Kinnikuman Muscle Grand Prix 2/Buffaloman

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Buffaloman

Story

Buffaloman was once just an ordinary Choujin desperate for more power, which led him to make a deal with literal Satan to obtain his infamous 10,000,000 Choujin power level in exchange for killing in his name. As the strongest Choujin prior to Buffaloman's introduction only had 1,000,000 Choujin power, Buffaloman is, in terms of raw power at least, 10 times stronger than the last strongest guy. In the present day, Buffaloman would act as the de facto leader of the 7 Devil Choujins, a faction of violent, evil Choujins with Satan as their benefactor. Despite this role in a decidedly villainous group, Buffaloman is still at his core an honorable fighter just looking for a good, clean fight. After undergoing a change of heart, Buffaloman would sacrifice himself to resurrect the Justice Choujins his squad killed off. Eventually, he himself would be resurrected by Satan to continue serving him, but Buffaloman would immediately switch sides to the Justice Choujins at his earliest opportunity.

Buffaloman fights with his great strength and his signature longhorns, which he uses to charge at and gore enemies. Despite this, Buffaloman does get his longhorns snapped off somewhat frequently, severely weakening his fighting prowess, though he would usually end up getting it fixed one way or another.

Gameplay

Buffaloman is one of the characters that best fulfills the traditional "big body grappler" role in this game, with some very slow buttons and poor normal throw range, in exchange for high damage potential. Buffaloman's buttons are slow; his fastest standard attack (i.e. his "jab"), is 17f startup, much slower than the average character's 12f or 13f jab. However, when Buffaloman, gets the hit, he hits hard. His throws do a lot of damage, and his key throws and knockdowns guarantee Buffaloman's great OTG attack. Put together, Buffaloman routinely get damage in the high 300s just from his throws. As a cherry on top, he has a very meter-costly but also extremely damaging juggle loop, which he can start midscreen off of even his jab, that can do nearly 800 damage with the right circumstances. While Buffaloman might spend a good portion of rounds getting harassed and bullied by faster opponents (which he can somewhat afford to take due to his above average health), his damage output means he is usually only 1 or 2 good confirms away from turning the whole round around.

Aside from this, Buffaloman also has some really neat specials, such as forward-moving specials that go quite far, a good defensive parry-style move, a more than serviceable evasive panic move to get out of pressure with, and a highly damaging special throw. All put together, this gives Buffaloman a lot of tools and options to work with, even against much faster characters.


Strengths Weaknesses
  • High damage output.
  • Above average health.
  • Very damaging OTG with meter.
  • Strong conversions off of small hits (e.g. his neutral A jab).
  • Forward-moving specials.
  • Solid defensive stance move.
  • Has a panic move.
  • Very slow buttons.
  • Limited strings.
  • Highly meter-dependent for big damage.
  • Juggle loops are positioning-specific.
  • Poor throw punish without meter.
  • Small throw range.
  • Large hurtbox.

Character Stats

  • Health: 1100
  • Damage rating: 15
  • Size/weight: Medium/Heavyweight
  • Movement speed: C

Reversals

4G
Flipping 6 to 9
(Against Kinnikuman's 236S) 4G
Damage Guard Attribute Property Cancel Cost Meter Gain
240 N/A KD - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Unique reversal animation that happens when teching Kinnikuman's Kinniku Buster (236S) throw.

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry LS - 26-31, 25-30 Sp, 22-43 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 21 (25) -16 -4 ±0 -

Very slow, but highly damaging jab. Despite this, this is still Buffaloman's fastest standard normal.

  • On hit, this move combos into 623S for a launch, and sets up 623S loops.
  • This move can link from 66T, though this is a relatively tight link and makes a combo after 66T susceptible to True KKD activation.
  • This move also sees some use as combo filler in juggles, though this is only good to a certain point where the scaling makes the extra neutral As not worth it.
  • Using this move on a heavy-stunned opponent will cause a stun overflow knockdown instead of a medium stun. However, this will properly medium stun on a rope-bounced opponent.
A,A
Heavy Double Attack
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry HS-3 MBU 41-50 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 19 (23) +8 -2 +12~36 -

Slow heavy-stunning follow-up to A, with a very distinct animation.

