Kinnikuman Muscle Grand Prix 2/Sunshine

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Sunshine

Story

Sunshine is one of the Devil Knights, and he is a towering Choujin made of sand. He is able to transform into various different sand structures, such as pyramids, tops, etc., though he loses this shapeshifting ability if the keystone at the center of his chest is removed. His one true weakness, however, is loud noises; one time, some human shouted at him really hard that he crumbled away. Eventually, he went through rigorous training to overcome this weakness, rechristening himself as "New Sunshine". In the process, he somehow gained a set of grinding rollers inside his chest he calls the "Cursed Rollers", which he can use to crush his opponents.

Sunshine is best friends with fellow Devil Knight Ashuraman (although Ashuraman might have a hard time admitting it earlier on), and they tag team together as the "Stray Devil Choujin Combo".

Gameplay

Sunshine is a character defined by a couple unique gimmicks not really found anywhere else in MGP2. He is the only character with a different face-up and face-down wake-up attack, neither of which are the generic sweep kick; instead, one is a highly evasive knockdown move, while the other is a launcher, potentially netting high reward. In addition to this, he has a far-reaching and relatively fast wake-up throw, a small and deceptive grounded character model (he is just a mound of sand, without a way to distinguish whether or not he is face-up or face-down) as well several ways to proactively get into a grounded state. Put together, this gives Sunshine the ability to do mixups on his own wakeup. While this mixup can be gimmicky, and some characters have tools to consistently deal with it, it still at the very least forces the opponent to respect Sunshine's wake-up options, giving Sunshine some often much-needed breathing room on defense.

Where Sunshine really shines, however, is with his specials. Many of them come out fast, with great hitboxes and evasive properties. Moreover, two of them also have the unusual property of being cancellable into another special or a throw. This allows Sunshine to cancel special after special, enabling interesting combos and unorthodox, freeform pressure that can frustrate and blindside opponents, especially those not well-versed in the Sunshine matchup. This high reliance on specials for pretty much everything does translate to Sunshine being extremely dependent on meter to function; a Sunshine with 0 bars is usually a sitting duck at the mercy of his opponents.


Strengths Weaknesses
  • Powerful, cancellable specials.
  • Unique, rewarding wake-up options.
  • Small grounded hurtbox.
  • Large size.
  • Very meter-hungry.
  • Damage output is below average for a "big body".

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
60 Block/Parry LS - Yes - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Highly damaging jab that is much faster than the animation might imply, actually being above average as far as jab startup go. The cancel window on this button is fairly late, to the point that A xx T on a rope-bounced opponent will not result in a medium stun throw, and thus does not combo. This move can combo into neutral S due to that move's very fast startup, although it needs to be cancelled as early as possible to properly combo.

A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry MS SKD Yes - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Follow-up to A, generally used as combo filler in juggles. Not a natural combo from A, but the cancel window on this move is fast enough to combo into the next hit (A,A,A) as well as into (Medium Stun) T. The SKD property of this move is useful for cases where an air throw whiffs during a juggle, as Sunshine would still score an SKD.

A,A,A
Hell's Fly Swatter
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD SKD No - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Ender to the string. Natural combos from A,A, although cancelling into (Medium Stun) T similarly knocks down for more damage. Like A,A, this attack causes SKD on air hit, but Sunshine would usually prefer to end his air juggles with his air throw instead.

6A
6A
Down Hammer
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry MS - Yes - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Slow-ish hammer punch with decent range. This move has a very early cancel window, such that it natural combos into either of its built-in follow-ups. It can also combo into (Medium Stun) T, though damage-wise, it is largely outclassed by 6A,8A. Special cancel-wise, it can combo into S, 623S and 41236S (although the pushback on 6A means S would whiff unless 6A is used point blank or at the ropes). In particular, cancelling into 41236S is a high-damage, albeit somewhat costly, option.

6A,8A
Hammer Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry Launch - No - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Sunshine's only launcher, aside from his while grounded attack. Natural combos from 6A, and usually allows for the highest damage output off of connecting with 6A due to the juggle opportunity.

6A,2A
Hammer Low
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry MS OTG No - 11/37
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Low kick follow-up to 6A, identical to Sunshine's standalone 2A. Natural combos from 6A, but does not knock down. This is the lowest-damage option off of 6A on hit, but since it puts Sunshine into a face-up grounded state, he can opt to go into his wake-up mixups, for a "reset" of sorts.

4A
4A
20-Mon Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry HS SKD No - 46/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Slow, long-ranged kick with very slow recovery. Sunshine's only heavy stunning move, though its long recovery and pushback makes any guaranteed follow-ups extremely limited; about the only scenario where a follow-up is possible is if the move hits late at the ropes and the opponent does not mash out of the heavy stun, in which case Sunshine can combo into his (Heavy Stun) T.

