Kinnikuman Muscle Grand Prix 2/Scarface: Difference between revisions
(→Gameplay: Minor correction) |
Aqua Fortis (talk | contribs) (Frame data added) |
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Line 93: | Line 93: | ||
|attribute =LS | |attribute =LS | ||
|property = | |property = | ||
|cancel = | |cancel =27-32, 23-46 KKD | ||
|cost = | |cost = | ||
|meterGain =13/41 | |meterGain =13/41 | ||
<!------------> | <!------------> | ||
|startup = | |startup =19 | ||
|active = | |active =3 | ||
|recovery = | |recovery =22 (25) | ||
|guardAdv = | |guardAdv =-17 | ||
|parryAdv = | |parryAdv =-5 | ||
|hitAdv = | |hitAdv =-1 | ||
|invul = | |invul = | ||
|description=Middle kick. Slow for a neutral A, but with a lot of range. One of Scarface's better neutral pokes, albeit a low-reward one since it does not combo into anything. | |description=Middle kick. Slow for a neutral A, but with a lot of range. One of Scarface's better neutral pokes, albeit a low-reward one since it does not combo into anything. | ||
Line 121: | Line 121: | ||
|attribute =LS | |attribute =LS | ||
|property = | |property = | ||
|cancel = | |cancel =24-29, 24-28 Sp, 22-45 KKD | ||
|cost = | |cost = | ||
|meterGain =9/18 | |meterGain =9/18 | ||
<!------------> | <!------------> | ||
|startup = | |startup =18 | ||
|active = | |active =3 | ||
|recovery = | |recovery =23 (25) | ||
|guardAdv = | |guardAdv =-18 | ||
|parryAdv = | |parryAdv =-6 | ||
|hitAdv = | |hitAdv =-2 | ||
|invul = | |invul = | ||
|description=Follow-up to A. Despite its smaller range, this will still connect with the opponent even after a max range A. However, its slow startup means it would not combo. | |description=Follow-up to A. Despite its smaller range, this will still connect with the opponent even after a max range A. However, its slow startup means it would not combo. | ||
Line 149: | Line 149: | ||
|attribute =HS | |attribute =HS | ||
|property = | |property = | ||
|cancel = | |cancel =41-73, 41-72 Sp, 40-73 KKD | ||
|cost = | |cost = | ||
|meterGain =33/61 | |meterGain =33/61 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active = | |active =4 | ||
|recovery = | |recovery =29 (42) | ||
|guardAdv = | |guardAdv =-3 | ||
|parryAdv = | |parryAdv =-13 | ||
|hitAdv = | |hitAdv =+8~41 | ||
|invul =Throw | |invul =16-41 Throw | ||
|description=Final hit of the string, virtually identical to 66A. Its slow startup means there is a noticeable gap between the previous hit to this one. | |description=Final hit of the string, virtually identical to 66A. Its slow startup means there is a noticeable gap between the previous hit to this one. | ||
}} | }} | ||
Line 177: | Line 177: | ||
|attribute =LS | |attribute =LS | ||
|property = | |property = | ||
|cancel = | |cancel =21-26, 21-25 Sp, 22-45 KKD | ||
|cost = | |cost = | ||
|meterGain =12/23 | |meterGain =12/23 | ||
<!------------> | <!------------> | ||
|startup = | |startup =15 | ||
|active = | |active =3 | ||
|recovery = | |recovery =20 (23) | ||
|guardAdv = | |guardAdv =-15 | ||
|parryAdv = | |parryAdv =-3 | ||
|hitAdv = | |hitAdv =+1 | ||
|invul = | |invul = | ||
|description=Alternate faster follow-up to A,A. Natural combos from the previous hit. | |description=Alternate faster follow-up to A,A. Natural combos from the previous hit. | ||
Line 205: | Line 205: | ||
|attribute =MS | |attribute =MS | ||
|property = | |property = | ||
|cancel = | |cancel =21-26, 21-25 Sp, 19-40 KKD | ||
|cost = | |cost = | ||
|meterGain =8/21 | |meterGain =8/21 | ||
<!------------> | <!------------> | ||
|startup = | |startup =22 | ||
|active = | |active =3 | ||
|recovery = | |recovery =34 (36) | ||
|guardAdv = | |guardAdv =-23 | ||
|parryAdv = | |parryAdv =-17 | ||
|hitAdv = | |hitAdv =+1 | ||
|invul = | |invul = | ||
|description=Extra hit that is further cancellable. Usable in juggles, as this hit can be cancelled into air throw. This use case comes up as a meterless combo option on a heavy stunned or rope bounced opponent, as the first two hits will knock down the opponent while the next two will juggle. | |description=Extra hit that is further cancellable. Usable in juggles, as this hit can be cancelled into air throw. This use case comes up as a meterless combo option on a heavy stunned or rope bounced opponent, as the first two hits will knock down the opponent while the next two will juggle. | ||
Line 233: | Line 233: | ||
|attribute =HS | |attribute =HS | ||
|property = | |property = | ||
|cancel = | |cancel =54-70 KKD | ||
|cost = | |cost = | ||
|meterGain =33/61 | |meterGain =33/61 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active = | |active =3 | ||