  • Not a natural combo; in fact, the gap is large enough that characters with faster jabs can interrupt this move.
  • Buffaloman can get a lot off of a heavy stun, and this is one of only two Buffaloman normals that heavy stun. Compared to 44A, this move is much easier to combo out of, so this follow-up still has some value for mix-ups/frametraps.
66A
66A
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry Launch MBU 55-60, 55-59 Sp, 34-72 KKD - 4/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 48 (52) -21 -31 - -

Large, slow-ish launcher. Despite this, it is only slightly slower than A.

  • On hit, this lets Buffaloman start his 623S loops. Meterlessly, he can continue this string to juggle.
  • This move links from 66T. Compared to linking into A, linking into this move prevents the opponent from activating True KKD to interrupt the combo, at the cost of being slightly stricter to link.
66A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry MS - 22-27, 22-26 Sp, 19-39 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
9 3 25 (29) -14 -8 +10 -

Medium-stunning follow-up from 66A.

  • Mostly sees use as a combo filler from 66A prior to going for air throw, or, with meter, to go into 623S loops.
  • On standing hit, the early-enough cancel window on this move lets it combo into the next hit for a stun overflow knockdown, or into his medium stun throws. However, unlike most strikes that combo into a medium stun throw, this does not combo into his 214S special throw.
66A,A,A
Megaton Upper Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry MS - 21-31, 21-30 Sp, 16-38 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
6 3 27 (31) -16 -10 +8 -

Next hit of the string, similarly doing medium stun on standing hit like 66A,A.

  • Like 66A,A, this sees the most use as combo filler. Since this is further cancellable as well, Buffaloman would typically cancel into his 66T air throw after this hit as an ender for his meterless juggles.
  • Natural combos from 66A,A standing hit, for a stun overflow knockdown. Hitting on its own, the cancel window is too late to get anything guaranteed off of this medium stun.
66A,A,A,214A
Megaton Upper Combo Plus
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG,MBU 76-87 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 9 49 (53) -28 -38 - -

Ender to this string that is functionally identical to the standalone 214A. OTGs, and knocks down on standing hit.

  • In a juggle, this move comes out so slow that it would only combo if the opponent does not tech roll. Regardless, the 66T air throw is a superior ender to Buffaloman's air juggles.
  • This move does not even combo off of the stun overflow knockdown from the previous two hits connecting on standing hit, due to the knockdown sending them away. This can connect properly at the ropes, but will generally float the opponent, letting them tech roll.
8A
8A
Elbow Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG,MBU 76-86 - 28/69
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 12 44 (48) -26 -36 - 10-37 Throw

Typical 8A, being a slow OTG that goes airborne and doing nice damage.

  • In practice, this rarely sees use, due to Buffaloman's 236S OTG being more damaging and faster.
2A
2A
Ground Swing
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry MS SKD,OTG 36-66 KKD - 11/37
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 36 (40) -24 -20 -2 1-22 Throw

Low-profiling 2A that OTGs.A little on the slow side, but with respectable range.

  • As an OTG, this move is faster than 8A and 214A, but still slower than 236S. This still makes it Buffaloman's fastest meterless OTG, making it the best OTG possible after some knockdowns without spending meter.
  • This move SKDs on air hit. Despite Buffaloman having an air throw, this property still comes up, as an alternative ender to his 623S loop. This gives him an SKD which, with good timing, can guarantee an OTG afterwards. OTG-ing with 236S after this SKD out-damages the air throw, albeit at the cost of meter.
44A
44A
Double Hammer
Damage Guard Attribute Property Cancel Cost Meter Gain
105 Block/Parry HS-5 MBU 40-66 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 4 31 (35) -5 -15 +6~39 -

Slow but very damaging heavy-stunning attack. Recovers a bit slowly, and with significant pushback such that nothing is guaranteed midscreen.

  • At the ropes, the negated pushback allows guaranteed follow-ups akin to that possible off of the heavy stun from A,A or S midscreen.
46A
46A
Buffalo Hammer
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Block/Parry KD MBU 53-65 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
36 5 22 (26) +3 -7 - -

Forward-moving knockdown attack that goes quite far, with noticeable startup.

  • Buffaloman stops when he hits the opponent, staying same-side. This, combined with the move's long untech time, consistently guarantees any of Buffaloman's OTGs, such as 8A, 214A or 236S.
236A
236A
Swing Punch
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD MBU 66-109 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 3 73 (77) -46 -56 - -

Knockdown attack with a built-in forward step, giving it decent range.