8A
8A
Concrete Press
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG No - 33/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Slow body splash attack. As with most 8As, it has slow startup, goes airborne and hits OTG. Sunshine's knockdowns have very little untech time, and as a result, he cannot get this move guaranteed off of any of his knockdowns. Sunshine automatically gets up as part of this move's recovery; in other words, he cannot go for wake-up shenanigans off of this.

2A
2A
Sun Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry MS OTG No - 11/37
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Low-profiling kick that hits OTG. Slow for a 2A, but with above average range since it moves forwards. Similar to 8A, Sunshine cannot get this OTG off almost any of his knockdowns; he can get it after (Heavy Stun) T, but this is very strict/inconsistent. Sunshine recovers from this move face-up on the ground, allowing him to go for his wake-up options.

66A
66A
40-Mon Rocket Cannon
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Block/Parry KD - No - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Jumping dropkick with slow startup. The hitbox of the move seems to be along Sunshine's entire body, allowing the move to "cross-up" when used on an opponent's wake-up.

214A
214A
Sunset Flip
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry KD OTG No - 20/35
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Slow front flip that recovers with Sunshine face-up on the ground. Decent range, with slightly less range than 2A. Its OTG property very rarely if ever comes up, due to the low untech time of Sunshine's knockdowns.

WRA
(While Running) A
Body Press
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG No - 26/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Sunshine's running attack. Visually similar to 8A, but unlike 8A, Sunshine recovers from this move face-down on the ground, being his only move that puts him in this state.

WGFDA
(While Grounded, Face Down) A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry KD OTG No - -
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Full,Throw

Highly deceptive wake-up move, as Sunshine disappears and falls from the top of the screen. Dangerous at the ropes, as it can be difficult to parry on reaction. One of its only downsides is that this is locked behind being grounded face-down, a state Sunshine can rarely access on his own.

WGFUA
(While Grounded, Face Up) A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry Launch - No - -
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Full,Throw

Launching get-up attack. Even with very basic juggles, this far outclasses the damage of an average wake-up attack, making it a more rewarding (and for the opponent, threatening) option. One potential downside of this move is that its upwards angle can make it whiff over some low-profile moves at some ranges.

Throws

T
Body Stamp
T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - No - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Standard neutral T that does not side switch, and with no OTG possibilities.

6T
Lift-up Drop
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech KD - No - 90/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Side-switching throw, with more range than T but doing less damage. Leaves the opponent quite far, with no guaranteed OTG.

66T
Headcrown Elbow
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech Special - No - 94/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Unique throw that stays same-side, and leaves the opponent standing in hitstun. Midscreen, the opponent is left too far away for Sunshine to get a guaranteed link off of this throw. At the ropes, the negated pushback lets Sunshine link into S for more damage and a knockdown, though this is a tight link.

46T
Bear Hug
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - No - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Throw that stays same-side, with no possible OTG follow-ups. Tied with 41236T as Sunshine's most damaging throws in neutral, and leaves the opponent much closer to Sunshine. This makes it generally Sunshine's go-to throw in neutral.

41236T
Hell Swing
41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - No - 120/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Throw that does not switch sides, doing as much damage as 46T and similarly not guaranteeing any OTGs. However, compared to 46T, this leaves the opponent further away from Sunshine midscreen, though it moves Sunshine forwards noticeably further as well. The more involved input, along with leaving the opponent further away post-throw, makes this a less frequently used neutral throw compared to 46T.

MST
Mexican Stretch
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 N/A KD - No - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Side-switching medium stun throw with no guaranteed OTG. 6A combos into this throw, although comboing into 6A,8A into a juggle would generally out-damage just going straight into this throw. This is still a decent option to deny the opponent meter, however.

HST
Canadian Backbreaker
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 N/A KD - No - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Damaging heavy stun throw that does not side-switch, and even guarantees a 2A OTG, unlike most of Sunshine's other throws. A functionally unusable throw, due to Sunshine's almost total lack of heavy-stunning moves or good counterhit buttons. Sunshine's only heavy-stunning move, 4A, would only combo into this throw if it hits very late (such as by using it at max range) at the corner, and the opponent does not mash out of the heavy stun.

FBT
Superslow German Suplex
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 Tech KD - No - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Side-switching from-behind throw. Leaves the opponent decently far, with no OTGs guaranteed.

FB6T
Backdrop
(From Behind) 6T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - No - 80/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Sunshine's alternate from-behind throw. Like (From Behind) T, this throw also switches sides, and leaves the opponent quite far away with no guaranteed OTGs as well.

AB66T
Canadian Backbreaker
(Airborne) 66T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A KD - No - 80/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Solid air throw, though with a somewhat high hitbox. This is the go-to ender to Sunshine's juggles; generally, this move is cancelled into from A,A or 623S.