|recovery = | |recovery =36 (40) | ||
|guardAdv = | |guardAdv =-9 | ||
|parryAdv = | |parryAdv =-19 | ||
|hitAdv = | |hitAdv =+2~35 | ||
|invul = | |invul = | ||
|description=Slow heavy-stunning kick ender to the string. | |description=Slow heavy-stunning kick ender to the string. | ||
Line 262: | Line 262: | ||
|attribute =LS | |attribute =LS | ||
|property = | |property = | ||
|cancel = | |cancel =30-32, 30-31 Sp, 21-50 KKD | ||
|cost = | |cost = | ||
|meterGain =13/41 | |meterGain =13/41 | ||
<!------------> | <!------------> | ||
|startup = | |startup =17 | ||
|active = | |active =3 | ||
|recovery = | |recovery =28 (31) | ||
|guardAdv = | |guardAdv =-23 | ||
|parryAdv = | |parryAdv =-11 | ||
|hitAdv = | |hitAdv =-7 | ||
|invul = | |invul = | ||
|description=Visually similar to the 2nd hit of A,A, but with more damage. Scarface's fastest button, and the closest thing he has to a typical jab. | |description=Visually similar to the 2nd hit of A,A, but with more damage. Scarface's fastest button, and the closest thing he has to a typical jab. | ||
Line 290: | Line 290: | ||
|attribute =LS | |attribute =LS | ||
|property = | |property = | ||
|cancel = | |cancel =21-26, 21-25 Sp, 19-40 KKD | ||
|cost = | |cost = | ||
|meterGain =12/23 | |meterGain =12/23 | ||
<!------------> | <!------------> | ||
|startup = | |startup =15 | ||
|active = | |active =3 | ||
|recovery = | |recovery =20 (23) | ||
|guardAdv = | |guardAdv =-15 | ||
|parryAdv = | |parryAdv =-3 | ||
|hitAdv = | |hitAdv =+1 | ||
|invul = | |invul = | ||
|description=Follow-up that is virtually identical to the last hit of the A,A,4A string. Combo/pressure filler. | |description=Follow-up that is virtually identical to the last hit of the A,A,4A string. Combo/pressure filler. | ||
Line 318: | Line 318: | ||
|attribute =HS | |attribute =HS | ||
|property = | |property = | ||
|cancel = | |cancel =53-65 KKD | ||
|cost = | |cost = | ||
|meterGain =26/47 | |meterGain =26/47 | ||
<!------------> | <!------------> | ||
|startup = | |startup =32 | ||
|active = | |active =3 | ||
|recovery = | |recovery =27 (31) | ||
|guardAdv = | |guardAdv =0 | ||
|parryAdv = | |parryAdv =-10 | ||
|hitAdv = | |hitAdv =+11~44 | ||
|invul = | |invul = | ||
|description=Heavy-stunning finisher to the string. Decent range, though with lengthy startup and distinctive animation. | |description=Heavy-stunning finisher to the string. Decent range, though with lengthy startup and distinctive animation. | ||
Line 346: | Line 346: | ||
|attribute =MS | |attribute =MS | ||
|property = | |property = | ||
|cancel = | |cancel =36-38, 36-37 Sp, 26-60 KKD | ||
|cost = | |cost = | ||
|meterGain =8/21 | |meterGain =8/21 | ||
<!------------> | <!------------> | ||
|startup = | |startup =22 | ||
|active = | |active =3 | ||
|recovery = | |recovery =34 (36) | ||
|guardAdv = | |guardAdv =-23 | ||
|parryAdv = | |parryAdv =-17 | ||
|hitAdv = | |hitAdv =+1 | ||
|invul = | |invul = | ||
|description=Replaces the heavy-stunning punch for a much faster back knuckle. This is Scarface's most important string for juggles, being fast enough to juggle opponents while further being cancellable into air throw. This string in general has pretty high hitboxes, which is important for Scarface's more complex juggles as he would need to hit opponents high up to have enough time to pick up with another string. | |description=Replaces the heavy-stunning punch for a much faster back knuckle. This is Scarface's most important string for juggles, being fast enough to juggle opponents while further being cancellable into air throw. This string in general has pretty high hitboxes, which is important for Scarface's more complex juggles as he would need to hit opponents high up to have enough time to pick up with another string. | ||
Line 374: | Line 374: | ||
|attribute =KD | |attribute =KD | ||
|property = | |property = | ||
|cancel = | |cancel =51-58 KKD | ||
|cost = | |cost = | ||
|meterGain =17/29 | |meterGain =17/29 | ||
<!------------> | <!------------> | ||
|startup = | |startup =26 | ||
|active = | |active =6 | ||
|recovery = | |recovery =23 (27) | ||
|guardAdv = | |guardAdv =+1 | ||
|parryAdv = | |parryAdv =-9 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 401: | Line 401: | ||
|guard =Block/Parry | |guard =Block/Parry | ||
|attribute =KD | |attribute =KD | ||
|property = | |property =OTG | ||
|cancel = | |cancel =84-94 KKD | ||
|cost = | |cost = | ||
|meterGain =25/45 | |meterGain =25/45 | ||
<!------------> | <!------------> | ||
|startup = | |startup =31 | ||
