Kinnikuman Muscle Grand Prix 2/Brocken Jr.

From Mizuumi Wiki
Jump to navigation Jump to search
Brocken Jr.

Story

Let's address the elephant in the room: despite appearances, the uniformed, military-themed, East German Choujin Brocken Jr. is not a Nazi. His father Brockenman might have been (this was somewhat ambiguous), but throughout the series, Brocken Jr. himself has never exhibited any sort of Nazi beliefs or ideologies; he certainly echo a lot of the imagery, but this is (for better or worse) purely aesthetic. There is certainly a bit of a cultural disconnect element to it (see: Stroheim), but regardless, this is an aspect of the character that the authors have actively toned down since the turn of the millennium. This doesn't stop Brocken Jr. from frequently being blamed as the primary reason for why the series never came and/or found success in the West, and there is some merit to this; he was definitively the reason why the series was cancelled in France.

Setting that aside, Brocken's a pretty well-meaning, duty-bound guy just trying to do the right thing. He starts off the series on a revenge arc against Ramenman, due to the latter having murdered his father during the 20th Choujin Olympics. Brocken Jr. would get his opportunity when he is matched up against Ramenman during the quarter-finals of the 21st Choujin Olympics...where Ramenman would soundly defeat him. Despite the loss, Brocken would be persuaded to bury the hatchet, and ever since, Ramenman would be a mentor figure of sorts to the younger Brocken Jr.. Brocken consistently ranks highly in character popularity polls, with the authors usually commenting with some surprise/amusement that he has an unusually large and dedicated female fanbase. They seemed to have wised up to this fact around the Scramble for the Throne arc, since every fight Brocken have been involved in from that arc onward have involved him inexplicably losing his shirt over the course of the match.

(note: he is incorrectly romanized as "Blocken Jr." in-game, but this wiki will use the nigh-universally accepted "correct" romanization of "Brocken Jr.")

Gameplay

Brocken Jr. is a character defined by his fast strings, good pokes and counter-pokes, and buttons that moves him forward. Put together, this makes for a character that does very well in the neutral game, landing quick neutral hits that can be converted for more damage or a knockdown, something fairly uncommon in MGP2. his fast strings and forward-moving buttons also allows Brocken Jr. to go on the offensive, serving as a pressure or approach tool, respectively. Brocken does fall short noticeably in the damage department, but his great neutral and pressure more than makes up for this; in short, Brocken might need to land more hits in the neutral compared to his opponents to take the round, but in most cases, he will find those hits far easier than his opponents would.

Brocken Jr.'s gameplan is simple and effective, and his tools are generally intuitive to use. This makes him a frequent recommendation for people looking for a "beginner-friendly" character.


Strengths Weaknesses
  • Rewarding neutral pokes and counter-pokes.
  • Multiple solid throw punishes.
  • Fast, diverse strings.
  • forward-moving normals and specials.
  • Low damage.
  • Poor same-side throws.
  • Below-average throw range.

Character Stats

  • Health: 1024
  • Damage rating: 12
  • Size/weight: Standard
  • Movement speed: A

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry LS - 15-27, 14-26 Sp, 13-25 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 10 (13) -5 +7 +11 -

Somewhat above-average jab, thanks to its strong frame data.

  • Decidedly safe on block, and very plus on hit or parry, letting Brocken continue pressure even without cancelling this move into anything.
  • Natural combos into neutral S for more damage and a knockdown.
  • The speed of this jab and ability to confirm it into a knockdown makes this a decent throw punish. This is not technically his most optimal punish, and it can be inconsistent on smaller characters, but the move's fast startup makes it the most lenient throw punish in terms of frame data.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry LS - 23-32, 22-31 Sp, 17-31 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 15 (18) -10 +2 +6 -

Natural combo follow-up from neutral A.

