|
|
Line 1,442: |
Line 1,442: |
| |startup =17 | | |startup =17 |
| |active =26 | | |active =26 |
| |recovery =14 (15) | | |recovery =56 (57) Total |
| |guardAdv =-10 | | |guardAdv =-10 |
| |parryAdv =-20 | | |parryAdv =-20 |
Line 1,473: |
Line 1,473: |
| |startup =32 | | |startup =32 |
| |active =29 | | |active =29 |
| |recovery =9 (29) | | |recovery =69 (89) Total |
| |guardAdv =-8 | | |guardAdv =-8 |
| |parryAdv =-18 | | |parryAdv =-18 |
Latest revision as of 23:28, 4 June 2024
Story
The imposing Kendo-themed Perfect Choujin Big the Budo was introduced as Neptuneman's right hand man and tag partner. However, in reality their relationship is quite the opposite: Budo is actually Neptune King, the very same Perfect Choujin who had hibernated beneath the River Thames and bequeathed the Neptune Mask to Quarrelman, dubbing him Neptuneman. Taking the Big the Budo alias, he tag teams with Neptuneman as the "Hell Missionaries".
Big the Budo (or rather, Neptune King) is the leader of the Perfect Choujin faction, a group of primordial Choujins with godlike fighting prowess. Their rather extreme three tenets are to never turn their backs to the opponent, to never use a weapon, and to commit suicide upon defeat. That said, Budo is more than a bit of a hypocrite, and over the course of his debut arc he would proceed to violate all three tenets. The revival would undermine him further, retconning that he wasn't even the leader of the Perfect Choujins at all; he was just lying that he was, and his faction was only an offshoot of the real Perfect Choujin faction.
Like Neptuneman, Budo also fights with Magnet Power, a mysterious force drawn from deep within the earth. Also like Neptuneman, he has the same affinity for ripping opponent choujins' masks off, often in conjunction with Neptuneman in their tag-team finisher, the Cross Bomber.
Gameplay
Big the Budo is the largest character in the game, and as one might expect, this means he hits quite hard, with the trade-off of somewhat slower buttons and definitely slower mobility. At first glance, he comes across as a bigger, slower Neptuneman, and this is not completely unfounded; the two share 7 specials, which grant them some shared tools and strengths, such as reliable special throws that guarantee good OTG, midrange specials like 44S and 236S that leads into a combo on hit, and 66S allowing Budo to get great reward off of his jab. Aside from the statistical side of things, what sets Budo apart from Neptuneman is that he trades in Neptuneman's extra special throws for some specials making use of his kendo sword. While these have a tendency of being slow, long-reaching moves with even slower recovery, one that stands out is his 2S, which is a solidly damaging OTG that is quite cheap, at 1 bar. Budo can get this as a guaranteed OTG off of a lot of his key knockdowns, including certain normal throws, special throws, and even his air throw. This lets him tack on a good bit of damage at the end of his combos, which quickly racks up; 2S OTG is the main source of damage for Budo, and arguably more so than his high damage rating of 15, is a big reason why Budo is "high-damage".
Budo's main weakness really comes back down to his size, which cannot be understated. His large hurtbox makes it harder for him to sidestep certain moves, and it makes some moves, such as those that come from above, hit him earlier than they would on other characters. Moreover, his large hurtbox also means that some characters can have an easier time combo-ing him, or even have new combos on him altogether. Notably, certain characters such as Kevin Mask have incredible OTGs that only work on the very largest characters, which Budo obviously is. Budo can also be quite meter-hungry, certainly more so than Neptuneman. Though 2S is cheap as far as metered OTGs go, they do add up, and Budo's serviceable but somewhat mediocre juggle tools means he would have to rely on his standing confirm tools (such as his 66S and his special throws) more, which generally all cost meter.
Strengths |
Weaknesses
|
- Above average damage.
- High health.
- Strong hitconfirms.
- Good rope bounce options.
- Strong metered OTG.
|
- Largest hurtbox in the game.
- Very long recovery for certain moves.
- Meter-hungry in order to get big damage.
- Slow dashes.
|
Character Stats
- Health: 1100
- Damage rating: 15
- Size/weight: Super-large/Heavyweight
- Movement speed: C
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
18-23, 18-22 Sp, 18-40 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
3
|
20 (24)
|
-15
|
-3
|
+1
|
-
|
(placeholder text)
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
LS
|
-
|
26-36, 30-35 Sp, 27-64 KKD
|
-
|
24/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
40 (44)
|
-35
|
-23
|
-19
|
-
|
Natural combo from A.
