Kinnikuman Muscle Grand Prix 2/Checkmate

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Checkmate

Story

Checkmate is a chess-themed Choujin and a member of the evil dMp, the 21st century alliance of the Brutal, Devil and Perfect Choujin factions. He has the ability to swap between his 3 heads for all sorts of different abilities: the King head is his default head, whereas the Rook head turns him rock-hard, while the Knight head turns him into a sorta-centaur. Checkmate is Sunshine's protege, who acts as a surrogate father of sorts, having raised Checkmate from a very young age. Sunshine had instilled into Checkmate the inability to feel pain, which predictably backfires when he gets involved in a real fight. After losing to Mantaro, Checkmate disappears for a while, eventually pulling a face turn by returning fully reformed, joining the Justice Choujins where he...doesn't do a whole lot, actually. His only on-screen fights as a good guy are in the non-canon filler arc and the spin-off V-Jump manga, and his most notable contributions to the team is by sitting in the sidelines and providing moral support, helping Kevin Mask train that one time, and jobbing every now and then.

Gameplay

Checkmate is a solid all-rounder character, without any overly fancy or unique tools. He has a couple standout defensive tools: His Bishop Kick (623A) has fast startup and has great hitboxes, making it great for counterpoking and for defense, and his 214S is a cheap (if somewhat slow) counter which heavy stuns. Aside from this, Checkmate has a very consistent juggle combo and a spacing-dependent natural combo, and that's about it; he doesn't have a lot going on, but what he does have is overall very solid and comes together in a very functional package.


Strengths Weaknesses
  • Very consistent juggle combos.
  • Solid rope pressure with 623A.
  • Great defensive tools.
  • Strong meterless OTG options.
  • Range-dependent natural combo.
  • Average damage output.
  • Subpar frame data.

Character Stats

  • Health: 1050
  • Damage rating: 14
  • Size/weight: Medium/Middleweight
  • Movement speed: B

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 16-18, 16-17 Sp, 14-32 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 14 (17) -9 +3 +7 -

(placeholder text)

A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 29-31, 29-30 Sp, 21-45 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 23 (26) -18 -6 -2 -

Natural Combo.

A,A,A
Triple Horn Attack
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry MS - 34-39, 34-38 Sp, 33-68 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 3 36 (38) -25 -19 -1 -

(placeholder text)

A,A,6A
Promotion Attack
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 17-19, 17-18 Sp, 15-33 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 3 14 (17) -9 +3 +7 -

(placeholder text)

A,A,6A,A
Twin Promotion
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS - 29-34, 29-33 Sp, 23-55 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 33 (34) -22 -16 +2 -

Combos into (Medium Stun) T on standing hit. This string is often charge-cancelled as combo filler in Checkmate's juggles.

A,A,6A,A,623A
End Promotion
Damage Guard Attribute Property Cancel Cost Meter Gain
14x5 Block/Parry Launchx5 SKD,OTG,MBU 77-86 KKD - 9x5/18x5
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 29 (5) 42 (46) -15 -23 - 2-46 Throw

Functionally identical to the standalone 623A, but locked behind a string. Essential string for Checkmate's juggles, as the SKD property and multi-hitting nature makes it an excellent juggle ender.

  • Parry data ssumes it was done point-blank in the corner.
6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 28-30, 28-29 Sp, 20-44 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 24 (26) -19 -7 -3 -

(placeholder text)

6A,A
En Passant Attack
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry MS - 34-39, 34-38 Sp, 33-68 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 3 36 (38) -25 -19 -1 -

(placeholder text)

6A,A,4A
En Passant Combo A
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 77-82 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 7 55 (56) -32 -42 -21~+12 21-42 Throw
  • Natural combo from the previous hit, for a KD.
6A,A,6A
En Passant Combo B
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD MBU 40-49 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 19 (22) +7 -3 - -

The knockdown guarantees an 8A OTG.

2A
2A
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS OTG 25-30, 25-66 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 4 36 (41) -30 -20 -16 1-28 Throw
  • Due to a bug, this move does not have a special cancel window.
2A,2A
Castling
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS - 28-30, 28-29 Sp, 28-54 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 5 28 (29) -19 -13 +5 -

Natural combo from 2A, albeit a bit inconsistent; the string is guaranteed if 2A hits late, such as by connecting from max or near-max range. On hit, this combos into (Medium Stun) T for decent damage and knockdown.

2A,2A,214A
Castling Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU 81-89 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 6 56 (59) -32 -42 -21~+12 17-46 Throw

Natural combos from 2A,2A, in which case it will knockdown. On hit, it is largely inferior to comboing into (Medium Stun) T instead.

