Kinnikuman Muscle Grand Prix 2/Junkman: Difference between revisions
(Created page) |
Aqua Fortis (talk | contribs) m (Formatting fixes) |
||
Line 8: | Line 8: | ||
==Gameplay== | ==Gameplay== | ||
Junkman is a character with a clear emphasis on striking over grappling. This is best exemplified by the fact that he is the only character with a no-strings-attached 9-frame jab, the fastest in the entire game, but on the flipside, his throws have | Junkman is a character with a clear emphasis on striking over grappling. This is best exemplified by the fact that he is the only character with a no-strings-attached 9-frame jab, the fastest in the entire game, but on the flipside, his throws have 28-frame startup; the slowest among the whole cast. The 9f jab might not seem very exciting, but this gives Junkman a distinct advantage in scramble situations, as well as allow Junkman to do technically possible (albeit impractical) combos such as corner infinites or comboing off of 44T. This simple but strong ethos is present throughout Junkman's gameplay, as despite unassuming buttons, Junkman has several key buttons and confirms that lets him convert his fast jab into tidy damage. Furthermore, even though his juggles might not be the most exciting to look at, they are very effective when done properly. | ||
Junkman's other notable move is his 41236A Needle Trap, a defensive stance akin to Kinnikuman's Muscle Curtain. However, whereas the Muscle Curtain is simply a light stun move that would cause roughly a reset to neutral, Junkman's Needle Trap medium stuns, meaning on a correct read while on defense, Junkman might not just be resetting to neutral, but he might instead be stealing the turn to be on the offensive. | Junkman's other notable move is his 41236A Needle Trap, a defensive stance akin to Kinnikuman's Muscle Curtain. However, whereas the Muscle Curtain is simply a light stun move that would cause roughly a reset to neutral, Junkman's Needle Trap medium stuns, meaning on a correct read while on defense, Junkman might not just be resetting to neutral, but he might instead be stealing the turn to be on the offensive. | ||
Line 30: | Line 30: | ||
*'''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 622: | Line 624: | ||
|meterGain =100/52 | |meterGain =100/52 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active =3 | |active =3 | ||
|recovery = | |recovery = | ||
Line 651: | Line 653: | ||
|meterGain =110/60 | |meterGain =110/60 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active =3 | |active =3 | ||
|recovery = | |recovery = | ||
Line 681: | Line 683: | ||
|meterGain =110/50 | |meterGain =110/50 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active =3 | |active =3 | ||
|recovery = | |recovery = | ||
Line 710: | Line 712: | ||
|meterGain =130/55 | |meterGain =130/55 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active =3 | |active =3 | ||
|recovery = | |recovery = | ||
Line 739: | Line 741: | ||
|meterGain =90/60 | |meterGain =90/60 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active =3 | |active =3 | ||
|recovery = | |recovery = | ||
Line 768: | Line 770: | ||
|meterGain =104/69 | |meterGain =104/69 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active =3 | |active =3 | ||
|recovery = | |recovery = | ||
Line 855: | Line 857: | ||
|meterGain =110/50 | |meterGain =110/50 | ||
<!------------> | <!------------> | ||
|startup = | |startup =39 | ||
|active =3 | |active =3 | ||
|recovery = | |recovery = | ||
Line 884: | Line 886: | ||
|meterGain =0/0 | |meterGain =0/0 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active = | |active = | ||
|recovery = | |recovery = | ||
Line 913: | Line 915: | ||
|meterGain =0/0 | |meterGain =0/0 | ||
<!------------> | <!------------> | ||
|startup = | |startup =28 | ||
|active = | |active = | ||
|recovery = | |recovery = |
Revision as of 09:07, 3 May 2024
Story
Junkman is a Devil Knight with a singular defining feature, and literally only one: instead of normal human hands, Junkman instead has giant, spiked crushing plates. His signature technique, the Junk Crush, is essentially just Junkman smashing his crushing plates together, ideally with his opponent between them. Most of Junkman's fighting style is composed out of permutations and variations of Junk Crush, and those that aren't are all still centered on making use of the freakish plates where his hands should be. Junkman also has the unusual (and arguably equally as disturbing) ability of having a literal second face on the back of his head, as well as being able to bend his arms backwards. This might sound like a useful ability with all sorts of uses, but to Junkman, this just means he can Junk Crush someone who's behind him without turning around. Junkman will try to crush his enemies with his Junk Crush, and if he ever runs into a situation where he cannot Junk Crush his way out of it, that only tells him that he's just not Junk Crushing hard enough. You gotta give him props: Junkman is dedicated to his craft.