|
|
A,A,A Budo Combo - Ura
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
HS-5
|
MBU
|
47-50 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
29
|
3
|
15 (19)
|
+12
|
+2
|
+23~56
|
-
|
(placeholder text)
|
|
A,A,236A Budo Combo - Totsu
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
MBU
|
66-84 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
50 (54)
|
-23
|
-33
|
-
|
-
|
(placeholder text)
|
|
A,A,214A Budo Combo - Sai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
MBU
|
55-68 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
3
|
41 (45)
|
-14
|
-24
|
-
|
-
|
(placeholder text)
|
|
6A
6A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
27-32, 27-31 Sp, 27-50 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
19 (24)
|
-14
|
-2
|
+2
|
-
|
(placeholder text)
|
|
6A,A Perfect Combo - Ten
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
HS-5
|
MBU
|
56-71 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
36
|
6
|
25 (30)
|
-1
|
-11
|
+10~43
|
-
|
(placeholder text)
|
|
6A,4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
24-51, 47-50 Sp, 24-55 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
3
|
30 (31)
|
-25
|
-13
|
-9
|
-
|
Natural combo from 6A.
|
|
6A,4A,A Perfect Combo - Totsu
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
15-39, 36-38 Sp, 14-45 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
10
|
3
|
28 (33)
|
-23
|
-11
|
-7
|
-
|
Natural combo from 6A,4A.
|
|
6A,4A,A,236A Perfect Combo - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
MBU
|
66-84 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
50 (54)
|
-23
|
-33
|
-
|
-
|
(placeholder text)
|
|
6A,4A,A,214A Perfect Combo - Sai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
MBU
|
55-68 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
3
|
41 (45)
|
-14
|
-24
|
-
|
-
|
(placeholder text)
|
|
6A,4A,A,A Perfect Wave Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
LS
|
-
|
26-36, 30-35 Sp, 27-64 KKD
|
-
|
24/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
40 (44)
|
-35
|
-23
|
-19
|
-
|
Natural combo from 6A,4A,A.
|
|
4A
4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
15
|
Block/Parry
|
LS
|
-
|
25-30, 25-29 Sp, 22-39 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
16 (19)
|
-11
|
+1
|
+5
|
-
|
(placeholder text)
|
|
4A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
LS
|
-
|
29-34, 29-33 Sp, 23-38 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
3
|
16 (19)
|
-11
|
+1
|
+5
|
-
|
Natural combo from 4A.
|
|
4A,A,A Budo Gale Combo - Totsu
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
HS-5
|
MBU
|
38-42 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
3
|
21 (26)
|
+6
|
-4
|
+17~50
|
-
|
(placeholder text)
|
|
4A,A,66A Budo Gale Combo - Kai
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
Launch
|
MBU
|
20-38 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
3
|
17 (20)
|
+10
|
±0
|
-
|
-
|
(placeholder text)
|
|
214A
214A Nioh Crush
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
15
|
Block/Parry
|
LS
|
-
|
22-23, 22 Sp, 25-67 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
3
|
40 (44)
|
-35
|
-23
|
-19
|
-
|
- When used on a rope-bounced opponent, this move will cause HS-3 hitstun. In this instance, the move is -12~+15.
|
|
214A,6A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
15
|
Block/Parry
|
LS
|
-
|
19-20, 19 Sp, 27-64 KKD
|
-
|
24/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
40 (44)
|
-35
|
-23
|
-19
|
-
|
Natural combo from 214A.
|
|
214A,6A,4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
33-35, 33-34 Sp, 32-50 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
17 (21)
|
-12
|
±0
|
+4
|
-
|
(placeholder text)
|
|
214A,6A,4A,236A Budo Perfect Palm
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
KD
|
-
|
58-78, 58-77 Sp, 32-84 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
29
|
3
|
49 (53)
|
-22
|
-32
|
-
|
-
|
- When used on a MS'd or HS'd opponent, this causes HS-4 instead of a KD, in which case the move is -14~+10 on hit.
|
|
8A
8A Flying Sausage
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
90
|
Block/Parry
|
KD
|
OTG,MBU
|
42-98 KKD
|
-
|
33/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
33
|
12
|
50 (54)
|
-32
|
-42
|
-
|
8-50 Throw
|
- Earliest throw cancel in KKD is on frame 74.
|
|
2A
2A Neptune Slide
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
MS
|
OTG
|
68-84 KKD
|
-
|
11/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
9
|
48 (53)
|
-41
|
-37
|
-19
|
1-60 Throw
|
Low sliding 2A.