8A
8A
Elbow Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 81-87 KKD - 28/69
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 12 47 (48) -29 -39 - 10-37 Throw

(placeholder text)

66A
66A
Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 37-39, 37-38 Sp, 35-46 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 20 (26) +7 -3 - -

(placeholder text)

46A
46A
Flying Cross Chop
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 76-81 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 7 55 (56) -32 -42 -21~+12 20-42 Throw

(placeholder text)

236A
236A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS-5 MBU 87-95 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
38 3 42 (45) -15 -25 -4~+29 20-58 Throw

(placeholder text)

214A
214A
Nail Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS-5 MBU 80-83 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 5 52 (53) -27 -37 -16~+17 21-47 Throw

(placeholder text)

41236A
41236A
Lariat
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry KD MBU 39-48 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 4 19 (22) +7 -3 - -

Guarantees 8A OTG.

623A
623A
Bishop Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
14x5 Block/Parry Launchx5 SKD,OTG,MBU 76-85 KKD - 9x5/18x5
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 29 (5) 41 (45) -15 -23 - 1-45 Throw

Multi-hitting move with good startup and hitboxes. Great as a juggle ender, due to its SKD property, and its multi-hitting nature means it scales better in long combos. This move also has uses defensively, as both a counterpoke and to interrupt opponent's pressure. When used for this purpose however, it will usually only hit once, for pitiful damage. The exception to this is if it hits at the ropes, as the latter hits can juggle the opponent, and Checkmate may even recover fast enough to pick up the juggle. The move is generally unsafe on whiff and block (since the pushback will cause the later hits to whiff), but it is usually quite safe on parry, as parrying an early hit will force the opponent to block the subsequent hits.

WRA
(While Running) A
Dash Knee
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 12 25 -7 -17 - -

(placeholder text)

WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 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

(placeholder text)

Throws

T
Double Arm Suplex
T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

(placeholder text)

214T
Side Suplex
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 114/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Guarantees a 2A OTG.

63214T
Northern Lights Suplex Throw
63214T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - - -

(placeholder text)

MST
Side Suplex
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 N/A KD - - - 114/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

(placeholder text)

HST
Northern Lights Suplex Throw
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 - - - -

(placeholder text)

FBT
Pendulum Backbreaker
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Guarantees 2A OTG.

RT
Quebradora Con Giro
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD MD - - 36/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

(placeholder text)

WGT
Side Suplex
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 114/58
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 - - - 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 - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +10 -

Universal side switch throw.

Specials

S
Gallop Kick
S
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS-5 OTG,MBU 54-74 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 45 (50) -18 -28 -7~+26 -

Heavy-stunning neutral S with decent range. The move's OTG hitbox is deceptively short-ranged and finicky; most knockdowns require a walk-up/dash-up for this move to connect as an OTG.

66S
Centaur's Black Neigh
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
28x8 Block/Parry MSx8 OTG*,MBU 100-109 KKD 1 -100/27x8
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 49 (5) 36 (39) -22 - - 1-3 Strike, 7-79 Throw

Multi-hitting airborne move.

  • Parrying will generally lose to this move, with subsequent hits hitting during the parry animation
  • This move can hit OTG, but only against large characters. The number of hits depend a lot on when/where Checkmate initiates the move; on Big Body and Budo, Checkmate can get all 8 hits, for a strong 224 damage OTG, while the most hits he can get on Scarface is 7, for a respectable 196 damage. On the characters where this OTG can connect, it is guaranteed after the 41236S special throw.
46S
Centaur's Black Neigh
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
154 Block/Parry KD MBU - 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 4 47 (48) -21 -31 - 1-3 Strike, 6-37 Throw

Hitgrab with some invuln frames.

214S
Open The Rook Gate
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry HS-3 MBU 26-39 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 9 12 (16) +9 -1 +13~37 1-24 Full

Counter move. Works moreso like a move with a very small hitbox, such that and opponent sticking a button into it will get heavy-stunned. Because of this, this move can heavy stun an opponent moving towards Checkmate (such as after being rope-bounced).

41236S
King-Style Brilliant Throw
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
336 Tech KD - - 3 -300/168
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw. Less damage than 421S, but with a longer untech time that allows an 8A or microwalk S OTG.

421S
Rook Sky Twister
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
350 Tech KD - - 3 -300/168
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw.

Supers

63214T+S
Grand Slam - Stallion-Style Honorable Driver
63214T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
434 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Guaranteed 2A OTG.

NR63214T+S
Grand Slam - Human Desk Bomb Drop
(Near Ropes) 63214T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
462 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

(placeholder text)

Strategy

Combos

Midscreen

  • 214T/(Medium Stun) T/63214T+S, 2A (cc), 623A
    (placeholder text)
  • 623A, 8A
    (placeholder text)
  • 41236A, 623A, 8A
    Juggle off of 41236A. More consistent and gets more hits at the ropes.
  • 214S, 2A xx T, 2A (cc), 623A
    Confirm off of 214S counter.
  • 2A,2A xx T/41236S, 8A
    Hitconfirm off of 2A. Requires specific spacing.
  • 66A/(While Running) A, A,A,6A,A (cc), A,A,6A,A,623A, 8A
    Standard bnb juggle combo.

Colors

Manga
MGP2-Original

External Links


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