|active = | |active =12 | ||
|recovery = | |recovery =49 (52) | ||
|guardAdv = | |guardAdv =-31 | ||
|parryAdv = | |parryAdv =-41 | ||
|hitAdv = | |hitAdv = | ||
|invul =Throw | |invul =9-42 Throw | ||
|description=Alternate ender to the 4A,A,4A string, this time mimicking the animation and | |description=Alternate ender to the 4A,A,4A string, this time mimicking the animation and properties of the standalone 64A. The slow startup makes it very reactable like the previous string, but can be used in conjunction with the previous string to throw off parry timing. | ||
}} | }} | ||
}} | }} | ||
Line 431: | Line 431: | ||
|attribute =KD | |attribute =KD | ||
|property =OTG | |property =OTG | ||
|cancel = | |cancel =81-87 KKD | ||
|cost = | |cost = | ||
|meterGain =28/69 | |meterGain =28/69 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active = | |active =12 | ||
|recovery = | |recovery =44 (48) | ||
|guardAdv = | |guardAdv =-26 | ||
|parryAdv = | |parryAdv =-36 | ||
|hitAdv = | |hitAdv = | ||
|invul =Throw | |invul =10-37 Throw | ||
|description=Standard 8A. Scarface's most damaging meterless OTG, guaranteed on sufficiently advantageous knockdowns. | |description=Standard 8A. Scarface's most damaging meterless OTG, guaranteed on sufficiently advantageous knockdowns. | ||
}} | }} | ||
Line 460: | Line 460: | ||
|attribute =MS | |attribute =MS | ||
|property =SKD,OTG | |property =SKD,OTG | ||
|cancel = | |cancel =60-67 KKD | ||
|cost = | |cost = | ||
|meterGain =11/37 | |meterGain =11/37 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =4 | ||
|recovery = | |recovery =36 (40) | ||
|guardAdv = | |guardAdv =-24 | ||
|parryAdv = | |parryAdv =-20 | ||
|hitAdv = | |hitAdv =-2 | ||
|invul =Throw | |invul =1-22 Throw | ||
|description=Slow-ish sweep that recovers relatively quickly. Despite having an air throw, the SKD property of this attack still comes up to end awkward juggles. Like most 2As, its main utility comes from low-profiling pokes and throws, and as a quick OTG. Compared to 421A, this attack does more damage, but lacks the meter drain property of 421A. | |description=Slow-ish sweep that recovers relatively quickly. Despite having an air throw, the SKD property of this attack still comes up to end awkward juggles. Like most 2As, its main utility comes from low-profiling pokes and throws, and as a quick OTG. Compared to 421A, this attack does more damage, but lacks the meter drain property of 421A. | ||
}} | }} | ||
Line 489: | Line 489: | ||
|attribute =HS | |attribute =HS | ||
|property = | |property = | ||
|cancel = | |cancel =40-73, 40-72 Sp, 39-73 KKD | ||
|cost = | |cost = | ||
|meterGain =33/61 | |meterGain =33/61 | ||
<!------------> | <!------------> | ||
|startup = | |startup =27 | ||
|active = | |active =4 | ||
|recovery = | |recovery =29 (42) | ||
|guardAdv = | |guardAdv =-3 | ||
|parryAdv = | |parryAdv =-13 | ||
|hitAdv = | |hitAdv =+8~44 | ||
|invul =Throw | |invul =15-40 Throw | ||
|description=Forward-moving, airborne move that heavy stuns. One of Scarface's most important moves in neutral, due to its relatively quick startup for a Scarface move, its forward-moving property and its decent hitbox. Since the move is cancellable, this makes confirming off of it much more consistent, and it can be charge-cancelled for more frame advantage on hit or block. | |description=Forward-moving, airborne move that heavy stuns. One of Scarface's most important moves in neutral, due to its relatively quick startup for a Scarface move, its forward-moving property and its decent hitbox. Since the move is cancellable, this makes confirming off of it much more consistent, and it can be charge-cancelled for more frame advantage on hit or block. | ||
}} | }} | ||
Line 518: | Line 518: | ||
|attribute =KD | |attribute =KD | ||
|property =OTG | |property =OTG | ||
|cancel = | |cancel =83-93 KKD | ||
|cost = | |cost = | ||
|meterGain =25/45 | |meterGain =25/45 | ||
<!------------> | <!------------> | ||
|startup = | |startup =30 | ||
|active = | |active =12 | ||
|recovery = | |recovery =49 (52) | ||
|guardAdv = | |guardAdv =-31 | ||
|parryAdv = | |parryAdv =-41 | ||
|hitAdv = | |hitAdv = | ||
|invul =Throw | |invul =8-41 Throw | ||
|description=Similar in use as 8A, being a slow, airborne move that knocks down and OTGs. It starts up slower than 8A, but has more range. As an OTG, its slower speed and more involved input makes it more difficult to use compared to 8A, and since it does the same damage, there is little reason to use this for an OTG over 8A. | |description=Similar in use as 8A, being a slow, airborne move that knocks down and OTGs. It starts up slower than 8A, but has more range. As an OTG, its slower speed and more involved input makes it more difficult to use compared to 8A, and since it does the same damage, there is little reason to use this for an OTG over 8A. | ||
