|
|
Line 4: |
Line 4: |
| ==Story== | | ==Story== |
|
| |
|
| Wolfman is a sumo-themed Choujin patterned after [https://en.wikipedia.org/wiki/Chiyonofuji_Mitsugu Chiyonofuji Mitsugu]. (It was because of this that he was renamed "Rikishiman" in the anime, for fear of litigation). More specifically, not unlike Chiyonofuji himself, Wolfman is a yokozuna; the ''Choujin Sumo'' yokozuna, for whatever that is worth. That's kinda all there is to Wolfman; he's just this proud (sometimes to the point of arrogant) sumo wrestler guy. Wolfman started the series off as a rival for Kinnikuman during the 21st Choujin olympics, holding a condescending attitude towards Kinnikuman until the latter earned Wolfman's respect. Coming off of this prominent role, Wolfman would join the initial core cast of Idol Choujins, though this tenure would be cut short after losing to and being killed by a [[Kinnikuman_Muscle_Grand_Prix_2/Springman |giant spring]]. He got better soon enough, but would gradually fall off the spotlight and eventually be relegated to sa squarely B-list character. In fact, what is perhaps his most notable claim to fame is his something of a jobber status, having died 2, arguably 3 times over the course of the series. "Arguably" here referring to the one time the authors forgot that they ''didn't'' kill him off after a particularly brutal battle, and he was mistakenly treated as deceased for a while. | | Wolfman is a sumo-themed Choujin patterned after [https://en.wikipedia.org/wiki/Chiyonofuji_Mitsugu Chiyonofuji Mitsugu]. (It was because of this that he was renamed "Rikishiman" in the anime, for fear of litigation). More specifically, not unlike Chiyonofuji himself, Wolfman is a yokozuna; the ''Choujin Sumo'' yokozuna, for whatever that is worth. That's kinda all there is to Wolfman; he's just this proud (sometimes to the point of arrogant) sumo wrestler guy. Wolfman started the series off as a rival for Kinnikuman during the 21st Choujin olympics, holding a condescending attitude towards Kinnikuman until the latter earned Wolfman's respect. Coming off of this prominent role, Wolfman would join the initial core cast of Idol Choujins, though this tenure would be cut short after losing to and being killed by a [[Kinnikuman_Muscle_Grand_Prix_2/Springman |giant spring]]. He got better soon enough, but would gradually fall off the spotlight and eventually be relegated to a squarely B-list character. In fact, what is perhaps his most notable claim to fame is his something of a jobber status, having died 2, arguably 3 times over the course of the series. "Arguably" here referring to the one time the authors forgot that they ''didn't'' kill him off after a particularly brutal battle, and he was mistakenly treated as deceased for a while. |
|
| |
|
| ==Gameplay== | | ==Gameplay== |
Revision as of 00:39, 1 June 2024
Story
Wolfman is a sumo-themed Choujin patterned after Chiyonofuji Mitsugu. (It was because of this that he was renamed "Rikishiman" in the anime, for fear of litigation). More specifically, not unlike Chiyonofuji himself, Wolfman is a yokozuna; the Choujin Sumo yokozuna, for whatever that is worth. That's kinda all there is to Wolfman; he's just this proud (sometimes to the point of arrogant) sumo wrestler guy. Wolfman started the series off as a rival for Kinnikuman during the 21st Choujin olympics, holding a condescending attitude towards Kinnikuman until the latter earned Wolfman's respect. Coming off of this prominent role, Wolfman would join the initial core cast of Idol Choujins, though this tenure would be cut short after losing to and being killed by a giant spring. He got better soon enough, but would gradually fall off the spotlight and eventually be relegated to a squarely B-list character. In fact, what is perhaps his most notable claim to fame is his something of a jobber status, having died 2, arguably 3 times over the course of the series. "Arguably" here referring to the one time the authors forgot that they didn't kill him off after a particularly brutal battle, and he was mistakenly treated as deceased for a while.