  • Primarily used as a combo/pressure filler.
  • Annoyingly, this move has slightly less range than A, such that if A connects from max or near-max range, it is possible for A,A to whiff. Unfortunately, this is the spacing that a teched throw puts Brocken in, meaning while he can punish with A, continuing the string into this will cause it to whiff, relegating A,A (and by proxy, its natural combo extension A,A,4A) a non-option for a meterless throw punish.
A,A,A
Slash Combo α
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry MS - 31-36, 34-35 Sp, 25-37 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 15 (20) -4 +2 +20 -

Ender to this string, though it is still further cancelable.

  • Not a natural combo off of A,A.
  • The move is safe on block and parry, and very plus on hit; A,A,A links into A, 6A or 214A for a stun overflow knockdown, 66A or 623A for a full launch, and it cancels into neutral S for a knockdown and corner carry. However, this move's cancel window is too late to combo this attack into a throw, whether normal or special.
  • Its relatively fast recovery also gives it utility in juggles; Brocken has enough time to link into 2A off of this string to score an SKD.
A,A,4A
Slash Combo β
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry LS - 33-44, 33-43 Sp, 19-42 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 3 23 (27) -18 -6 -2 -

Alternate follow-up to A,A.

  • This entire string is a natural combo, making for a decent meterless hitconfirm off of A that does respectable damage.
  • Since this move is slightly minus on hit, this is more or less a reset to neutral if Brocken opts to not cancel this into anything; charge-cancelling the move will only lengthen its recovery.
  • Although this hit is still further cancelable, the late cancel window and low hitstun means nothing is guaranteed off of it on hit. Even on block, attempting to continue pressure is risky, as the late cancel window makes any cancel attempts very telegraphed.
A,A,4A,6A
Slash Combo γ
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch MBU 27-54 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 27 (31) ±0 -10 - -

Launching ender to this string.

  • This launcher uses the same animation as the standalone 66A, with the same block/parry/hit data. However, this launcher seems to cause noticeably more pushback on hit, such that if Brocken were to go for his standard juggle, it would whiff. While dashing up lets Brocken juggle with A,A,A, doing so will not let Brocken get a 2A SKD after it, since 66A does not launch as high as 623A does.
  • The late cancel window of A,A,4A makes this follow-up very telegraphed; even on A,A,4A hit, there is a 17f gap before this move connects, allowing most characters to interrupt with their neutral A jabs.
6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry LS - 22-27, 22-26 Sp, 20-35 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 15 (19) -10 +2 +6 -

A markedly slower, alternate jab to Brocken's A.

  • Similar to neutral A, this move combos into its next hit, but unlike that move, this does not combo into S.
  • This move is fast enough to punish teched throws, but just barely; this is a very strict, functionally frame-perfect punish. Despite seemingly being strictly worse than punishing with A, this move is actually a more optimal punish (see below), though not significantly more so. Because of this, A is typically still the preferred throw punish over 6A.
6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry LS - 23-28, 20-27 Sp, 19-37 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 4 19 (23) -15 -3 +1 -

Follow-up to 6A.

  • Like A,A, this is also a natural combo, and can further natural combo into S. This makes for a more damaging (and more hit-confirmable) combo than A xx S.
  • In the context of a throw punish, although 6A,A xx S outdamages A xx S, the slower startup of 6A compared to A makes the punish very tight to the point of being inconsistent, so the latter is more commonly used.
6A,A,A
Neo Slash α
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry MS - 23-38, 20-27 Sp, 19-37 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 15 (20) -4 +2 +20 -

Ender to this string.

  • Similar in properties to A,A,A; all written there applies here as well.
  • Like A,A,A, this move is very plus on hit, and can natural combo link or cancel into a lot of things: A, 6A, 214A, 66A, 623A or S.
  • One esoteric difference between this move and A,A,A is that while it typically does not natural combo from 6A,A, the frame data and hitboxes work out such that if 6A,A hits on its last active frame and the pushback is negated, comboing into 6A,A,A is just barely possible. This can only happen if the opponent is at the ropes and 6A,A is used at a just-right, far-enough spacing so as to hit late. Though technically rewarding due to this move's combo opportunities on hit, this is far too unreliable to be practical in a real match.
6A,A,4A
Neo Slash β
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry LS - 33-44, 33-43 Sp, 19-42 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 3 23 (27) -18 -6 -2 -

This string's counterpart to A,A,4A.