}} | }} | ||
Line 547: | Line 547: | ||
|attribute =KD | |attribute =KD | ||
|property = | |property = | ||
|cancel = | |cancel =50-57 KKD | ||
|cost = | |cost = | ||
|meterGain =17/29 | |meterGain =17/29 | ||
<!------------> | <!------------> | ||
|startup = | |startup =25 | ||
|active = | |active =6 | ||
|recovery = | |recovery =23 (27) | ||
|guardAdv = | |guardAdv =+1 | ||
|parryAdv = | |parryAdv =-9 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 580: | Line 580: | ||
|meterGain =8/21 | |meterGain =8/21 | ||
<!------------> | <!------------> | ||
|startup = | |startup =27 | ||
|active = | |active =4 | ||
|recovery = | |recovery =49 (51) | ||
|guardAdv = | |guardAdv =-23 | ||
|parryAdv = | |parryAdv =-33 | ||
|hitAdv = | |hitAdv =-12~+21 | ||
|invul =Throw | |invul =20-72 Throw | ||
|description=Wheel kick with decent range. It goes airborne, but its slow startup and recovery limits its utility; an opponent can stuff its startup (though since this would usually be an air hit, this | |description=Wheel kick with decent range. It goes airborne, but its slow startup and recovery limits its utility; an opponent can stuff its startup (though since this would usually be an air hit, this tends to be for little damage), and its slow recovery means that Scarface does not get anything off of it on hit, despite the heavy stun. | ||
}} | }} | ||
}} | }} | ||
Line 605: | Line 605: | ||
|attribute =KD | |attribute =KD | ||
|property =OTG | |property =OTG | ||
|cancel = | |cancel =30-38, 30-37 Sp, 56-76 KKD | ||
|cost = | |cost = | ||
|meterGain =17/29 | |meterGain =17/29 | ||
<!------------> | <!------------> | ||
|startup = | |startup =40 | ||
|active = | |active =7 | ||
|recovery = | |recovery =28 (30) | ||
|guardAdv = | |guardAdv =-5 | ||
|parryAdv = | |parryAdv =-15 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 635: | Line 635: | ||
|attribute =Launch | |attribute =Launch | ||
|property = | |property = | ||
|cancel = | |cancel =44-51 KKD | ||
|cost = | |cost = | ||
|meterGain =8/21 | |meterGain =8/21 | ||
<!------------> | <!------------> | ||
|startup = | |startup =20 | ||
|active = | |active =3 | ||
|recovery = | |recovery =24 (29) | ||
|guardAdv = | |guardAdv =+3 | ||
|parryAdv = | |parryAdv =-7 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 664: | Line 664: | ||
|attribute =MS | |attribute =MS | ||
|property =OTG,Meter Drain | |property =OTG,Meter Drain | ||
|cancel = | |cancel =61-67 KKD | ||
|cost = | |cost = | ||
|meterGain =18/-72 | |meterGain =18/-72 | ||
<!------------> | <!------------> | ||
|startup = | |startup =20 | ||
|active = | |active =3 | ||
|recovery = | |recovery =43 (45) | ||
|guardAdv = | |guardAdv =-30 | ||
|parryAdv = | |parryAdv =-26 | ||
|hitAdv = | |hitAdv =-8 | ||
|invul = | |invul = | ||
|description=Meter-draining stomp, draining a little under 75% of a single bar. Its below average speed, poor range and no evasive properties relegate it to mostly just an OTG attack. For this purpose, it is a bit slower than 2A, but any knockdown that guarantees 2A should guarantee this move as well. | |description=Meter-draining stomp, draining a little under 75% of a single bar. Its below average speed, poor range and no evasive properties relegate it to mostly just an OTG attack. For this purpose, it is a bit slower than 2A, but any knockdown that guarantees 2A should guarantee this move as well. | ||
Line 698: | Line 698: | ||
|meterGain =26/18 | |meterGain =26/18 | ||
<!------------> | <!------------> | ||
|startup = | |startup =14 | ||
|active = | |active =6 | ||
|recovery = | |recovery =27 | ||
|guardAdv = | |guardAdv =-3 | ||
|parryAdv = | |parryAdv =-13 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 727: | Line 727: | ||
|meterGain = | |meterGain = | ||
<!------------> | <!------------> | ||
|startup = | |startup =23 | ||
|active = | |active =8 | ||
|recovery = | |recovery =17 (21) | ||
|guardAdv = | |guardAdv =-9 | ||
|parryAdv = | |parryAdv =-5 | ||
|hitAdv = | |hitAdv =+13 | ||
|invul = | |invul =1-22 Full, 23 Throw | ||
|description=Generic wakeup sweep. | |description=Generic wakeup sweep. | ||
}} | }} | ||
Line 758: | Line 758: | ||
|meterGain =100/52 | |meterGain =100/52 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
|description=Scarface's basic throw | |description=Scarface's basic throw. This throw does not guarantee any OTG hits. | ||