|
|
66A
66A Shinai Launch
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
Launch
|
MBU
|
50-55, 50-54 Sp, 50-68 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
7
|
39 (43)
|
-16
|
-26
|
-
|
-
|
(placeholder text)
|
|
44A
44A Back Elbow
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
HS-5
|
MBU
|
46-49 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
15 (19)
|
+12
|
+2
|
+23~56
|
-
|
(placeholder text)
|
|
46A
46A Shoulder Tackle
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
HS-5
|
MBU
|
65-74 KKD
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
31
|
4
|
20 (40)
|
+6
|
-4
|
+17~50
|
-
|
(placeholder text)
|
|
236A
236A Nioh Thrust
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
MBU
|
65-83 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
50 (54)
|
-23
|
-33
|
-
|
-
|
(placeholder text)
|
|
41236A
41236A 16-Mon Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
90
|
Block/Parry
|
HS-5
|
MBU
|
60-85 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
20
|
7
|
55 (59)
|
-32
|
-42
|
-21~+12
|
-
|
(placeholder text)
|
|
623A
623A Hell Thrust
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
KD
|
MBU
|
58-73 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
43 (47)
|
-16
|
-26
|
-
|
-
|
|
|
421A
421A Budo Exploding Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
105
|
Block/Parry
|
HS-5
|
OTG,MBU
|
64-78 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
33
|
12
|
32 (34)
|
-14
|
-24
|
-3~+30
|
8-46 Throw
|
Divekick.
|
|
WRA
(While Running) A Vader Attack
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
HS-5
|
MBU
|
-
|
-
|
26/18
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
5
|
19 (41)
|
+6
|
-4
|
+17~50
|
-
|
(placeholder text)
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
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
One-Handed Headbutt T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
-
|
-
|
110/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
Guaranteed 2A OTG.
|
|
6T
Body Stamp 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
Tech
|
KD
|
-
|
-
|
-
|
100/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
66T
Sledgehammer 66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
Tech
|
Special
|
-
|
-
|
-
|
104/49
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
+13
|
-
|
- This throw leaves the opponent standing, with Budo being +13. Since Budo's fastest move is 14f, Budo does not get anything guaranteed off of this throw.
|
|
236T
Powerbomb 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
195
|
Tech
|
KD
|
-
|
-
|
-
|
119/57
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
Guaranteed 2A OTG.
|
|
623T
Budo Hell Thrust 623T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
Tech
|
KD
|
-
|
-
|
-
|
132/62
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
MST
Nodowa Ippon Seoi (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
N/A
|
KD
|
-
|
-
|
-
|
120/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
Guarantees 2A or 2S.
|
|
HST
Body Press (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
195
|
N/A
|
KD
|
-
|
-
|
-
|
140/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
FBT
Atomic Drop (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
Tech
|
KD
|
-
|
-
|
-
|
100/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
FB6T
Shoulder Tackle (From Behind) 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
-
|
-
|
90/54
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Guaranteed 2A OTG.
|
|
AB46T
Piledriver (Airborne) 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
N/A
|
KD
|
-
|
-
|
-
|
50/200
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
1
|
10
|
84
|
-
|
-
|
-
|
-
|
Guaranteed 2A OTG. 2S OTG is possible, but can be quite strict/inconsistent.
|
|
RT
Budo's Rebuke (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
N/A
|
KD
|
MD
|
-
|
-
|
30/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
23
|
7
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
WGT
Nodowa Ippon Seoi (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
-
|
-
|
120/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
28
|
-16
|
-
|
-
|
1-33 Full, 34-40 Throw
|
Guarantees 2A or 2S.
|
|
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
Iai-Giri S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
120
|
Block/Parry
|
KD
|
SKD,MBU
|
54-104 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
4
|
72 (76)
|
-46
|
-56
|
-
|
-
|
(placeholder text)
|
|
4S
Quarrel Bomber 4S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
165
|
Block/Parry
|
KD
|
SKD,MBU
|
54-88 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
34
|
18
|
33 (37)
|
-21
|
-31
|
-
|
1-10 Strike
|
Guaranteed 2A, 8A, or 2S OTG.
|
|
2S
One-Handed Men 2S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
135
|
Block/Parry
|
KD
|
SKD,MBU
|
65-79 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
30
|
4
|
43 (46)
|
-17
|
-27
|
-
|
1-3 Strike
|
Damaging metered OTG option with good range.
|
|
66S
Magnet Power Minus 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Block/Parry
|
HS-5
|
MBU
|
36-57, 36-56 Sp, 36-46 KKD
|
2
|
-200/90
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
26
|
56 (57) Total
|
-10
|
-20
|
+1~34
|
1-3 Strike
|
Heavy-stunning magnetic sphere around Budo. Important, though costly, combo tool.
- This natural combos from A, letting Budo confirm his jab into a heavy stun. This can further cancel into other things, notably a special throw.
- Unlike Neptuneman's version of this move, Budo's projectile comes out on frame 11, meaning it cannot be kara KKD'd.
|
|
44S
Magnet Power Plus 44S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Block/Parry
|
HS-5
|
SKD,MBU
|
52-57, 52-56 Sp, 52-57 KKD
|
2
|
-200/90
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
32
|
29
|
69 (89) Total
|
-8
|
-18
|
+6~44
|
1-3 Strike
|
Magnetic beam projectile that reaches about half-screen.