  • Similar to that string, this is a natural combo as well. This does identical damage to A,A,4A, so for the purposes of a meterless jab punish, they serve the same role.
6A,A,4A,6A
Neo Slash γ
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch MBU 27-54 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 27 (31) ±0 -10 - -

Launching ender to this string.

  • The 4A,6A portion of both this string and the A,A,4A,6A string are practically identical, so the limited usage of that string's ender applies here as well.
  • Similarly, the awkward, far-away launch of that launcher applies here as well, limiting Brocken's juggle options off of it.
6A,A,214A
Neo Slash ω
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS-5 MBU 38-52 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 31 (35) -4 -14 +7~40 22-51 Throw

Alternate heavy-stunning ender to 6A,A.

  • This is essentially Brocken's standalone 214A, albeit within a string; more details on in in the standalone 214A section. Being the ender to a string curbs its overall usefulness.
8A
8A
Air Slash
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry MS OTG 35-40, 35-39 Sp, 29-52 KKD - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 25 (27) -14 -8 +10 8-34 Throw

Evasive, forward-moving downwards chop that goes airborne and can OTG.

  • On hit, this move combos into (Medium Stun) T, neutral S, or any of Brocken's special throws. This makes it a highly rewarding counterpoke, as its low-hitting hitbox allows it to beat out low-to-the-ground pokes (like many 2As), and its throw invuln property lets it beat throws in neutral.
  • The throw invuln property makes this a good move to reactively crush throws with, though since it is only invulnerable to throws starting frame 8, this requires a fairly early reaction. 2A is an easier (though less rewarding) alternative to crushing throws.
  • As an OTG tool, 8A is more damaging than 2A, but less than 4A. Though it has identical startup to 2A, 8A has less range than 2A, so there are a couple knockdowns where a 2A OTG is guaranteed but not 8A, because it would not reach.
2A
2A
Ground Slash
Not quite Dragunov d2
Not quite Dragunov d2
Damage Guard Attribute Property Cancel Cost Meter Gain
24 Block/Parry MS SKD,OTG 43-48, 43-47 Sp, 34-56 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 27 (30) -15 -11 +7 1-30 Throw

Forward-moving low chop that can hit OTG.

  • This moves Brocken forward by quite a bit, making for a solid poking/approach tool.
  • As is typical for a 2A, this move can be used to reactively beat throws. This is a solid option, as 2A can be hitconfirmed out of (see below).
  • On hit, this move combos into S, for decent damage and a knockdown at the cost of only 1 bar.
  • This is Brocken's only move that SKDs on air hit, which is important since Brocken lacks any means to score an air knockdown otherwise. The fast recovery of Brocken's strings allow him to link into this move in juggles, and at the ropes, he can even pick up this SKD for a "relaunch".
2A,8A
Ground-Air
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry MS OTG 36-41, 36-40 Sp,30-53 KKD - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 25 (27) -14 -8 +10 9-35 Throw

A built-in follow-up to 2A that is identical to Brocken's standalone 8A.

  • Unlike 2A xx S, this string is not a natural combo, and being a part of a string limits its utility compared to the standalone counterpart.
4A
4A
Diving Headbutt
An 8A by any other input
An 8A by any other input
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 76-86 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
40 13 31 (35) -14 -24 - 15-51 Throw

Jumping OTG attack, functionally very similar to the typical character's 8A.

  • This move is slow even for a "slow OTG"-type attack, having longer startup than most characters' 8As. This also means its throw invuln frames start up much later, making it not ideal to beat throws reactively. For this utility, stick to 2A or 8A.
  • This is primarily used as an OTG for knockdowns that are advantageous enough to guarantee it, such as Brocken's 236A+S super.
66A
66A
Upper Slash
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch MBU 19-46 KKD - 24/77
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 3 27 (31) ±0 -10 - -

The first of Brocken's two launchers, with fast startup for a 66A launcher.