}} | }} | ||
}} | }} | ||
Line 787: | Line 787: | ||
|meterGain =90/60 | |meterGain =90/60 | ||
<!------------> | <!------------> | ||
|startup = | |startup =30 | ||
|active = | |active =9 | ||
|recovery = | |recovery =25 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-1 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 816: | Line 816: | ||
|meterGain =110/60 | |meterGain =110/60 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 831: | Line 831: | ||
|name =Shoulder Armbreaker | |name =Shoulder Armbreaker | ||
|subtitle = | |subtitle = | ||
|input = | |input =64T | ||
|linkname = | |linkname = | ||
|image =KMGP2_Scarface_46T.png | |image =KMGP2_Scarface_46T.png | ||
Line 845: | Line 845: | ||
|meterGain =105/55 | |meterGain =105/55 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
|description=A throw with lower base damage than 46T, but with a | |description=A throw with lower base damage than 46T, but with less post-throw recovery, giving enough time to guarantee a 8A, 64A or S OTG. This allows it to outdamage 46T. | ||
}} | }} | ||
}} | }} | ||
Line 874: | Line 874: | ||
|meterGain =109/57 | |meterGain =109/57 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 903: | Line 903: | ||
|meterGain =110/50 | |meterGain =110/50 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv = | ||
Line 932: | Line 932: | ||
|meterGain =130/55 | |meterGain =130/55 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv = | ||
Line 961: | Line 961: | ||
|meterGain =90/60 | |meterGain =90/60 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =28 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 990: | Line 990: | ||
|meterGain =40/200 | |meterGain =40/200 | ||
<!------------> | <!------------> | ||
|startup = | |startup =1 | ||
|active = | |active =10 | ||
|recovery = | |recovery =84 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv = | ||
Line 1,019: | Line 1,019: | ||
|meterGain =150/-300 | |meterGain =150/-300 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =28 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = | ||
Line 1,048: | Line 1,048: | ||
|meterGain =33/-100 | |meterGain =33/-100 | ||
<!------------> | <!------------> | ||
|startup = | |startup =12 | ||
|active = | |active =23 | ||
|recovery = | |recovery =7 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv = | ||
Line 1,077: | Line 1,077: | ||
|meterGain =110/50 | |meterGain =110/50 | ||
<!------------> | <!------------> | ||
|startup = | |startup =39 | ||
|active = | |active =3 | ||
|recovery = | |recovery =28 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul =1-33 Full, 34-40 Throw | ||
|description=Scarface's wake-up throw, with the animation and damage of (Medium Stun) T. | |description=Scarface's wake-up throw, with the animation and damage of (Medium Stun) T. | ||
}} | }} | ||
Line 1,106: | Line 1,106: | ||
|meterGain =0/0 | |meterGain =0/0 | ||
<!------------> | <!------------> | ||
|startup = | |startup =27 | ||
|active = | |active =3 | ||
|recovery = | |recovery =27 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv =+17~35 | ||
|invul = | |invul = | ||
|description=Universal Irish Whip. | |description=Universal Irish Whip. | ||
Line 1,135: | Line 1,135: | ||
|meterGain =0/0 | |meterGain =0/0 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv =+10 | ||
|invul = | |invul = | ||
|description=Universal side switch throw. | |description=Universal side switch throw. | ||
Line 1,162: | Line 1,162: | ||
|attribute =HS | |attribute =HS | ||
|property =OTG | |property =OTG | ||
|cancel = | |cancel =58-73 KKD | ||
|cost =1 | |cost =1 | ||
|meterGain =-100/80 | |meterGain =-100/80 | ||
<!------------> | <!------------> | ||
|startup = | |startup =41 | ||
|active = | |active =4 | ||
|recovery = | |recovery =28 (29) | ||
|guardAdv = | |guardAdv =-2 | ||
|parryAdv = | |parryAdv =-12 | ||
|hitAdv = | |hitAdv =+9~42 | ||
|invul =Throw | |invul =23-49 Throw | ||
|description=Heavy-stunning neutral S. A little on the slow side, but has deceptive range, as the actual hitbox is Scarface's tail which extends further than his leg and can be a little hard to see. This move can hit OTG, being Scarface's most damaging OTG option, albeit one that uses meter. | |description=Heavy-stunning neutral S. A little on the slow side, but has deceptive range, as the actual hitbox is Scarface's tail which extends further than his leg and can be a little hard to see. This move can hit OTG, being Scarface's most damaging OTG option, albeit one that uses meter. | ||
