Kinnikuman Muscle Grand Prix 2/Terry the Kid

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Revision as of 08:53, 24 October 2023 by Aqua Fortis (talk | contribs) (Parry corrections)
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Terry the Kid

Story

Terry the Kid is the son of the famous Texan Justice Choujin, Terryman. Growing up, he resented the fact that his father constantly played second fiddle to Kinnikuman, and he hated that the Terry family's fighting style focused on boring, practical holds in contrast to the flashy finishers of Terryman's Justice Choujin allies. When his own time came to fight the evil dMp, Kid developed a bit of a hostility for Kinniku Mantaro, Kinnikuman's own scion, desiring to be in the spotlight unlike Terryman. Eventually though, he finds a newfound respect for his father, and realizes that boring but practical moves are what Terrys are best at. Along with this, he also comes to terms with the fact that it is his destiny to be a supporting character.

Unfortunately, Terry the Kid would not even manage the same prominence his father did, as the role of the main character's primary rival/best friend/tag partner in Kinnikuman Nisei is firmly Kevin Mask's, relegating Kid to a decidedly second-string character after the first couple arcs. Nisei's limited spotlight on side characters and somewhat circular character writing also meant that Kid goes through the epiphany of his lot in life just about every time he does get significant screen time, going through this character arc about 2-3 times in all.

In the Ultimate Muscle dub, Terry the Kid is renamed Terry Kenyon, which is a pun with how he is billed as Terry "The Grand" Kenyon.

Gameplay

On a surface level, Terry the Kid comes across as a remix of Terryman. He inherits a lot of Terryman's moves, while losing a lot of the "fluff" in Terryman's toolkit, with a much more streamlined set of strings. All put, this makes for a character that, while resembling Terryman, still feels distinct to play, generally being more beginner-friendly due to his more intuitive moveset, with simpler strings and special throws to confirm into.

...However, what would be Kid's main claim to fame is that he has a very practical Touch-of-Death (TOD) loop. While this loop is ropes/corner-only, Kid can start the loop from a number of starters, and the loop is inescapable except via True KKD activation; since a character can only activate once per round, Kid can potentially end the round in 2 combos. This immense reward makes landing it Kid's win condition, and getting to it is the centerpiece of Kid's gameplan.

Blockstun Animation

Terry the Kid is one of 3 characters to deviate from the otherwise universal blockstun animation. Due to a (possible) glitch, when blocking a LS move that hits high, Kid reacts as if he is blocking a MS move that hits high. In effect, this means that he is stuck in blockstun for 6 frames longer than the average character when blocking a high hitbox LS move. Similarly, he takes 4 frames longer than the average character to recover from blocking a HS move with a low hitbox. He recovers from blockstun as quickly as the average character when blocking moves of all other stun level/hitbox height combinations.

In practice, this rarely comes up, but if a block punish does not work despite the frame data suggesting otherwise, this is likely why, as the frame data is written with the "universal" blockstun animation in mind.


Strengths Weaknesses
  • Corner TOD loop.
  • Relatively fast buttons.
  • Middling damage outside of TOD.
  • Lack of ways to set up his win condition.
  • Very centralized gameplan.
  • Unique blockstun animation.

Character Stats

  • Health: 1024
  • Damage rating: 13
  • Size/weight: Standard
  • Movement speed: B

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 17-30, 17-29 Sp, 15-33 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 16 (20) -11 +1 +5 -

Kid's jab, with good startup and range.

  • The range of this button allows it to consistently punish teched throws, and is in fact Kid's only throw punish aside from super.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 22-33, 22-32 Sp, 17-35 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 19 (21) -14 -2 +2 -

Natural combo extension to A.

  • This is the only guaranteed follow-up to A, and does not guarantee any follow-ups itself. This makes it the most damage Kid can get as a throw punish meterlessly.
A,A,A
Wild Horse Rear Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS - 77-88 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 52 (56) -25 -35 -14~+19 20-51 Throw

Heavy-stunning sobat-esque ender to this string. Does not combo from A,A.