  • This move has extremely long recovery, such that it is very punishable on block, and even more so on parry.
  • Buffaloman recovers too slowly from this move to get any guaranteed OTGs.
214A
214A
Longhorn Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG,MBU 75-86 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 9 49 (53) -28 -38 - -

Knockdown attack with a somewhat long recovery.

  • This is usable as a meterless OTG, though it has a more involved input while doing identical damage to 8A.
41236A
41236A
Longhorn Guard
Damage Guard Attribute Property Cancel Cost Meter Gain
15 Block/Parry LS - 25-60, 30-59 Sp, 23-70 KKD - 4/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
5 16 48 (51) -56 -44 -40 1-5 Strike

Defensive stance-style move. Starts up quite fast, and strike-invulnerable until the first active frame.

  • Does not start up as fast as most defense stances, and it has much less active frames. However, it can still be cancelled fairly early.
  • Considering Buffaloman's otherwise very slow buttons, this is one of Buffaloman's most important moves on defense, or as a counterpoke in neutral.
  • This is also Buffaloman's only meterless throw punish, albeit somewhat inconsistent and doing dismal damage. However, if Buffaloman has no meter stocked, this is his optimal punish.
41236A,623A
Longhorn Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
15 Block/Parry Launch MBU 12-26, 24-25 Sp, 12-31 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
8 5 16 (20) +9 -1 - -

Built-in launching follow-up to 41236A.

  • Not a natural combo from 41236A, but as with other Buffaloman launchers, this is highly rewarding on hit, being able to set up 623S loops.
41236A,623A,214A
Longhorn Upper Plus
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG,MBU 41-90 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 49 (53) -28 -38 - -

Further follow-up to 41236A,623A. This is virtually identical to the standalone 214A.

  • Being locked behind a string limits this move's usability.
WRA
(While Running) A
Lariat
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD MBU - - 26/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 6 27 -3 -13 - -

Decently fast forward-moving knockdown attack. Essentially a faster, less-damaging counterpart to 46A.

  • Like 46A, this move's knockdown consistently guarantees any of Buffaloman's OTGs, most notably 8A, 214A or 236S.
WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry MS SKD,OTG - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 8 17 (21) -9 -5 +13 1-22 Full, 23 Throw

Generic wake-up sweep.

  • On hit, this is plus enough for Buffaloman to link into 236S, though this can be very tight/inconsistent if the wake-up attack hits very early.

Throws

T
Choujin Windmill
T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Side-switching normal throw.

  • Guarantees no OTGs.
6T
Side Suplex
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech KD - - - 90/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Side-switching 6T throw.

  • Similar to T, this guarantees no OTGs.
66T
Sledgehammer
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech Special - - - 94/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +20 -

Unique throw that stays same-side and leaves the opponent standing close to Buffaloman.

  • Buffaloman is decently plus after this move, giving him some guaranteed links off of this throw: A, 66A, 623S, 66S, 236S or super.
  • The potential links off of it make this Buffaloman's throw with the highest damage potential, and it is his highest damaging starter overall: this throw can confirm into super, or set up for 623S loops, able to score over 700 damage in some cases.
  • For some reason, 66T into 66T is impossible; although it is not guaranteed regardless, trying to 66T an opponent consecutively results in T instead.
46T
Bear Hug
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Solid throw with decent damage, and does not side-switch.

  • Does not guarantee any OTGs.
41236T
Tombstone Piledriver
41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 118/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Throw with the same damage as 46T and similarly does not side-switch.

  • Grants a lengthy untech time on hit, guaranteeing 2A, 8A, 214A or 236S OTG.
  • Its high damage and long untech makes it generally Buffaloman's go-to throw outside of 66T, with its main downside being its somewhat more involved input.
214T
Kannuki Suplex
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 114/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Damaging side-switch throw.

  • This move's knockdown guarantees a 236S OTG.
  • The base damage and OTG opportunities of this throw makes it the most damaging side-switching throw option.
MST
Megaton Shoot
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 N/A KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Medium stun throw that sends the opponent very far away from Buffaloman.

  • The distance that Buffaloman throws the opponent makes any OTGs impossible midscreen, but when used at the ropes, Buffaloman can get all his OTGs: 2A, 8A, 214A or 236S.
MS41236T
Tomahawk Hurricane
(Medium Stun) 41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 N/A KD - - - 130/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Medium stun throw that similarly does not side-switch like (Medium Stun) T, while doing a bit more damage and leaving the opponent much closer to Buffaloman.