Gameplay
Wolfman is defined by his lengthy, sumo slap strings, with his two key strings being natural combos. This gravitates Wolfman to be more striking-focused, instead of the higher emphasis on throws standard with most MGP2 characters. He has a couple decent mid-ranged pokes, and throws with unique animations granting them above-average range or low-profile properties.
On the other hand, his movement and frame data leaves a lot to be desired, and despite having a 3-bar special throw, its slow startup makes it very difficult to combo into. Wolfman's poor SKD options also means he has trouble juggling, and unlike some characters who make up for it with great standing combos, Wolfman's are nothing special. In general, Wolfman is somewhat lacking in the combo department, meaning his damage for the most part is only "okay"; this is a problem, since Wolfman's below average neutral game means getting those hits in the first place can be difficult as it is. Though there are other characters who similarly struggle in neutral, they often have the high damage to make up for it, something Wolfman cannot really claim.
Strengths |
Weaknesses
|
- Natural combo strings.
- Rewarding mid-range pokes.
- Damaging metered OTG.
- Fast 5-bar special throw.
- 2 throws with unique animations.
|
- Slow dashes.
- 3-bar special throw is slow, and difficult to combo into.
- Mediocre frame data.
- Throw punish/throw crush options are limited and/or strict.
- Very slow SKD tools.
|
Character Stats
- Health: 1024
- Damage rating: 14
- Size/weight: Standard
- Movement speed: C
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
LS
|
-
|
21-26, 21-25 Sp, 21-38 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
4
|
17 (21)
|
-13
|
-1
|
+3
|
-
|
- Slow jab.
- This is still fast enough to punish a teched throw, but just barely. Going for the natural combo jabstring off of this is Wolfman's optimal throw tech punish.
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
LS
|
-
|
22-27, 22-26 Sp, 20-39 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
3
|
21 (23)
|
-16
|
-4
|
±0
|
-
|
Natural combo.
|
|
A,A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
LS
|
-
|
23-28, 23-27 Sp, 22-37 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
3
|
15 (19)
|
-10
|
+2
|
+6
|
-
|
Natural combo.
|
|
A,A,A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
LS
|
-
|
22-25, 22-24 Sp, 22-38 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
3
|
16 (20)
|
-11
|
+1
|
+5
|
-
|
Natural combo.
|
|
A,A,A,A,A Tsuppari Rush
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
HS-5
|
MBU
|
47-58 KKD
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
3
|
28 (32)
|
-1
|
-11
|
+10~43
|
-
|
(placeholder text)
|
|
A,A,4A Kesagiri Harite
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
MS
|
-
|
41-46, 41-45 Sp, 40-63 KKD
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
35
|
3
|
23 (27)
|
-12
|
-6
|
+12
|
-
|
(placeholder text)
|
|
A,A,4A,6A Tsukiage Harite
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
SKD,MBU
|
36-59, 36-59 Sp, 33-58 KKD
|
-
|
13/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
25 (29)
|
+2
|
-8
|
-
|
-
|
Natural combos from A,A,4A.
- This is functionally Wolfman's only usable SKD, making this string essential for juggles.
|
|
6A
6A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
LS
|
-
|
16-36, 16-35 Sp, 16-35 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
13
|
4
|
16 (20)
|
-12
|
±0
|
+4
|
-
|
Faster alternate jab to A.
- This can still punish a teched throw, and being faster, it is much more lenient to punish with. In exchange, the jabstring it guarantees is less damaging and less advantageous than A,A,A,A.
|
|
6A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
LS
|
-
|
21-41, 21-40 Sp, 21-46 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
23 (27)
|
-18
|
-6
|
-2
|
-
|
Natural combo.
|
|
6A,A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
LS
|
-
|
17-43, 21-42 Sp, 17-46 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
13
|
4
|
27 (31)
|
-23
|
-11
|
-7
|
-
|
Natural combo.
|
|
6A,A,A,A Nodowa Harite
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
42
|
Block/Parry
|
LS
|
-
|
30-35, 30-34 Sp, 25-51 KKD
|
-
|
41/77
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
20
|
3
|
26 (30)
|
-21
|
-9
|
-5
|
-
|
Natural combo.
|
|
4A
4A Ketaguri
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
LS
|
OTG
|
24-29, 24-28 Sp, 24-48 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
4
|
24 (28)
|
-18
|
-8
|
-4
|
-
|
- Good poke, since it natural combos into its built-in extension.