RT
Lift-up Slam
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 N/A KD Meter Drain No - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Sunshine's throw on a running opponent. Side-switches, and throws the opponent very far away behind Sunshine. Notably, due to Sunshine's inability to do A xx T on a rope-bounced opponent, this is just about the most damage Sunshine can get off of a rope bounce meterlessly.

WGT
Mexican Stretch
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - No - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Full,Throw

Sunshine's wake-up throw. Very important for his wake-up gimmicks, to mix-up with his wake-up attacks. This throw has a fairly distinctive rising animation, but is in fact as fast as the average wake-up throw. What sets it apart is that it is unusually active for a throw, at double the active frames of a standard throw.

4T
Irish Whip
4T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - No - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Universal Irish Whip, sending opponents running behind Sunshine.

44T
Side Switch
44T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - No - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Universal side switch throw.

Specials

S
Hell's Top
S
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD SKD,OTG No 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Extremely fast top special, to the point that it can combo off of A despite that move's late cancel window. Its very fast startup and relatively good hitboxes make it a very strong counterpoke, as well as to interrupt an opponent's offense. Despite its animation, the move does not go very far, such that attacks that should combo into it on paper, such as 6A or 66T, would only combo if Sunshine ends up point-blank next to the opponent, such as by being at the ropes.

  • This move does SKD on air hit, and can hit OTG. The SKD property rarely comes up, since combo-ing into his 66T air throw is almost universally stronger. The OTG property is similarly niche, due to its very specific OTG hitbox and relatively low damage. It is technically Sunshine's fastest OTG however, and can be guaranteed from fairly specific situations, such as from a knockdown from this move itself at the ropes.
8S
Demon World Guillotine Drop
8S
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Block/Parry KD OTG No 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Slow leg drop OTG. Sunshine's knockdowns do not really guarantee any OTGs, let alone a slow one such as this. Its most practical use is to cancel into it from 623S on hit, as it would do more damage than cancelling into a second 623S while auto-timing it such that it would not float.

66S
Hell's Top
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
30x6 Block/Parry Launchx6 SKD,OTG Yes 2 -200/50x6
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

A powered-up version of top, being slightly slower to start up and costing 1 extra bar of meter, but moving forwards after the initial top and hitting multiple times. Each hit also launches, and SKDs on air-hit; on a point blank ground hit or in juggles, this will typically launch and hit for a total of 3 times for an SKD, while doing respectable corner carry.

  • This special is unique in that it is itself cancellable. This opens up a lot of versatile options for pressure, and makes it excellent for juggles, as it can cancel into 623S to extend the juggle further, or into the 66T air throw to end the juggle. Like with other cancellable specials, Sunshine can use this special to "substitute" a part of his string (e.g. A xx 66S xx A). However, this has very little use due to Sunshine's very limited strings.
  • This move similarly OTGs just like S, and typically can only hit as a guaranteed OTG by cancelling into it from 623S. Its multi-hit property can make it a potentially more damaging OTG than even 8S. Off of 623S, 66S can even float, picking up for a juggle. However, not unlike S, this move's OTG hitbox is extremely specific, and would usually only work at the ropes.
46S
Hell's Arch
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
165 Block/Parry KD OTG No 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Hitgrab that goes airborne. Low damage for the meter spent as most hitgrabs typically are, though it is decently evasive.

  • While this move can hit OTG, it will only cause the hitgrab animation on a standing opponent. OTG-ing with this move will only do 15 damage.
41236S
Giant Swing
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
360 Tech KD - No 3 -300/230
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Damaging special throw. Stays same-side, but sends the opponent quite far away with very low untech time, making any OTGs impossible. At the cost of 3 bars, this is the most consistent damage Sunshine can get off of a rope bounce or hitting 6A.

623S
Hell's Pyramid
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
135 Block/Parry KD SKD,OTG Yes 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Fast, evasive move that knocks down. Like 66S, this move is uniquely cancellable, for a variety of applications. Stringing multiple 623S is a strong option to pressure opponent, albeit one susceptible to being parried. Since this move OTGs, on hit it combos into itself, though a late cancel is needed so as to not float the opponent (alternatively, 623S also combos into 8S). The SKD property also makes this move useful in juggles; comboing into this move usually lets Sunshine juggle off of the SKD, provided the opponent is high enough.

  • Like 66S, this move's cancellable property lets it "substitute" strings, but this has little practical use due to Sunshine's limited strings.

Supers

1P41236A+S
Demon World's Hell Tour
(1P Color) 41236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
465 Block/Parry KD - No 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Full

Sunshine's super. A strike super, where the initial hit is akin to the neutral S top, though Sunshine would nudge slightly forwards after the initial top spin. Like with the top, the initial hitbox is not very big, but it is quite fast for a strike super. After the super, Sunshine would end up in the center of the stage on 1P side, with the opponent close to him. Despite this, this super does not guarantee any OTGs.