  • This throw has very low grounded untech time; a 236S OTG is possible, but it is relatively tight.
HST
Buffalo BOMB
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
195 N/A KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Heavy stun throw that stays same-side, with excellent corner carry.

  • This throw's knockdown guarantees 2A or 236S OTG.
HS41236T
Deadly Devil Style - Scar Transfer
(Heavy Stun) 41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
225 N/A KD - - - 150/65
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Side-switching heavy stun throw that does more damage than the standard (Heavy Stun) T, though it leaves the opponent noticeably further away.

  • The opponent being left farther away relegates 236S as the only guaranteed OTG. This OTG needs to be done very early to get all 4 hits; if done right, it does 30 more damage than (Heavy Stun) T into 236S. However, if the 236S is done late, it will only hit 3 times due to the range, overall doing 15 less damage.
FBT
Triple Headbutt
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Standard from-behind throw, with high damage and without side-switching.

  • This throw has a short grounded untech time, and as a result, no OTGs are guaranteed.
AB66T
Hurricane Heat
(Airborne) 66T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A KD - - - 80/152
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 10 34 - - - -

Buffaloman's air throw, being one of only two air throws of the "headbutt" variety.

  • As an air throw, this is Buffaloman's go-to juggle ender, doing unscaled damage even after long juggles (such as 623S loops).
  • This air throw tosses the opponent behind Buffaloman, side-switching and sending them very far away.
NC66T
Buffalo Ice Rock Drop
(Near Corner) 66T
Damage Guard Attribute Property Cancel Cost Meter Gain
240 Tech KD MD - - 150/-200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Unique throw that can only be done at the corner, side-switching and bringing Buffaloman and the opponent roughly to the middle of the screen with some distance between the two.

  • As is standard for a near ropes/near corner throw, this throw does high damage, and drains 2 bars of meter.
  • The distance after the throw means only 236S OTG will reach and is fast enough, and not unlike (Heavy Stun) 41236T, if the 236S OTG is timed late, only 3 hits will connect instead of 4.
RT
Power Slam
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Average throw on a running opponent, with low damage while draining 1 bar of meter.

  • This throw switches sides, and guarantees no OTGs.
WGT
Megaton Shoot
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Wake-up throw, mimicking the properties of (Medium Stun) T. Unfortunately, this also means it sends the opponent very far away if it connnects.

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 Buffaloman.

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
Poison Needle Knee Lift
S
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Block/Parry HS-5 MBU 39-52 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 5 18 (22) +7 -3 +18~51 -

Forward-moving, high-damage heavy stun move, with a maximum range slightly further than one backdash away.

  • The forward-moving nature of this move leaves Buffaloman very close to the opponent on hit or block. This makes it the heavy stun attack that leaves Buffaloman closest to the opponent on hit, allowing for the most consistent follow-ups.
  • This move recovers relatively quickly for a heavy stun move, leaving Buffaloman very plus on hit or block, and safe even on parry.
66S
Hurricane Mixer
66S
Hurricane... Mixer!
Hurricane... Mixer!
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry Launch SKD,MBU 44-66 KKD 3 -300/155
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 21 27 (31) -18 -28 - 1-3 Full

Forward-moving launcher with range about 2 backdashes away.

  • If the launcher hits late enough (i.e. by being used farther than point-blank), Buffaloman recovers close enough to the launched opponent to pick up the juggle with A or 66T.
  • If the move connects too early, Buffaloman recovers too far away that he needs to do a 2nd 66A to pick-up the juggle. This virtually only happens if 66A is used point-blank, or close to it.
44S
Deadly Devil Style - Devil Shark
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD SKD,OTG,MBU 66-84 KKD 2 -200/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 53 16 (20) -39 -49 - 3-12 Throw, 13-65 Full

Evasive, forward-moving knockdown move.

  • Its invuln properties makes it decent as a panic move, or as a surprise round ender.
46S
Longhorn Skewer
46S
Hurricane Mixer! But a hitgrab
Hurricane Mixer! But a hitgrab
Damage Guard Attribute Property Cancel Cost Meter Gain
255 Block/Parry KD MBU 35-70 KKD 2 -200/146
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 6 35 (39) -11 -21 - 1-3 Full

Hitgrab that stays same side with above average range, hitting from about 1 backdash away.