}} | }} | ||
Line 1,191: | Line 1,191: | ||
|attribute =HS | |attribute =HS | ||
|property =OTG | |property =OTG | ||
|cancel = | |cancel =47-67 KKD | ||
|cost =2 | |cost =2 | ||
|meterGain =-200/120 | |meterGain =-200/120 | ||
<!------------> | <!------------> | ||
|startup = | |startup =18 | ||
|active = | |active =14 | ||
|recovery = | |recovery =33 (36) | ||
|guardAdv = | |guardAdv =-17 | ||
|parryAdv = | |parryAdv =-27 | ||
|hitAdv = | |hitAdv =-6~+27 | ||
|invul =Throw | |invul =1-3 Full, 4-32 Throw | ||
|description=Evasive heavy-stunning move. Relatively fast for a Scarface move, this in conjunction with its evasive properties makes it the closest thing Scarface has to a "panic button", albeit not a very effective one due to still being able to be hit out of the move's startup while airborne. This move can also be used offensively as an approach tool, though it is similarly telegraphed. | |description=Evasive heavy-stunning move. Relatively fast for a Scarface move, this in conjunction with its evasive properties makes it the closest thing Scarface has to a "panic button", albeit not a very effective one due to still being able to be hit out of the move's startup while airborne. This move can also be used offensively as an approach tool, though it is similarly telegraphed. | ||
*This move can also hit OTG, but between its long startup, meter cost and comparatively low damage, there is no real reason to use this move to do so. | *This move can also hit OTG, but between its long startup, meter cost and comparatively low damage, there is no real reason to use this move to do so. | ||
Line 1,225: | Line 1,225: | ||
|meterGain =-300/82 | |meterGain =-300/82 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul =1-3 Full | ||
|description=The first of Scarface's special throws, with solid damage and a quick, easy input. A 2A or 421A OTG is guaranteed after this throw. The main property that sets it apart from the other special throws is that it builds the least meter for the opponent, at nearly half his next least. | |description=The first of Scarface's special throws, with solid damage and a quick, easy input. A 2A or 421A OTG is guaranteed after this throw. The main property that sets it apart from the other special throws is that it builds the least meter for the opponent, at nearly half his next least. | ||
}} | }} | ||
Line 1,250: | Line 1,250: | ||
|attribute =KD | |attribute =KD | ||
|property = | |property = | ||
|cancel = | |cancel =319-320* | ||
|cost =5 | |cost =5 | ||
|meterGain =-500/180 | |meterGain =-500/180 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul =1-3 All | ||
|description=5-bar multi-part throw. Horrible damage for 5 bars, with no OTG opportunities; avoid ending on just this throw. | |description=5-bar multi-part throw. Horrible damage for 5 bars, with no OTG opportunities; avoid ending on just this throw. | ||
}} | }} | ||
Line 1,311: | Line 1,311: | ||
|meterGain =-300/160 | |meterGain =-300/160 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul =1-3 Full | ||
|description=Special throw with the same damage and meter cost as 46S, while building more meter for the opponent and not guaranteeing any OTGs. This generally makes it the weakest of Scarface's special throws; one of its only niche uses is that it has the reversed input as 63214S, meaning in situations where which side Scarface is on is ambiguous, inputting a half-circle motion with S will still result in a special throw. | |description=Special throw with the same damage and meter cost as 46S, while building more meter for the opponent and not guaranteeing any OTGs. This generally makes it the weakest of Scarface's special throws; one of its only niche uses is that it has the reversed input as 63214S, meaning in situations where which side Scarface is on is ambiguous, inputting a half-circle motion with S will still result in a special throw. | ||
}} | }} | ||
Line 1,340: | Line 1,340: | ||
|meterGain =-300/156 | |meterGain =-300/156 | ||
<!------------> | <!------------> | ||
|startup = | |startup =24 | ||
|active = | |active =3 | ||
|recovery = | |recovery =26 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul =1-3 Full | ||
|description=Does the least damage among Scarface's special throws by a small margin, but it is the only 3-bar special throw that guarantees a slow OTG hit afterwards. This lets it more that cover the damage gap, and is Scarface's most damaging throw should he OTG afterwards. | |description=Does the least damage among Scarface's special throws by a small margin, but it is the only 3-bar special throw that guarantees a slow OTG hit afterwards. This lets it more that cover the damage gap, and is Scarface's most damaging throw should he OTG afterwards. | ||