2P41236A+S
Cursed Roller
(2P Color) 41236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
465 Block/Parry KD - No 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Full

Sunshine's other super. Sunshine is unique in that he technically only has one super, but its animation would change depending on which color he is using. This is the super he would have in his 2P "New Sunshine" color. This has the same initial top hit as the 1P super, but a very different post-super situation; instead, Sunshine will end up on 2P side, with the opponent still decently close to Sunshine with their back fairly close to the ropes. This super similarly does not guarantee any OTGs, but its generally better post-throw situation makes this super (and by extension, the 2P color) a more popular option, though the difference in practice is fairly marginal.

Strategy

Sunshine is a character who lives and dies by the meter he has got stocked. S is one of his most consistent ways to get out of pressure, while S, 66S and 623S are some of Sunshine's strongest neutral tools. Even in combos, Sunshine can get more damage and corner carry by spending the meter on 66S xx 623S. Because of this, Sunshine often wants to create space and build up meter when he is low on it, since he becomes significantly less threatening without it. This is usually best done by spending knockdowns building meter instead of keeping the pressure up, or by getting the opponent to respect Sunshine's wake-up to give him space. Sunshine's notable meterless options are his fast A jab, his 6A which leads to strong reward on hit, and his 2A, which is a decent-sized poke that sets up Sunshine's wake-up shenanigans.

As a character revolving all around his specials, Sunshine is most commonly played with Red KKD. Aside from the low health meter gain buff going a long way for Sunshine, activating True KKD lets Sunshine spam his specials freely for a limited time. The MAX activation gets some mileage too, as Sunshine's fast super can be used to "frame trap" an opponent not on top of punishing the super. The other KKDs have their merits as well, although they have the opportunity cost of losing out on Red KKD's meter build. Blue KKD can patch up Sunshine's middling damage, and Sunshine's many knockdown/launching moves (i.e. his wake-up attacks, S, 623S) adds value to the MAX activation, making them unblockable. Green sees the least use, as Sunshine rarely has survivability issues, though the True KKD activation can help out in a pinch and help his neutral.

Wake-up Mixups

Sunshine's wake-up options are unique due to his different face-up and face-down wakeup attacks that are both more rewarding than the average wake-up attack. Coupled with his unusually active wake-up throw, Sunshine is able to force the opponent to respect him when he is knockded-down more than the average character. Sunshine also has ways to proactively get into a grounded state: 2A (and by extension, 6A,2A) as well as 214A has him ending up face-up, whereas while running A is his only move that puts him face-down. The different available options available if Sunshine is face-up or face-down means it may be worthwhile to pay attention to if a given knockdown move leaves him face up or face down; launchers, for instance, usually leaves Sunshine face-down. A lot of characters usually have ways to beat all three options; a lot of throw-invuln moves, such as a 2A or 8A, would typically beat the wake-up throw while avoiding the wake-up attacks, or at least minimize the damage. Delaying wake-up options can be used to further call this out. Ultimately, against a familiar and ready opponent, the wake-up options would stop being a "real" mix-up, but the opponent playing around them gives Sunshine the breathing room he needs to reposition and build meter as needed.

Cancellable Specials

Sunshine's 66S and 623S are uniquely cancellable. This means they can cancel into other specials or into throws. Using the special after a normal strike allows Sunshine to "substitute" the special for the next hit of the string, and subsequently cancel back into the next hit of the string. However, due to Sunshine's only string with 3 or more parts being his A,A,A, this is not particularly useful. Cancelling into other specials or throws are still very useful, as cancelling 66S or 623S into itself or the other special over and over again is a strong, albeit costly, way to pressure opponents. Cancelling into a throw from one of these specials on block or whiff is also an effective mix-up option. However, as with other cancellable moves, parrying will make Sunshine unable to cancel, leaving him open for punishment. The cancellable property is useful for juggles as well, as 66S can combo into 623S at the ropes, and that can subsequently combo into 66T.

Combos

Midscreen

  • A xx S
    Standing jab confirm. At the ropes, OTG-ing with S or 66S is possible.
  • 6A xx T/41236S
    Throw confirm from 6A.
  • (Launch), A,A xx 66T
    Basic but consistent juggle combo.
  • (Launch), A,A xx 66S xx 623S xx 66T
    Optimal juggle combo. Air throw will whiff is Sunshine starts the combo too far away from the ropes.
  • 623S xx 8S
    Confirm for additional damage off of 623S on hit.

Ropes

  • 66T, S
    Link off of 66T that only works at the ropes.

Colors

Initial
New Sunshine

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