  • Compared to 623A, this launcher is faster but with less range and launching lower, preventing some juggles.
  • At 14f, 66A can punish teched throws. While not the optimal throw punish, being a launcher makes it a KKD-proof punish; this makes it a useful punish option in round-ending situations to prevent the opponent from interrupting the combo.
  • While being a generally weaker move as a launcher compared to 623A, this move has some utility as combo filler in juggles off of 623A, and the lower launch can make it more stable to combo out of at the ropes/corner.
46A
46A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
96 Block/Parry HS-5 MBU 107-119 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 4 78 (82) -52 -62 -41~8 21-60 Throw

Heavy-stunning dropkick with slow startup and even slower recovery.

  • The move is extremely punishable on block or parry. Even on hit, the move is still minus unmashed, and can be punishable if sufficiently mashed.
  • A minor saving grace with this move is that it is airborne and/or throw-invuln even partway through its recovery, making it somewhat more difficult to punish.
214A
214A
Direct Rolling Sobat
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS-5 MBU 37-51 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 31 (35) -4 -14 +7~40 21-50 Throw

Heavy-stunning sobat with the expected decent range and throw-invuln properties.

  • This move's recovery is somewhat lengthy, such that it's not as plus as some heavy stuns are on hit. Coupled with the high pushback on hit, the follow-up options off of this move is limited, especially midscreen.
  • Brocken can get 623A fairly consistently off of this move midscreen without any dash-up, even if the HS is decently mashed.
  • Comboing into a throw outside of the corner would require a dash-up due to Brocken's small throw range, and can easily be made not to combo with the HS mashed even slightly.
623A
623A
Rising Toe
Prohibido jugar con Rugal
Prohibido jugar con Rugal
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch MBU 36-38 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 15 (19) +12 +2 - -

A launcher with large range, with fast recovery making it plus on block/parry.

  • Though a bit slower than 66A, this launches higher, enabling more combo options. While this throw also launches further away, the extra air time gives Brocken ample time to microwalk and get the same combos he could off of 66A.
  • At the ropes, the higher launch can make comboing after this launcher more awkward/inconsistent, as the opponent can cross over Brocken and end up away from the ropes.
WRA
(While Running) A
Heel Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry KD MBU - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 9 21 ±0 -10 - -

Brocken's while running attack that knocks down on hit.

  • The knockdown it grants comfortably guarantees a 2A or 8A OTG, even if the move hits very early.
WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
24 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

Generic wakeup sweep.

  • Brocken's wake-up attack is the faster, more active version.
  • If this move hits late enough, Brocken can link into 66A, though this can be very strict depending on how late it hits.

Throws

T
Front Suplex
T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 Tech KD - - - 90/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Standard neutral throw that side-switches.

  • This throw leaves the opponent far away, unless they are thrown into the ropes/corner. Even in this case, this throw does not guarantee an OTG.
6T
Body Slam
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Tech KD - - - 80/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

A less damaging throw than T, with similarly no guaranteed OTGs either.

  • This throw stays same-side and leaves the opponent closer to Brocken even midscreen, unlike T.
236T
Double Arm Suplex
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 99/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Side-switching throw that is tied for Brocken's most damaging throw in neutral.

  • This throw switches sides, and leaves the opponent a bit far from Brocken.
  • This throw guarantees no OTGs.
63214T
Camel Clutch
63214T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - 71* - 104/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Brocken's most damaging neutral throw, tied with 236T.

  • Brocken lunges forwards in this throw, giving it slightly more range than his other throws. In exchange, it recovers slightly slower on whiff.
  • Like 236T, this throw also side switches, but leaves the opponent much closer to Brocken. Despite this, the throw still guarantees no OTGs.
  • This throw will be reversed if teched by Ramenman, being the only reversible normal throw in the game. This move's "cancel frame" is when during the animation Ramenman's reversal starts.
MST
Northern Lights Suplex
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 N/A KD - - - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Brocken's default medium stun throw.

