Kinnikuman Muscle Grand Prix 2/Junkman

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Junkman

Story

Junkman is a Devil Knight with a singular defining feature, and literally only one: instead of normal human hands, Junkman instead has giant, spiked crushing plates. His signature technique, the Junk Crush, is essentially just Junkman smashing his crushing plates together, ideally with his opponent between them. Most of Junkman's fighting style is composed out of permutations and variations of Junk Crush, and those that aren't are all still centered on making use of the freakish plates where his hands should be. Junkman also has the unusual (and arguably equally as disturbing) ability of having a literal second face on the back of his head, as well as being able to bend his arms backwards. This might sound like a useful ability with all sorts of uses, but to Junkman, this just means he can Junk Crush someone who's behind him without turning around. Junkman will try to crush his enemies with his Junk Crush, and if he ever runs into a situation where he cannot Junk Crush his way out of it, that only tells him that he's just not Junk Crushing hard enough. You gotta give him props: Junkman is dedicated to his craft.

Gameplay

Junkman is a character with a clear emphasis on striking over grappling. This is best exemplified by the fact that he is the only character with a no-strings-attached 9-frame jab, the fastest in the entire game, but on the flipside, his throws have 30-frame startup; the slowest among the whole cast. The 9f jab might not seem very exciting, but this gives Junkman a distinct advantage in scramble situations, as well as allow Junkman to do technically possible (albeit impractical) combos such as corner infinites or comboing off of 44T. This simple but strong ethos is present throughout Junkman's gameplay, as despite unassuming buttons, Junkman has several key buttons and confirms that lets him convert his fast jab into tidy damage. Furthermore, even though his juggles might not be the most exciting to look at, they are very effective when done properly.

Junkman's other notable move is his 41236A Needle Trap, a defensive stance akin to Kinnikuman's Muscle Curtain. However, whereas the Muscle Curtain is simply a light stun move that would cause roughly a reset to neutral, Junkman's Needle Trap medium stuns, meaning on a correct read while on defense, Junkman might not just be resetting to neutral, but he might instead be stealing the turn to be on the offensive.


Strengths Weaknesses
  • 9f jab.
  • High rope juggle damage.
  • Strong defensive tool in 41236A.
  • Slow normal throws.
  • Linear playstyle.

Character Stats

  • Health: 1024
  • Damage rating: 13
  • Size/weight: Standard
  • Movement speed: B
A
A
The fabled 9-framer
The fabled 9-framer
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 15-28, 15-27 Sp, 14-31 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
9 3 (17) 20 -12 -6 +4 -

(placeholder text)

A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - - - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

A,A,A
One-Two-Junk Wall
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS - - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

A,6A
Double Left Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry LS - 18-20, 18-19 Sp, 17-42 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 23 (25) -18 -12 -2 -
  • Natural combo, and further natural combos into S.
A,6A,4A
Light Hook Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS - - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

A,6A,4A,A
Back Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - - - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

A,6A,4A,A,236A
Double Face Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS - - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

4A
4A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 33-38, 33-37 Sp, 33-69 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 34 (38) -23 -23 +1 -

(placeholder text)

4A,A
Quick Back Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - - - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

4A,A,236A
Quick Double Face Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS - - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

66A
66A
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry MS - - - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

66A,A
Double Upper Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry Launch - - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
  • Natural combo launcher from the previous.
  • High launch.
8A
8A
Diving Needle
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG - - 40/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

(placeholder text)

2A
2A
Ground Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS OTG - - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

(placeholder text)

46A
46A
Junk Wall
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS - - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 29 (32) -2 -18 +9~42 -

(placeholder text)

236A
236A
Junk Smash
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry KD OTG - - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - 7-45 Throw

(placeholder text)

41236A
41236A
Needle Trap
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry MS - - - 4/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - 1-5 Strike

(placeholder text)

41236A,66A
Junk Trap
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS - - - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
  • Natural combos from 41236A, for a knockdown.
WRA
(While Running) A
Chest Junk
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD - - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

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
- - - - - - Full, Throw

(placeholder text)

Throws

T
Flying Headscissor
T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 - -16 - - -

(placeholder text)

64T
Brain Elbow
64T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech Special - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 - -16 - - -

Unique throw that leaves the opponent standing.

  • At the ropes, Junkman is able to link into his neutral A jab.
MST
Waterwheel Drop
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 - - - - -

(placeholder text)

HST
Bear Hug
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 - - - - -

(placeholder text)

FBT
Waist Tackle
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 - -16 - - -

(placeholder text)

FB214T
Vertical Backdrop
(From Behind) 214T
Damage Guard Attribute Property Cancel Cost Meter Gain
208 Tech KD - - - 104/69
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 - -16 - - -
  • Junkman recovers on the ground after this throw.
AB46T
Jumping Junk Crush
(Airborne) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD - - - 40/200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 - - - - - -

(placeholder text)

RT
Counter Palm Strike
(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
- - - - - - -
  • Unique knockdown animation, resembling that of the 236S hitgrab.
WGT
Waterwheel Drop
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 - -16 - - Full, 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
30 - - - - +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
30 - - -16 - +10 -

Universal side switch throw.

  • Notably, since this throw leaves Junkman at +10 while he has a 9f jab, Junkman can on paper link A off of this throw. However, pushback means he can only do this at the ropes, and this is an extremely tight link.

Specials

S
Junk Crush
S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS - 28-52 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 30 (32) -4 -20 +7~40 -

(placeholder text)

66S
Dashing Junk Crush
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
117 Block/Parry HS - 38-63 KKD 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 3 29 (33) -2 -18 +9~42 1-3 Strike

(placeholder text)

46S
Junk Crush & Needle
S
Damage Guard Attribute Property Cancel Cost Meter Gain
143 Block/Parry KD - 25-51 KKD 2 -200/130
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 4 27 (29) -23 -17 - -

Hitgrab.

  • If this move connects on a non-standing opponent, it will only do 26 damage.
236S
Junk Palm Strike
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Block/Parry KD - 25-53 KKD 2 -200/140
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 5 28 (31) -3 -19 - -

Hitgrab with a unique knockdown animation, resembling (Running) T.

  • If this move connects on a non-standing opponent, it will do 0 damage.
41236S
Dashing Junk Needle
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
39x2 Block/Parry MSx2 - - 2 -200/60x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
32 - - - - - 1-3 Strike

Two-hit natural combo special. If both hits connect, this move knockdowns.

623S
Junk Throw
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
312 Block/Parry KD - - 3 -300/186
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 24 -16 - - 1-3 Full

Special throw.

  • OTG-ing with 2A afterwards is possible, albeit strict.

Supers

41236A+S
Bloodbath Hell
41236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 5 32 -7 -23 - 1-17 Full

(placeholder text)

63214A+S
Double Face Junk Crush
63214A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 5 32 -7 -23 - 1-17 Full

(placeholder text)

Strategy

Combos

Midscreen

  • A,6A xx S
    Standing/throw punish bnb.
  • 41236A xx (S, 8A)/(623S, 2A)
    (placeholder text)
  • (While Running) A, 2A
    (placeholder text)
  • 66A,A, 4A,A xx 46T
    (placeholder text)

Ropes

  • 64T, A,6A xx S
    (placeholder text)
  • (Rope Bounce) A, 66A,A, A, (A,A (cc))x2, A,6A (cc), A,A xx 46T
    (placeholder text)
  • 66A,A, (6A,A (cc))xN, 6A,A xx 46T
    (placeholder text)

Colors

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