}} | }} | ||
Line 1,371: | Line 1,371: | ||
|meterGain =-900/480 | |meterGain =-900/480 | ||
<!------------> | <!------------> | ||
|startup = | |startup =20 | ||
|active = | |active =5 | ||
|recovery = | |recovery =35 | ||
|guardAdv = | |guardAdv =-10 | ||
|parryAdv = | |parryAdv =-20 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = 1-18 Full | ||
|description=Scarface's first super. The initial hit is on the slow side, especially for a super, but it has decent range. The knockdown of this super guarantees a slow OTG follow-up, potentially bringing the damage up to over 500. | |description=Scarface's first super. The initial hit is on the slow side, especially for a super, but it has decent range. The knockdown of this super guarantees a slow OTG follow-up, potentially bringing the damage up to over 500. | ||
}} | }} | ||
Line 1,400: | Line 1,400: | ||
|meterGain =-900/480 | |meterGain =-900/480 | ||
<!------------> | <!------------> | ||
|startup = | |startup =14 | ||
|active = | |active =7 | ||
|recovery = | |recovery =20 | ||
|guardAdv = | |guardAdv = | ||
|parryAdv = | |parryAdv =-16 | ||
|hitAdv = | |hitAdv = | ||
|invul = | |invul = 1-15 Full | ||
|description=A near ropes super. Does more damage than 41236A+S, but does not guarantee any OTG hits at all. Unlike most near-ropes supers, Scarface's is unique in that it is not a simple counterpart to his other super, being a throw instead of a strike. This is noticeably faster than his other super, and at the ropes, mixing up between this and 41236A+S forces a very damaging (though very costly) 50/50 mixup. | |description=A near ropes super. Does more damage than 41236A+S, but does not guarantee any OTG hits at all. Unlike most near-ropes supers, Scarface's is unique in that it is not a simple counterpart to his other super, being a throw instead of a strike. This is noticeably faster than his other super, and at the ropes, mixing up between this and 41236A+S forces a very damaging (though very costly) 50/50 mixup. Leaves Scarface in the corner, with the opponent being able to begin their wakeup option up to 3 frames before Scarface even recovers. | ||
}} | }} | ||
}} | }} |
Revision as of 02:06, 26 December 2023
Story
Scarface was initially introduced as an unusually brutal Justice Choujin, and part of the second cohort of Hercules Factory graduates. However, "Scarface" is actually just an alias, and his real name is Mars, a member of the evil dMp. He had trained together with Kevin Mask during Kevin's time in the dMp, and at one point Mars even saved his life, striking a friendship and leaving Kevin indebted to Mars. Mars would subsequently adopt the Scarface alias and enroll into the Hercules Factory in order to learn the Justice Choujins' secrets. Scarface sees himself as a modernized Choujin, and makes use of "new and improved" versions of iconic Justice Choujin techniques.
After losing to Mantaro, Scarface would eventually pull a face turn and join the good guys (though still with an antihero streak). Despite this, he spends most of his tenure as a proper Justice Choujin losing horribly just like (and sometimes with!) his buddy Jade.
In the Ultimate Muscle dub, Scarface is renamed "Eskara".
Gameplay
Don't play Scarface. He has consistently placed low in older tier lists, and on modern tier lists, he is nigh-unanimously considered the worst character in the game.
To elaborate more, Scarface does have several things going for him; his damage and throw range are above average, for example. However, that's about where it ends. His buttons are very slow and not particularly long-ranged, he is on the larger side and his specials lack versatility: Scarface only has 6 specials, 4 of which are just different special throws. His slow buttons mean he struggle to get in and pressure opponents, and conversely, he has a very tough time escaping from pressure himself, as frame advantageous situations on paper are not so in practice due to Scarface lacking in fast buttons to capitalize off of the advantage. To make his defense worse, unlike other large characters, Scarface lacks a fast, evasive special to get out of pressure, meaning he is entirely reliant on universal system mechanics. In truth, many of his "strengths" are not really that good within the context of MGP2 as a whole. Instead, they are more so just what stands out in Scarface's toolkit; he just takes whatever he can get.