  • Visually similar to T, side-switching and throwing the opponent away, though not as far away as T.
  • OTG-ing with 2A after this throw is possible, but very strict/inconsistent. It seems to be more consistent if Brocken throws the opponent into the ropes.
  • Brocken's medium stun throws are useful as a meterless option to hitconfirm off of 8A.
MS236T
Brainbuster
(Medium Stun) 236T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 109/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Brocken's more damaging medium stun throw.

  • Like (Medium Stun) T, this throw also side switches, but leaves the opponent next to Brocken. However, the lower untech time of this move makes OTG-ing afterwards not guaranteed.
  • As an option to combo into from 8A, this does outdamage (Medium Stun) T, but its more involved input can make it more difficult to hitconfirm without buffering the input. Additionally, with the guaranteed OTG off of (Medium Stun) T taken into account, that would end up outdamaging this throw.
HST
Zweislash
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 120/56
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Brocken's heavy stun throw.

  • Remains on the same-side, with no guaranteed OTG follow-ups possible.
HS236T
Piledriver
(Heavy Stun) 236T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 129/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Brocken's alternate, more damaging heavy stun throw.

  • This outdamages (Heavy Stun) T, and similarly does not switch sides.
  • This throw guarantees a 2A or 8A OTG, raising the damage further.
FBT
German Suplex
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Side-switching from-behind throw with the standard high damage.

  • Despite a relatively lengthy untech time, Brocken's own recovery from the throw's animation prevents him from getting any guaranteed OTGs off of it.
RT
Swing DDT
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Brocken's throw on a running opponent, doing the expected low damage while draining meter.

  • Does not side switch, but does shift the axis to the right.
  • Brocken can comfortably OTG with 8A after this throw. A 2A OTG is also possible, but seems to be a lot more inconsistent due to its hitbox.
  • As a meterless confirm off of a rope bounce, 6A into either of his medium stun throws would still outdamage this option even with the OTG, but it is a decent meter draining option.
WGT
Northern Lights Suplex
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 Tech KD - - - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Brocken's wake-up throw, inheriting the properties of his (Medium Stun) T.

  • Like that throw, the throw side-switches, and can guarantee a 2A OTG, albeit as a strict link.
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, sending opponents running behind Brocken Jr..

  • Though having slower startup, this throw has noticeably more range than Brocken's other throws, reaching from a round start distance.
  • Brocken has the fairly standard options off of a rope bounce, such as confirming into a medium stun throw or one of his special throws.
  • In the arcade version, a rope bounce sets up Brocken's backturn combos, for massive damage or even an infinite. This makes 4T a much stronger starter in the arcade version.
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
Red Rain of Berlin
S
Damage Guard Attribute Property Cancel Cost Meter Gain
96 Block/Parry KD MBU 32-69 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 7 43 (47) -20 -30 - -

Fast, advancing attack that knocks down.

  • This knockdown does not guarantee an OTG in most cases, with the exception of if it hits very late or if it hits from behind, in which case an 8A or 2A OTG is possible.
  • This move is a usable, though not amazing, approach tool. Though decidedly punishable on block or parry, spacing it further away to make it hit later can make it somewhat more safe-ish.
  • Neutral S also shines as a hitconfirm, comboing off of A, 6A,A, 8A and 2A for damage and a knockdown.
  • The move also has some utility as a juggle ender, albeit one that does not knock down. However, the scaling makes it rarely worth it after a long combo, and it is often out-damaged by a 2A SKD into a 4A OTG. One upside of using this move as a juggle ender is that the forward-moving property does some corner carry, and leaves Brocken much closer to the opponent when they are able to tech roll.
66S
California Crash
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
240 Tech KD - - 3 -300/168
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw.