Gameplay
Junkman is a character with a clear emphasis on striking over grappling. This is best exemplified by the fact that he is the only character with a no-strings-attached 9-frame jab, the fastest in the entire game, but on the flipside, his throws have 28-frame startup; the slowest among the whole cast. The 9f jab might not seem very exciting, but this gives Junkman a distinct advantage in scramble situations, as well as allow Junkman to do technically possible (albeit impractical) combos such as corner infinites or comboing off of 44T. This simple but strong ethos is present throughout Junkman's gameplay, as despite unassuming buttons, Junkman has several key buttons and confirms that lets him convert his fast jab into tidy damage. Furthermore, even though his juggles might not be the most exciting to look at, they are very effective when done properly.
Junkman's other notable move is his 41236A Needle Trap, a defensive stance akin to Kinnikuman's Muscle Curtain. However, whereas the Muscle Curtain is simply a light stun move that would cause roughly a reset to neutral, Junkman's Needle Trap medium stuns, meaning on a correct read while on defense, Junkman might not just be resetting to neutral, but he might instead be stealing the turn to be on the offensive.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
- Health: 1024
- Damage rating: 13
- Size/weight: Standard
- Movement speed: B
Strikes
A
A
|
---|
A,A
|
---|
A,A,A
One-Two-Junk Wall |
---|
A,6A
Double Left Junk |
---|
A,6A,4A
Light Hook Junk |
---|
A,6A,4A,A
Back Junk |
---|
A,6A,4A,A,236A
Double Face Junk |
---|
4A
4A
|
---|
4A,A
Quick Back Junk |
---|
4A,A,236A
Quick Double Face Junk |
---|
66A
66A
|
---|
66A,A
Double Upper Junk |
---|
8A
8A
Diving Needle |
---|
2A
2A
Ground Junk |
---|
46A
46A
Junk Wall |
---|
236A
236A
Junk Smash |
---|
41236A
41236A
Needle Trap |
---|
41236A,66A
Junk Trap |
---|
WRA
(While Running) A
Chest Junk |
---|
WGA
(While Grounded) A
|
---|
Throws
T
Flying Headscissor
T |
---|
64T
Brain Elbow
64T |
---|
MST
Waterwheel Drop
(Medium Stun) T |
---|
HST
Bear Hug
(Heavy Stun) T |
---|
FBT
Waist Tackle
(From Behind) T |
---|
FB214T
Vertical Backdrop
(From Behind) 214T |
---|
AB46T
Jumping Junk Crush
(Airborne) 46T |
---|
RT
Counter Palm Strike
(Running) T |
---|
WGT
Waterwheel Drop
(While Grounded) T |
---|
4T
Irish Whip
4T |
---|
44T
Side Switch
44T |
---|
Specials
S
Junk Crush
S |
---|
66S
Dashing Junk Crush
66S |
---|
46S
Junk Crush & Needle
S |
---|
236S
Junk Palm Strike
236S |
---|
41236S
Dashing Junk Needle
41236S |
---|
623S
Junk Throw
623S |
---|
Supers
41236A+S
Bloodbath Hell
41236A+S |
---|
63214A+S
Double Face Junk Crush
63214A+S |
---|
Strategy
Combos
Midscreen
- A,6A xx S
Standing/throw punish bnb.
- 41236A xx (S, 8A)/(623S, 2A)
(placeholder text)
- (While Running) A, 2A
(placeholder text)
- 66A,A, 4A,A xx 46T
(placeholder text)
Ropes
- 64T, A,6A xx S
(placeholder text)
- (Rope Bounce) A, 66A,A, A, (A,A (cc))x2, A,6A (cc), A,A xx 46T
(placeholder text)
- 66A,A, (6A,A (cc))xN, 6A,A xx 46T
(placeholder text)
Colors
External Links
- Google Docs by fishtrabs