It is debatable whether or not Scarface is even viable in a competitive tournament setting (though to his credit, someone has won a Mikado tournament with him, so there's that), but he does still have access to all standard MGP2 mechanics, letting him play the game (albeit somewhat poorly). This means Scarface certainly has the capability to win, although he is almost always looking at an unambiguously uphill battle. As a result, playing Scarface requires strong mastery of MGP2's mechanics (again, because that's sort of all he's got) and seriously outplaying your opponent. Arguably, one area Scarface shines in is as a "sandbag" character, to act as a handicap when playing against newer/less-experienced players.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
- Health: 1100
- Damage rating: 14
- Size/weight: Large/Heavyweight
- Movement speed: B
Reversals
4G
Flipping 6 to 9
(Against Kinniku Mantaro's 236S) 4G |
---|
Strikes
A
A
|
---|
A,A
|
---|
A,A,A
Vader Crash Combo |
---|
A,A,4A
Middle Kick Combo |
---|
A,A,4A,4A
Back Knuckle Combo |
---|
A,A,4A,4A,6A
High Kick Combo |
---|
4A
4A
|
---|
4A,A
|
---|
4A,A,A
Power Straight Combo |
---|
4A,A,4A
Power Back Knuckle Combo |
---|
4A,A,4A,6A
Scar Lariat Combo |
---|
4A,A,4A,64A
Moonsault Combo |
---|
8A
8A
Elbow Drop |
---|
2A
2A
Ground Swing |
---|
66A
66A
Vader Crash |
---|
64A
64A
Moonsault Drop |
---|
236A
236A
Scar Lariat |
---|
214A
214A
Flying Nail Kick |
---|
41236A
41236A
Rolling Lariat |
---|
623A
623A
Left Upper |
---|
421A
421A
Trample |
---|
WRA
(While Running) A
Lariat |
---|
WGA
(While Grounded) A
|
---|
Throws
T
Armpit Armlock
T |
---|
66T
Spear
66T |
---|
46T
Tombstone Piledriver
46T |
---|
64T
Shoulder Armbreaker
64T |
---|
236T
Head Punch
236T |
---|
MST
Bear Hug
(Medium Stun) T |
---|
HST
Vertical Drop Brainbuster
(Heavy Stun) T |
---|
FBT
Viagra Driver
(From Behind) T |
---|
AB41236T
Piledriver
(Airborne) 41236T |
---|
NC236T
Buffalo Branding
(Near Corner) 236T |
---|
RT
Powerslam
(Running) T |
---|
WGT
Bear Hug
(While Grounded) T |
---|
4T
Irish Whip
4T |
---|
44T
Side Switch
44T |
---|
Specials
S
Swallow Tail
S |
---|
66S
Jumping Swallow Tail
66S |
---|
46S
Swallow Tail Shovel Shoot
46S |
---|
236S
Scar's Lift
236S |
---|
Powerbomb
236S,63214T |
---|
41236S
Spinning Double Toe Hold
41236S |
---|
63214S
Adult's German
63214S |
---|
Supers
41236A+S
Ultimate Scar Buster
41236A+S |
---|
NR41236T+S
Hell River Plunge
(Near Ropes) 41236T+S |
---|
Strategy
Scarface will rarely if ever be able to dictate the pace of the match. Due to an inability to force his pressure, Scarface needs to be played relatively reactive and defensively. Scarface should aim to be in the midrange, where he would have the time to use his long-ranged and/or forward-moving buttons, such as A, 66A, the lariat moves, or even 66S. Remember to not overextend, as the situation can quickly turn south for Scarface. When Scarface does get the hit, it is important to maximize damage; Scarface can potentially kill a character in 3-4 good hits, but that is only if he is able to make each hit count.
On defense, it is important to take a conservative approach. Most moves on block are difficult to challenge as Scarface due to his slow buttons; Scarface can really only take back his turn on parry or throw tech. Unlike other characters, Scarface might not be able properly or meaningfully punish after a successful parry or throw tech, but getting out of pressure and resetting into neutral is already a boon in and of itself for Scarface. Buttons to keep in mind while on the defensive are his relatively quicker buttons, namely A and 4A, as well as 66S due to its evasive properties.
Scarface benefits the most from Blue or Green KKD. The former's low health boost can raise Scarface's damage to the point that he might be able to two-touch the average character, while Blue True KKD activated at MAX bars can help Scarface force damage. as his key neutral buttons such as 66A or the lariats become unblockable. Green KKD is helpful in improving Scarface's overall survivability, and the armor during Green True KKD goes a long way in improving his neutral game. Red KKD is not very useful for Scarface, due to a lack of abusable specials. Some meter is nice for his special throws, but Scarface is not so meter-hungry that this is needed.
Combos
Midscreen
- 66A xx 63214S, 8A
Basic confirm off of 66A into a special throw.
- 623A, 4A,A (cc), 4A,A,4A xx 41236T, 421A
Optimal juggle combo. Omit the 4A,A (cc) part for a more consistent combo.
Ropes
- (Heavy Stun/Rope Bounce) 66A, A,A,4A xx 41236T, 421A
Stun overflow juggle. Due to 66A's startup, some space from the ropes is required.
Colors
External Links
- Google Docs by fishtrabs
- Full Breakdown video by fishtrabs