  • Brocken will end up switching sides, but positioning-wise, he ends up off to the right side of where the opponent was.
  • Base damage-wise, this is the least damaging of Brocken's special throws by a wide margin. However, this throw guarantees a consistent 2A or 8A OTG, bringing its damage in-line to the base damage of the 46S and 214S special throws.
  • Its input also makes it the easiest special throw to buffer out of a run, making it easier to link into off of 214A's heavy stun.
44S
Imitation Jungyaku Jizai no Jutsu
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
See Desc. N/A See Desc. - - 9 -900/See Desc.
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 52 52 Total* - - See Desc. 1-52 Non-Super

Counter move that is active frame 1, countering everything but supers.

  • On successful counter, this move will "copy" the move that hits it; for example, countering a throw will cause Brocken to do that throw on the opponent, while countering a launcher will cause the opponent to be launched instead.
  • Although the counter copies the countered move's attribute and opponent's meter gain value, the damage will be scaled to Brocken's damage rating of 12 (see formula below). As Brocken's damage rating is below average, most countered moves will end up doing less than their original counterpart's.
  • This counter does not actually have a recovery; it is active for the entire 52 frames of its animation. If a strike is countered, Brocken still needs to finish the full animation of this counter, effectively making the remainder frames of the counter the "recovery".
  • Countering an opponent's strike while Brocken or the opponent has True Green KKD active will not reduce the countered move's hitstun.
  • One difference with Brocken's version of this move compared to other similar characters' is that it costs 9 bars, instead of the usual 5. Although a versatile and potentially high-reward counter, the especially high cost of Brocken's version makes it difficult to justify using frequently.
  • Damage formula: (Countered move's damage/Opponent's damage rating)*12
46S
Brain Claw
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
288 Tech KD - - 3 -300/208
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw.

  • This move is tied with 214S for the highest base damage among Brocken's throws.
  • This throw remains same-side, and leaves the opponent right next to Brocken. Being Brocken's only special throw that does not side-switch, This is the special throw to go for if keeping positioning is a primary concern.
  • No OTGs are guaranteed off of this throw.
236S
Black Fog of Hamburg
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
276 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Another special throw.

  • Switches sides seemingly at random, but position-wise, it sends the opponent flying very far away (practically a full screen away) at an angle to the right of where Brocken initiated the throw.
  • Positioning such that the throw sends the opponent towards the ropes/corner (such as by throwing with the ropes to Brocken's right) reduces the post-throw distance, but Brocken would still be very far away from the opponent.
  • Damage-wise, this special throw outdamages 66S, but does less damage than 46S and 214S. However, the OTG opportunities of 66S will cause it to outdamage this throw.
  • Considering how far it sends the opponent away, no OTGs are guaranteed off of it.
  • Between its post-throw situation and overall lower damage, this is generally Brocken's most seldom used special throw.
214S
Bremen Sunset
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
288 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Brocken's most damaging special throw, tying with 46S.

  • This throw swtiches sides at a fairly clean 180 degrees, without any axis shifting or anything.
  • A 2A OTG afterwards is possible, although the link is a little strict.
  • If Brocken throws the opponent into the ropes/corner (by using the throw while Brocken himself is at the ropes/cornered) the negated pushback allows Brocken to comfortably get an 8A OTG.
  • Against some of the larger/taller characters in the cast, an 8A OTG can be guaranteed even midscreen. This works on the following: Robin Mask, Akuma Shogun, Checkmate, Scarface, Sneagator, Planetman, Sunshine, Ashuraman, Buffaloman, The Mountain, Neptuneman, Big Body, Zebra, Ilioukhine, Big the Budo
421S
Poison Gas
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
12 Guard/Parry Special MD,MBU - 3 -300/-400
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 30 41 (45) Total +16 +6 +24 1-3 Full

Short-range, low-damage projectile that drains 4 bars.

  • This move is unique in that it does MS hitstun, but HS blockstun. The HS blockstun means that 421S pushes back and can cause a rope bounce on block, making it much more threatening at the ropes.
  • Being a projectile, Brocken can recover before the gas even reaches the opponent. If the projectile hits late enough, he is able to link into certain things, such as 2A, 8A or neutral S. For similar reasons, he can end up extremely plus on block or parry, even more so than the frame data above might imply.
  • 421S also sees frequent use in Brocken's advanced corner juggles, as it being a projectile can help extend juggles by timing it so that it hits late such that Brocken can link into another string. Its meter draining property still applies on air hit, which can help curb the usually poor meter economy of juggle combos.
  • Overall, a versatile (if costly) option for pressure and combos.