- On hit/block, this move pulls the opponent in towards Budo. This vacuum effect applies on air hit as well.
- This move's HS is actually not exactly the typical HS-5; instead, it has 82f of hitstun when completely unmashed, akin to a from-behind HS, albeit one that pulls inwards.
- Like 66S, this move is cancellable, and if close enough, Budo can confirm off of it, such as into his special throws.
- The hitbox of the beam is quite high, such that many moves that low-profiles would easily avoid this move.
|
|
46S
Punishment Thrust 46S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
225
|
Block/Parry
|
KD
|
MBU
|
91-121 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
44
|
3
|
71 (75)
|
-44
|
-54
|
-
|
1-3 Strike
|
Slow but very long-ranged sword attack.
|
|
236S
Thunder Saber 236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45x3
|
Block/Parry
|
HS-5x3
|
OTG,MBU
|
68-77, 68-77 Sp, 68-73 KKD
|
2
|
-200/63x3
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
44
|
29 (9)
|
74 (77) Total
|
+20
|
-16~+17
|
-
|
1-3 Strike, 9-68 Throw
|
Projectile attack where Budo jumps up, and throws two thunderbolts downwards.
- A single hit will HS, but if 2 hits connect, this move will launch the opponent. Budo can pick up this launch, primarily by cancelling into 4S.
- Parry data assumes the move was done point blank in the corner, causing the 2nd hit to hit for a HS.
|
|
214S
Deadly Cross 214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75, 15
|
Parry
|
KD, HS-4
|
SKD,OTG,Ubl
|
97-102, 102 Sp*, 97-102 KKD
|
2
|
-200/90x2
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
52
|
23, 45
|
102 (103) Total
|
-
|
-26
|
-
|
1-3 Strike, 15-101 Throw
|
Budo jumps up and comes down with an unblockable thunderbolt cross that creates shockwaves as it hits the ground.
- Unlike other multihits, this is two separate gapless hits, hence the distinct damage and active frames. The first hit is a projectile that knocks down and does 75 damage, while the second hit is a shockwave that causes HS-4 hitstun on hit and does 15 damage.
- On a standing opponent, 1 hit will cause a knockdown, while 2 hits will cause a float, allowing the opponent to tech roll. Virtually every 1-hit on a standing opponent would be the projectile hit, since the shockwave comes later.
- If the move is used in a spacing such that it crosses up the opponent and they parry it, they cannot recover in time to parry the 2nd hit, getting hit as a result. This is the only way for the 2nd hit to hit on its own.
- The SKD property gives this special some combo utility, as especially in corner juggles, Budo can combo into this, and recover in time to juggle off of it.
- As a projectile that comes downwards, it effectively never hits a standing opponent on frame 52; for reference, it hits standing Budo on frame 56.
- Special cancelling this move must be buffered, and will come out on frame 102.
|
|
41236S
Magnetic Storm Driver 41236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
360
|
Tech
|
KD
|
-
|
-
|
3
|
-300/186
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
27
|
-16
|
-
|
-
|
1-3 Full
|
Special throw.
- Guaranteed 2A, 2S or 8A OTG.
|
|
63214S
Magnetic Storm Suplex 63214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
345
|
Tech
|
KD
|
-
|
-
|
3
|
-300/186
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
27
|
-16
|
-
|
-
|
1-3 Full
|
Special throw.
- Guaranteed 2A, 2S or 8A OTG.
|
|
623S
Chaotic Punishment Thrust 623S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Block/Parry
|
KD
|
MBU
|
-
|
2
|
-200/182
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
32
|
4
|
62 (65)
|
-36
|
-46
|
-
|
1-3 Strike
|
Hitgrab.
|
|
Supers
623T+S
Megaton King Drop 623T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
465
|
Tech
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
7
|
20
|
-16
|
-
|
-
|
1-15 Full
|
|
|
NR41236T+S
Cross Bomber (Near Ropes) 41236T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
495
|
Tech
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
7
|
20
|
-16
|
-
|
-
|
1-15 Full
|
- Guaranteed 2A or 8A OTG. If used at MAX bars, there is enough time to tap charge to build 1 bar, giving Budo enough meter to OTG with 2S as well.
|
|
Strategy
Combos
Midscreen
- (T/4S/41236S), 2S
KDs guaranteeing 2S OTG.
- A xx 66S xx 41236S, 421A/2S
(placeholder text)
- 44S xx 41236S, 421A/2S
(placeholder text)
- 236S xx 4S, 2S
(placeholder text)
- 66A, 6A,4A,A xx 46T, 2A/2S
Juggle bnb.
Ropes
- (Rope Bounce) 4A xx 66S xx 66A, A (cc), A,A (cc), A xx 46T, 2A/2S
Juggle off of rope bounce via Ruthless cancelling.
Colors
External Links