- This is also a solid OTG, doing more damage than 2A, and its early cancel window can make it +14 on OTG hit when charge canceled.
|
|
4A,A Tsukidashi
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
MS
|
-
|
24-25, 24 Sp, 14-40 KKD
|
-
|
32/59
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
9
|
3
|
26 (30)
|
-15
|
-9
|
+9
|
-
|
Natural combo from 4A.
- On hit, this combos into neutral S for a knockdown, or the 623S special throw.
- This string can be used to pick up very low juggles, especially to punish opponents who missed their tech roll.
|
|
8A
8A Hassou Tobi
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
MBU
|
51-73 KKD
|
-
|
25/75
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
3
|
43 (47)
|
-16
|
-26
|
-
|
7-48 Throw
|
(placeholder text)
|
|
2A
2A Ashi-Gari Harite
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
42
|
Block/Parry
|
MS
|
OTG
|
34-63 KKD
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
34 (38)
|
-21
|
-17
|
+1
|
1-25 Throw
|
(placeholder text)
|
|
66A
66A Fumikomi Harite
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
MBU
|
40-49 KKD
|
-
|
11/17
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
3
|
25 (29)
|
+2
|
-8
|
-
|
-
|
(placeholder text)
|
|
44A
44A Kubi-Gari Harite
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
112
|
Block/Parry
|
KD
|
SKD,MBU
|
50-60, 50-59 Sp, 43-64 KKD
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
36
|
3
|
23 (27)
|
+4
|
-6
|
-
|
-
|
Knockdown guarantees 2S OTG.
|
|
46A
46A Teppo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
MS
|
-
|
34-39, 34-38 Sp, 30-63 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
26
|
3
|
32 (36)
|
-21
|
-15
|
+3
|
10-28 Throw
|
Slow, long-ranged poke. Combos into (Medium Stun) T.
|
|
WRA
(While Running) A Tsukidashi Harite
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
HS-5
|
MBU
|
-
|
-
|
36/24
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
7
|
25
|
-2
|
-12
|
+9~42
|
-
|
(placeholder text)
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
MS
|
SKD,OTG
|
-
|
-
|
42/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
8
|
17 (21)
|
-9
|
-5
|
+13
|
1-22 Full, 23 Throw
|
Generic wake-up sweep.
|
|
Throws
T
Zutsuki T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
Tech
|
KD
|
-
|
-
|
-
|
90/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Guaranteed 2A or 4A OTG.
|
|
66T
Abisetaoshi 66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
140
|
Tech
|
KD
|
-
|
-
|
-
|
84/49
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
30
|
9
|
25
|
-1
|
-
|
-
|
-
|
Tackle-style throw.
|
|
46T
Kaminari Zutsuki 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
Special
|
-
|
-
|
-
|
100/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
+9
|
-
|
Unique throw that leaves the opponent standing.
- At only +9, Wolfman is advantageous, but gets no guaranteed follow-ups off of it.
|
|
236T
Uwatenage 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
-
|
-
|
99/57
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Unique throwing animation giving the throw above average range.
|
|
214T
Shitatenage 214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
KD
|
-
|
-
|
-
|
104/58
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
35
|
3
|
34
|
-16
|
-
|
-
|
-
|
Unique throw animation, with a long, distinctive startup.
- This can low-profile some high-hitbox moves, but it is not throw invuln.