  • Basically identical to the standalone 236A, so what is written there applies here as well.
  • Within this string, this can be used as a mixup option; mixing it up with the other A,A follow-up can throw-off parry timing, though the lack of reward in hitting this move still makes this a subpar option.
A,A,6A
Wild Horse Front Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry MS - 24-34, 32-33 Sp, 23-45 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 20 (24) -9 -3 +15 -
A,A,6A,A
Wild Horse Bite
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS - 19-24, 19-23 Sp, 17-31 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 13 (16) +14 +4 +25~58 -
A,A,6A,4A
Wild Horse Rush
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 24-29, 24-28 Sp, 23-45 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 22 (25) -17 -5 -1 -
A,A,6A,4A,6A
Wild Horse Rampage
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS - 35-37, 35-36 Sp, 28-42 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 13 (17) -2 +4 +22 -
4A
4A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 23-28, 23-27 Sp, 22-44 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 22 (25) -17 -5 -1 -
4A,A
Raging Bull Horn
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS - 35-37, 35-36 Sp, 28-42 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 13 (17) -2 +4 +22 -
4A,A,6A
Raging Bull Body Blow
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS - 19-24, 19-23 Sp, 17-31 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 13 (16) +14 +4 +25~58 -
4A,A,6A,236A
Raging Bull Rampage
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS - 77-88 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 52 (56) -25 -35 -14~+19 20-51 Throw
8A
8A
Branding Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG 80-84 KKD - 30/65
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 10 43 (45) -25 -35 - 10-38 Throw
2A
2A
Plane Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS SKD,OTG 43-58, 43-57 Sp, 43-61 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 30 (34) -19 -15 +3 1-30 Throw
66A
66A
Texas Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch - 40-45, 40-44 Sp, 32-49 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 25 (29) +1 -9 - -
236A
236A
Horse Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS - 76-87 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 52 (56) -25 -35 -14~+19 19-50 Throw
46A
46A
Spin Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS - 34-36, 34-35 Sp, 27-41 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 13 (17) -2 +4 +22 -
WRA
(While Running) A
Jumping Knee Bash
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch - - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 10 18 (36) +2 -8 - 16-38 Throw
WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS SKD,OTG - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 14 12 (16) -10 -6 +12 1-21 Full, 22 Throw

Throws

T
DDT
T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
46T
Ankle Hold
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 100/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 -1 - - -
MST
Knuckle Part
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A Special - - - 78/96
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - +24 -
HST
Oklahoma Stampede
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 120/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -
HS46T
Mount Attack
(Heavy Stun) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 N/A KD - - - 130/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 - - - -
FBT
Pendulum Drop
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -
FB46T
Bulldogging Headlock
(From Behind) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
208 Tech KD - - - 100/67
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -
RT
Kid's Reverse Cross Armbar
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD Meter Drain - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -
WGT
Piledriver
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

(placeholder text)

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
27 3 27 -16 - +17~35 -

Universal Irish Whip.

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
24 3 26 -16 - +10 -

Universal side switch throw.

Specials

S
Thrust Kick
S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS - 47-61 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 32 (37) -5 -15 +6~39 -
66S
Texas Straight
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
195 Parry KD Unblockable 79-85 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
58 5 19 (23) - -4 - 1-3 Strike
44S
Texas Condor Kick
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS - 52-57 KKD 2 -200/100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 8 19 (23) +3 -7 +14~47 1-3 Strike, 4-38 Throw
46S
Shoulder Armbreaker
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - 51-52* 5 -500/122
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full
  • Cancel frames represent when during the animation the move can be canceled into its extension on hit.
Ippon Seoi
46S,6T
Damage Guard Attribute Property Cancel Cost Meter Gain
299 N/A KD - - - 0/250
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
236S
Earth Clip Kick
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry KD - 22-23*, 30-56 KKD 5 -500/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 27 (29) -22 -12 - 6-44 Throw
  • Generic cancel frames represent when during the animation the move can be canceled into its extension on hit.
Spinning Toe Hold
236S,66T
Damage Guard Attribute Property Cancel Cost Meter Gain
234 N/A KD - - - 0/270
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
Texas Clover Hold
236S,44T
Damage Guard Attribute Property Cancel Cost Meter Gain
273 N/A KD - - - 0/276
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
214S
Dragon Screw
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - 98-99* 5 -500/132
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full
  • Cancel frames represent when during the animation the move can be canceled into its extension on hit.
Spinning Toe Hold
214S,236T
Damage Guard Attribute Property Cancel Cost Meter Gain
312 N/A KD - - - 0/267
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
41236S
High Voltage Bomb
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Block/Parry KD - 24-50 KKD 2 -200/155
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 26 (29) -19 -9 - 1-33 Throw
623S
Calf Branding
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
286 Tech KD - - 3 -300/196
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full
421S
Kid's Triangle Choke
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
299 Tech KD - - 3 -300/210
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Supers

41236T+S
Texas Clover Hold
41236T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full
NR41236T+S
Texas Combination
(Near Ropes) 41236T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
429 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Strategy

Combos

Colors

Initial Version
Stars & Stripes Costume

External Links


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Characters
Kinnikuman
Terryman
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Warsman
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Brocken Jr.
Akuma Shogun
Jade
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Scarface
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Terry the Kid
Kinniku Mantaro
Sneagator
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Buffaloman
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