Supers

236A+S
Red Rain of Berlin
236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
372 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 48 -23 -33 - 1-21 Full

Brocken's first super, with the full invuln startup standard with a super.

  • Being a strike super, this super's invuln ends 1 frame before it becomes active.
  • This super causes a ridiculously advantageous knockdown, as Brocken can act before the opponent even touches the ground (though they are fully invulnerable during this falling animation). This gives Brocken enough time to charge almost half a bar of meter before doing a still-guaranteed 4A OTG.
  • After the super animation, the opponent will end up with their back at the ropes, with Brocken being less than one backdash away.
214A+S
Red Rain of Berlin Barrage
214A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
372 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 48 -23 -33 - 1-21 Full

Brocken's alternate super, with identical damage, startup and invuln to the other super.

  • The main difference between this super and the previous is that it has a much lower grounded untech time. As a result, Brocken cannot OTG after this super at all, making this generally a strictly worse super.
  • The post-super situation is very similar to 236A+S (aside from that super's untech time), in that it leaves the opponent next to the ropes with Brocken close to them.

Strategy

Brocken's main pokes are A, 6A, 214A, 2A and S, although the latter two lean more towards approach tools. Autopiloting 6A,A is usually a low-risk option, as it is makes hitconfirming into S much more lenient. 8A is an important counterpoke button, and is something that can be used more preemptively if the opponent frequently goes for throws and 2As in neutral.

Hitconfirming is a major part of Brocken's gameplan. The aforementioned A, 6A,A, 2A and 8A can be confirmed into S at the very least, a very cheap special that knocks down and leaves Brocken on top of the opponent, where he can start his pressure game. Having the meter for S stocked to convert stray hits is important, although this should not be too difficult due to the special's low cost. Hitconfirming into special throws off of Brocken's 8A is more involved, so getting used to buffering the input for a special throw (most likely 214A) when using 8A is useful.

Once Brocken gets in, his relatively fast strings let him bully a lot of characters, particularly those with slower jabs such as Buffaloman or Budo. He does not really have built-in mixups in his strings, so he will have to rely more on manually delaying his strings and basic string vs throw mixups. Against slower characters, their lack of an ability to contest can mean Brocken can keep pushing his pressure, even if his pressure is blocked or parry.

A strong pressure option in Brocken's arsenal is 421S. Especially at the corner, 421S is simply a move your opponent will need to respect and hold, letting Brocken extend his pressure further. He can also use it to set up pseudo-unblockables, forcing the opponent to take damage regardless if they get hit by, block or parry the poison gas. For as strong of a tool it is, just be mindful that it is quite costly at 3 bars, and not a special that Brocken can just throw out.

Brocken's mobility and neutral tools mean that he can also be played much more defensively and neutral-oriented, with a more hit-and-run approach to his gameplan. This can be a useful approach for matchups where a character can severely punish Brocken overextending, such as The Mountain.

Being a well-rounded character, Brocken can make use of any of the KKD styles. While Brocken does need meter to hitconfirm into S, its low cost means he is rarely starving for meter, so Red KKD's meter gain buff is hardly necessary; however, this can be useful to allow using 421S more often, and Red True KKD allows for gimmicky tactics such as repeatedly doing 44S, or doing multiple 421S in pressure/combos. Blue KKD can be great at patching up Brocken's below average damage output, and his strings are very usable for Blue True KKD combos. Green KKD is probably the least commonly used for Brocken, as he does not struggle in neutral or have survivability issues, though the increased defense can be useful against characters with explosive damage.

421S Setups

421S being a projectile opens up the potential for unique pressure routes and setups. A basic one is to use 421S on a cornered opponent, and immediately following up with S. If timed properly, the S will combo off of the 421S if it hits, will hit the rope bounced opponent if 421S is blocked, and will punish the parry animation if 421S is parried. This is spacing-specific, but it is one example of how 421S can be used to open up opponents.