- Guarantees 2A or 4A OTG.
|
|
MST
Body Slam (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
N/A
|
KD
|
-
|
-
|
-
|
100/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
HST
Nodowa Otoshi (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
N/A
|
KD
|
-
|
-
|
-
|
120/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
FBT
Okuri-Tsuri Otoshi (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
KD
|
-
|
-
|
-
|
80/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
-
|
Guaranteed 4A OTG.
|
|
RT
Nodowa Otoshi (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
140
|
N/A
|
KD
|
MD
|
-
|
-
|
30/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
23
|
7
|
-
|
-
|
-
|
-
|
Guaranteed 2A or 4A OTG.
|
|
WGT
Zutsuki (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
Tech
|
KD
|
-
|
-
|
-
|
90/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
28
|
-16
|
-
|
-
|
1-33 Full, 34-40 Throw
|
Wolfman is one of two characters who do not use their medium stun for their wake up throw, instead using his neutral T.
- Like that throw, this throw guarantees a 2A or 4A OTG.
|
|
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
Wolfman Harite S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
112
|
Block/Parry
|
HS-5
|
MBU
|
33-52 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
3
|
24 (28)
|
+3
|
-7
|
+14~47
|
5-20 Throw
|
(placeholder text)
|
|
2S
Shiko 2S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Parry
|
KD
|
SKD,Ubl
|
70-115 KKD
|
1
|
-100/100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
52
|
9
|
52 (56)
|
-
|
-41
|
-
|
1-3 Full
|
Very slow, unblockable foot stomp.
- This can be used as a high-damage, metered OTG, though its startup makes it extremely difficult to use as one, especially off of short KDs such as SKDs.
|
|
66S
Hakkiyoyo Harite 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
HS-5
|
-
|
57-61 KKD
|
2
|
-200/120
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
34
|
5
|
21 (24)
|
+4
|
-6
|
+15~48
|
1-3 Strike
|
forward-moving heavy stun attack, akin to an enhanced 46A.
- Goes low-profile somewhat, but like 214T, it is not throw invuln.
|
|
236S
Izori Nage 236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
322
|
Tech
|
KD
|
-
|
-
|
3
|
-300/168
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
30
|
9
|
25
|
-1
|
-
|
-
|
1-3 Full
|
Tackle-style special throw.
- Due to being a tackle throw, this has long startup, making it difficult to impossible to combo into midscreen.
- Guarantees a 2A or 4A OTG, although a dash up is required to OTG with 4A while outside the corner.
|
|
623S
Sabaori (1) 623S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
98
|
Tech
|
KD
|
-
|
-
|
5
|
-500/90
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
3
|
28
|
-16
|
-
|
-
|
1-3 Full
|
(placeholder text)
|
|
Sabaori (2) 623S,66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
N/A
|
KD
|
-
|
-
|
-
|
0/135
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
Tsuri Nage 623S,66T,236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
336
|
N/A
|
KD
|
-
|
-
|
-
|
0/225
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
Shumokuzori 623S,214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
336
|
N/A
|
KD
|
-
|
-
|
-
|
0/210
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
Supers
41236A+S
Gassho Hineri 41236A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
434
|
Block/Parry
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
7
|
27
|
-4
|
-14
|
-
|
1-22 Full
|
(placeholder text)
|
|
63214A+S
Nekodamashi 63214A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
70
|
Block/Parry
|
KD
|
MD
|
-
|
9
|
-900/-999
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
7
|
27
|
-4
|
-14
|
-
|
1-22 Full
|
(placeholder text)
|
|
Strategy
Combos
Midscreen
- 46A xx T/(S, 4A (cc))
46A confirm.
- 4A,A xx 623S,66T,236T
4A confirm into the 5-bar special throw.
- 66A, A,A,4A,6A, 44A, 2S
Optimal juggle combo.
- 46A (CCC) 41236A+S
CCC combo.
Ropes
- (Rope Bounce) 44A xx 2S
44A knockdown into 2S OTG. Buffering the 2S cancel auto-times the OTG.
- (Rope Bounce) 4A,A xx S, 4A (cc)
Alternate rope bounce combo.
- 4T, (MAX True Blue KKD Activation), 4A xx (S (cc))x5, (4A,A)x3 xx S, 4A xx T, 4A (cc)
Optimal MAX True Blue KKD combo.
Colors
External Links