T |
---|
AB46T
Avalanche Hold
(Airborne) 46T |
---|
RT
Uranage
(Running) T |
---|
WGT
Arm Whip
(While Grounded) T |
---|
4T
Irish Whip
4T |
---|
44T
Side Switch
44T |
---|
Specials
S
Hellfire Megaton Punch
S |
---|
66S
Red Rain of Berlin
66S |
---|
44S
Jungyaku Jizai no Jutsu
44S |
---|
46S
Buffalo Hammer
46S |
---|
214S
Karate Chop Storm
214S |
---|
41236S
Dragon Suplex
41236S |
---|
Continuous Dragon Suplex 1
41236S,4T |
---|
Continuous Dragon Suplex 2
41236S,4T,41236T |
---|
623S
Choujin Izuna Drop
623S |
---|
Supers
41236T+S
Ataru's Muscle Spark
41236T+S |
---|
623T+S
Napalm Stretch
623T+S |
---|
Strategy
Soldier's main pokes in neutral are A, 6A, 2A, 214A and very sparingly, 66S. As Soldier's main damage comes from landing 214A into (Heavy Stun) T, it is often easy to tunnel-vision to landing the move, and this is something an opponent can catch on and call out. Because of this, it is important to vary up what buttons to throw out, while still representing the threat of 214A. Even without landing Soldier's big A,A,4A loop combos, shorter combos like A xx S, 8A or 66A juggles still do respectable damage, and can quickly add up. As the former combo can punish many -11 or higher moves, including teched throws, Soldier can get a lot of mileage just capitalizing on the punish opportunities presented to him.
Neutral A is also great as a button to mash on defense, and being 11f, Soldier is good at winning scrambles during barely plus/minus situations. Aside from that, 41236A and 44S are also good defensive options, especially if the opponent is overly aggressive or predictable.
Soldier's super is very good, and his relative independence from meter aside from confirming into S or 623S means he can be conservative and stock up the 9 bars for super. While threatening an out-of-the-blue throw super is something pretty much any character with a throw super can do, the high damage of Soldier's can make it especially scary, even more so when Soldier's damage is being buffed by low-health Blue KKD. Opponents would usually be wary of the super, and would frequently try to OS or play around it with throw-invuln moves, something Soldier can exploit.
KKD style-wise, Soldier can get utility from all the KKD types, though like with most characters, Red KKD's utility is comparatively more limited. As an already high-damage character, Soldier is frequently played on Blue KKD, as the low health buff can turn his 50% combos and super into near-70%; this can help Soldier make comebacks from totally downhill rounds in just one good combo or super. Green KKD helps buff Soldier's already above-average durability, and the True Green KKD activation can let him be more ignorant in, or even skip, neutral, something he typically does not really have the tools to readily do otherwise. Red KKD has some uses too, as the meter gain increase helps pay for Soldier's more expensive specials, particularly his 44S counter.
Combos
Combo Theory
Soldier's standing combos are very straightforward; this amounts to confirming his neutral A into S, getting his 8A OTG off of the knockdowns that guarantee it, and his CCC combos, particularly A,A (CCC) 623T+S. The latter of this is difficult, but quite strong; however, this is nowhere near essential to play Soldier, and should not be a priority to learn. Soldier can also quite uniquely pick up opponents off of certain knockdowns (such as from S, While Running A, or certain stun overflow knockdowns) for a small juggle, with 2A xx 46T, but this is only consistent at the ropes/corner.
Soldier ideally wants to end all of his juggles with his 46T air throw. Having virtually no moves that causes SKD, air throw is basically Soldier's only way to score an air knockdown. A,A (cc) as well as A,A,4A (bug) are Soldier's most important juggle strings; optimizing his combos essentially boil down to trying to squeeze in more reps of either. Since A,A moves forward, this gives Soldier's juggles their trademark corner carry, and at the same time, what messes up/ends the loops once Soldier makes it to the ropes. Because of this, Soldier usually gets his best combos with his back towards the corner, having the full stage length to get his loops in. Off of a typical launch (66A, parrying a launcher with 44S), the opponent is not launched high enough to get A,A,4A (bug) reps in; instead, he can do reps of A,A (cc) before going into air throw. Soldier can typically get 3-4 reps of A,A (cc), though 4 reps is difficult outside of the ropes and/or big characters. Off of high launches, Soldier can get in reps of A,A, 4A (bug), which is where his very high-ceiling combos come from. With an optimal starter, starting position and ender, Soldier can get upwards of 500 damage off of these combos. Because of this, his heavy stun throw (and by extension, 214A, his only heavy-stunning move he can reasonably combo out of) is Soldier's most important starter. Furthermore, since they are key to his best combos, learning to do the Air Throw Bug is essential (see below).
Air Throw Bug
"It's like a reverse kara cancel. Instead of trying to make what you're cancelling out of not come out, you're trying to make what you're cancelling into not come out"
A cornerstone of Soldier's optimal juggles is to make use of the air throw bug. While the opponent is airborne, inputting his air throw (46T) during specific periods mid-string will cause Soldier to "cancel" into his air throw, without the air throw itself actually coming out; if done correctly, Soldier will hit the opponent, and subsequently return to neutral almost immediately. If another button is linked afterwards, it will visually look as if Soldier is cancelling from one string to the next. However, if the air throw is inputted too early, it will instead buffer the air throw, and the air throw would come out as normal. The specifics behind this bug is not yet fully understood: what's causing it, how it can be used, etc. At the very least, it is used frequently and practically while he is juggling with his A,A,4A string, and it seems to work best by inputting the air throw as the 4A is hitting. Getting a feel for this timing is essential for consistently doing Soldier's optimal combos.
In this combo section, the air throw bug will be notated as (bug). For example, a combo like "A,A,4A (bug), A,A xx 46T" indicate using the bug during A,A,4A so as to cut the 4A's recovery, and subsequently linking into A,A xx 46T.
Midscreen
- (While Running) A/(Medium Stun) T/(While Grounded) T/S/46S/623S/623T+S, 8A
Knockdowns that consistently guarantee 8A OTG.
- A xx S, 8A
Basic jab confirm. Soldier's go-to throw punish.
- 66A, (A,A (cc))x2, A,A xx 46T
Launch bnb off of 66A. 3 reps of A,A (cc) is possible but very strict, outside of during combos that end up at the ropes or on large characters.
- 214A, T, A, A,A,4A,A xx 46T
Stable, relatively easy juggle off of (Heavy Stun) T.
- 214A, T, A, (A,A,4A xx 46T (bug))x4, A,A xx 46T
(Heavy Stun) T juggle making use of the air throw bug. Adjust A,A,4A xx 46T (bug) reps depending on distance/proximity to ropes.
- A/A,A/41236A (CCC) 623T+S, 8A
CCC combos into Napalm Stretch. In order to CCC as fast as possible, input the charge cancel and super together, as 64S23TS.
Ropes
- (Stun overflow knockdown)/(While Running) A/S/46S, 2A xx 46T
Rope-only small juggle via floating specific knockdowns.
- (Stun overflow knockdown)/(While Running) A/S/46S, 6A (bug), A,A xx 46T
Alternate low-juggle to the above, albeit inconsistent as the 6A needs to hit a specific way to pop up high enough.
- 66A, (A)x5 xx 46T
Consistent juggle at the ropes without side-switching.
- (Rope Bounce), A, 66A, A,A (cc), (A,A,4A xx 46T (bug))x4, A,A xx 46T
Corner-to-corner side-switching juggle combo.
Colors
External Links
- Google Docs by fishtrabs
- Air Throw Cancel Hand Video by Mikyodhal