Combos

Combo Theory

Hitconfirming into specials is the bread and butter of Brocken's standing combos. 2A, A, 6A,A and 8A can all combo into neutral S for damage and a knockdown, and 8A is also able to combo into a medium stun throw or a special throw. OTG-wise, Brocken has only 3 real options: 2A, 8A, and 4A, with increasing damage and difficulty of using as an OTG. Knowing which knockdowns guarantee each respective OTG is important to maximize Brocken's damage output, something Brocken appreciates due to his overall low damage.

Brocken's juggles are fairly straightforward, especially midscreen. 66A and 623A are Brocken's primary launchers, with the latter launching higher but sending the opponent further away. Regardless of launcher, Brocken can still get his go-to juggle string, A,A,A (though juggling off of 623A requires a dash-up first). 6A,A,A is a similar string that can also be used, but its hitboxes and framedata makes it more difficult to juggle with, so there is little reason to use it over A,A,A. Provided it juggles at the right height, Brocken will have time to recover from A,A,A to link into 2A, for an SKD. Brocken can get an OTG off of this SKD, with 4A being his typical go-to for max damage, though as OTG-ing after an SKD tends to be, this can be extremely strict; practicing to be consistent with this as Brocken is fairly important, as this helps a lot to mitigate Brocken's fairly low damage output. While difficult to do intentionally/consistently, getting the 2A to hit "un-OTG" is great in that it bumps up the damage a bit by unscaling the last hit, while increasing the grounded untech time to make timing the 4A OTG much more lenient.

Brocken's ropes/corner juggles are quite finicky. He gets to loop some strings at the ropes, like doing A,A,A 3 times at the ropes, though this is usually at the cost of a knockdown. As with most long combos, the scaling can make it a bit of a diminishing return. Brocken's very best corner juggles, such as the one that involves 421S, relies on un-OTG-ing the opponent, unscaling the damage and popping the opponent upwards. Practically the only way to re-juggle off of a 2A SKD at the corner is if the 2A hits un-OTG, such that it launches the opponent upwards. While still difficult, it is marginally easier than going for it midscreen, and getting a feel for it is helpful in getting optimal juggle damage at the ropes/corner.

Midscreen

  • (2A/A/6A,A/8A) xx S
    Normals that can hitconfirm into S. On backhit, the knockdown from S changes to allow an 8A OTG afterwards.
  • 8A xx (236T/214S, 2A)
    Meterless and metered throw confirms off of 8A's medium stun.
  • (Launch), A,A,A, 2A, 4A
    Basic juggle combo into a spinning knockdown and OTG.
  • 623A, 66A, A,A,A xx S
    Basic juggle combo variant, sacrificing knockdown for damage.

Ropes

  • (Launch), (A,A,A)x3
    Simple meterless combo at the ropes. Does not knock down.

Corner

  • 66A, 6A,A xx 421S, A,A xx S
    Proof of concept combo of using 421S to extend juggles.
  • 623A, 421S, 6A,A,A, 2A, A,A,A xx S
    Proof of concept combo of "relaunching" after a 2A.

Colors

Manga
Anime
Shirtless

External Links


General
FAQ
Controls
HUD
System
Glossary
Esoterics
Characters
Kinnikuman
Terryman
Robin Mask
Warsman
Ramenman
Brocken Jr.
Akuma Shogun
Jade
Checkmate
Scarface
Kevin Mask
Terry the Kid
Kinniku Mantaro
Sneagator
Planetman
Junkman
The Ninja
Sunshine
Ashuraman
Buffaloman
Springman
Atlantis
Mr. Khamen
The Mountain
Black Hole
SteCasse King
Neptuneman
Geronimo
Wolfman
Benkiman
Big Body
Soldier
Super Phoenix
Zebra
Mariposa
Barrierfreeman
Ilioukhine
Pentagon
Big the Budo