  • Very low grounded untech time, guaranteeing no OTGs.
  • The relatively low damage of this hitgrab compared to the damage from 214S for only 1 more bar makes this a rarely used special, at least in confirms.
236S
Special Hurricane Mixer
236S
Hurricane Mixer! But special
Hurricane Mixer! But special
Damage Guard Attribute Property Cancel Cost Meter Gain
45x4 Block/Parry Launchx4 SKD,OTG,MBU 110-120 KKD 3 -300/44x4
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 63 (15) 42 (46) -26 - - 1-3 Full

Powered-up version of 66S of sorts, hitting four times. However, since each hit launches, this typically only hits once on a standing opponent.

  • This move has a much longer duration than 66S, causing it to travel further, able to hit from 4 backdashes away. This longer duration means juggling off of this launch is impossible; even when the move hits at max range, Buffaloman recovers too slowly to pick up afterwards.
  • Where this move shines is as a damaging, albeit costly, OTG move, where all 4 hits can connect. Incidentally, this is also Buffaloman's fastest OTG, faster than even 2A; in other words, any move that guarantees an OTG will guarantee this move. This is one of the integral sources of Buffaloman's damage.
  • Buffaloman can punish teched throws with this move. However, this is hardly worth it, as for 1 less meter he can punish with 623S while getting a combo off of it.
214S
Choujin Cross Drop
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
360 Tech KD - - 3 -300/235
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - - 1-3 Full

Very damaging special throw that side-switches.

  • This throw does decently long grounded untech, guaranteeing 2A, 8A, 214A or 236S OTG. The latter is notable, as OTG-ing with 236S does just under 550 damage, albeit at the cost of 6 bars.
623S
Sky Hurricane Mixer
623S
Hurricane Mixer! But upwards
Hurricane Mixer! But upwards
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry Launch SKD,MBU 56-68 KKD 2 -200/135
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 26 29 (33) -25 -35 - 1-3 Strike, 14-55 Throw

Metered launcher that high-launches.

  • Very quick startup (actually being Buffaloman's fastest attack, 41236A aside), letting it combo when cancelled into from A, or be linked into from 66T.
  • Being Buffaloman's fastest attack also means that it can punish throws. Due to the combos he gets off of it, this is a strong option, with the only downside being it is locked behind meter.
  • On air hit, this move launches the opponent upwards. This lets Buffaloman continue juggling, such as with A xx 623S. This allows Buffaloman to do this repeatedly, until he reaches the ropes and/or runs out of meter. This is his "623S loop", and although this has a steep meter cost, this routinely does upwards of 500 damage off of many confirms.

Supers

41236A+S
Hurricane Mixer "Course of Death"
41236A+S
Hurricane Mixer! But 4 times!
Hurricane Mixer! But 4 times!
Damage Guard Attribute Property Cancel Cost Meter Gain
465 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 18 49 -37 -47 - 1-15 Full

Strike super with the expected fast, invulnerable startup. Due to it using an animation similar to 66S, this super has a lot of range, of about 2 backdashes away.

  • After the super animation, Buffaloman ends up backturned on P1 side next to the ropes. The opponent recovers very quickly, approximately at the center of the stage.
  • Buffaloman can link into this super from 66T.
63214A+S
Hurricane Cross Drop
63214A+S
Hurricane Mixer! But he Cross-Drops you!
Hurricane Mixer! But he Cross-Drops you!
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
17 18 49 -37 -47 - 1-15 Full

Buffaloman's alternate super, with the same startup, invuln and long range.

  • After the super animation, Buffaloman will end up on P2 side at the center of the screen, with the opponent being relatively closer, about 1 dash away.
  • The closer post-throw situation allows Buffaloman to get a guaranteed OTG with 2A, 8A or 214A, making it the generally preferred super.
  • This super also combos from 66T; doing so, and subsequently going for the OTG, does a very nice 705 damage.

Strategy

Buffaloman's slow buttons and short throw-range means he is rarely if ever able to dictate the pace of the match, or dominate neutral; because of this, playing more defensively and not over-extending tends to be the default for Buffaloman. Buffaloman does have several strong forward-moving moves, such as S, 44S and 66S, which can be useful to close distances or whiff-punish. However, as these moves tend to be very bad on whiff or parry, they should not be overused. Getting a neutral A out can help swing the game to Buffaloman's favor, potentially confirming to a lot of damage on hit, or letting Buffaloman go for very simple, though very rewarding, mixups on block. Buffaloman's high health and damage output often means he has the leeway to eat a combo or two, as one combo back can equalize all the damage. By the nature of Buffaloman's poor neutral, he does not easily get the hits he needs, so when he does get it, it's important to make it count, by optimizing damage where possible.

Buffaloman can benefit from all 3 KKD types. Blue KKD's low health buff can bump up Buffaloman's damage to nigh-ToD levels. Green KKD gives Buffaloman even more survivability, and the True KKD activation's super armor can patch up Buffaloman's defense. Red KKD's low health buff helps cover Buffaloman's expensive specials, particularly 236S and 623S. In general though, True KKD activation is quite beneficial for Buffaloman, as his 236S can discourage opponents from stalling out the True KKD duration by just lying on the ground.

Combos

Combo Theory

Owing to his slow buttons and relative lack of strings, Buffaloman does not have much in the way of standing combos. Since OTG damage is a significant contributor to Buffaloman's damage, knowing/remembering which knockdowns guarantee 236S OTG, and practicing the stricter OTG confirms such as off of (Heavy Stun) 41236T, is essential. Consistently confirming A into 623S is important as well, as it lets Buffaloman go into his 623S loops. Finally, the most executionally-demanding aspect of Buffaloman are his combos off of 66T, his unique throw that leaves opponents standing. 66T is +20 on a successful throw, and the 2 most common links off of it are A and 66A, which have 17f and 19f startup, respectively. Due to its input and faster startup, linking into A is reasonably easy to do consistently with some practice, whereas 66A is noticeably stricter to do, but has the benefit of being able to do more damage due to its string options and not giving the opponent the chance to activate True KKD. Alternatively, Buffaloman can go straight into 623S from 66T, for a significantly more forgiving link while also being activation-proof, but this loses out on some damage. Linking 66T into super is also a rarer, but worthwile confirm to do. Super is 17f, meaning the link is also manageable, though the more involved input may require its own practice.

623S is the centerpiece of Buffaloman's juggles, and their damage output is predicated on how many 623Ses Buffaloman can fit into a combo. As 623S moves forwards, this causes the combo to drop once Buffaloman reaches the ropes; because of this, the further away Buffaloman is from the ropes, the more reps he can get. In other words, the optimal position to start the 623S loops is with Buffaloman's back towards the corner. Once the opponent is launched using any number of starter into 623S, the combo itself is simple: (A xx 623S)xN, until Buffaloman runs out of meter and/or reaches the ropes. Some timing is needed to link into A after 623S, but this is very lenient and intuitive, especially since 623S causes SKD. The loop works if A is omitted, but this sacrifices damage, and often causes Buffaloman to move too far that he crosses under the juggled opponent. Once Buffaloman reaches the ropes, ending the juggle is as simple as doing his 66T air throw instead of another A xx 623S rep. Alternatively, since the 66T air throw side switches and send the opponent far away, Buffaloman can opt to end the loops with 2A instead. Doing so is a little stricter than ending with 66T air throw (since 2A is slower, it has to be done much earlier) and generally does less damage, but has the advantage of staying same side (and thus keeping the opponent at the ropes/corner) and leaving them much closer to Buffaloman.

Buffaloman can OTG after the 2A SKD as well, and if he were to OTG with 236S, this would outdamage ending the combo with 66T air throw. 2A SKD has low grounded untech time, but the fast startup and long active frames of 236S makes timing the OTG still fairly easy compared to OTG-ing with 2A, 8A or 214A. If Buffaloman ends the 623S loops with 2A midscreen, the opponent will be sent a bit further away from Buffaloman; OTG-ing with 236S is still possible, but it may necessitate doing a dash-up first so that 236S can hit for all 4 hits, instead of just 2-3 hits.

Midscreen

  • A xx 623S
    Standing jab confirm into a launch.
  • 66T, A/66A/623S
    Standard confirms off of 66T.
  • 66T, 63214A, 8A
    Super confirm from 66T.
  • 66A,A,A xx 66T
    Meterless juggle bnb.
  • 66S, A xx 66T'
    Basic Hurricane Mixer pickup. Does not work point blank.
  • A xx 623S/66A,A,A xx 623S, (A xx 623S)x3, A xx 66T
    623S loop. Adjust number of reps based on meter/proximity to the ropes.
  • A xx 623S/66A,A,A xx 623S, (A xx 623S)x2, 2A, 236S
    Alternate ender to 623S loop for a better knockdown/to go for 236S OTG.

Colors

Manga
Satan-Possessed
Skinhead

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