Kinnikuman Muscle Grand Prix 2/Soldier

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Soldier

Story

Kinnikuman Soldier is one of the Five Fated Princes, a group of Choujins born on the same day at the same hospital as Kinnikuman, who, due to a nursery mishap, might plausibly be the true heir to the Kinniku throne. Each of the Fated Princes acted as an avatar for one of the five evil Gods; Soldier is the host for the God of Brutality, representing that with his cruel fighting style. Before this possession, Soldier was called Soldierman, and he was little more than a sadistic Choujin who lived from battlefield to battlefield, and would have been killed-in-action were it not for the timely intervention of the God of Brutality.

This would be a totally accurate bio were it not for the fact that the Kinnikuman Soldier you see in this game is an impostor! Under the mask of this pretender is Ataru Kinniku, Kinnikuman's long-lost older brother who had walked out of the Kinniku clan and his princely duties decades prior, before Kinnikuman was even born. Upon the announcement of the Scramble for the Throne tournament, Ataru assaulted the real Kinnikuman Soldier, stealing his identity and place in the tournament. As the Scramble for the Throne is a team tournament, he would recruit Brocken Jr., Buffaloman, The Ninja and Ashuraman to form the Choujin Blood Brigade, a cross-factional alliance of fan-favorite Choujins. Despite being a legitimate (though estranged) prince of Planet Kinniku and by all merits the rightful heir, Ataru's motives in entering the tournament was not to take the throne for himself; instead, his goals are to show Kinnikuman and friends the true meaning of Friendship Power.

Gameplay

Soldier is a hard-hitting all-rounder with a laundry list of strengths and relatively scant weaknesses. His damage output is higher than his damage rating may imply, thanks to some very combo friendly strings, solid OTG tools and an excellent super, just to name a few. He also plays the neutral game reasonably well, with strong, if somewhat one-dimensional, pokes that can convert into big damage. Soldier's no slouch in the defense department either; he possesses the Kinniku Clan's trademark Muscle Curtain (41236A) defensive stance, as well as a counter special move.

Blockstun Animation

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

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


Strengths Weaknesses
  • High-damage, high-ceiling juggle combos.
  • Consistent throw punish.
  • Excellent super.
  • Strong defensive options.
  • Above average health.
  • Combos are positioning-specific.
  • Combos are reliant on heavy stun; becomes less effective with optimal mashing.
  • Limited ways to heavy stun.
  • Unique blockstun animation.

Character Stats

  • Health: 1100
  • Damage rating: 14
  • Size/weight: Standard
  • Movement speed: B

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 17-22, 17-21 Sp, 15-32 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 15 (19) -10 +2 +6 -

Above-average jab, with solid frame data and an early enough cancel window to represent cancel options well.

  • On hit, this move natural combos into S for damage and a knockdown. The cancel needs to be done at just about the earliest opportunity, making it difficult to hitconfirm.
  • This move can also CCC into super (though it is a very strict CCC), but this option is superseded by CCC-ing from A,A instead.
  • This jab's relatively fast recovery gives it utility in juggles to link into things afterwards, to reorient Soldier in (Heavy Stun) T combos, as well as for corner juggles.
  • Regardless, this ability to combo into S makes neutral A a solid punish tool for Soldier, notably being his go-to (and just about only) teched throw punish, short of a super.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 26-46, 26-45 Sp, 24-48 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 4 24 (27) -20 -8 -4 -

Forward-moving shoulder follow-up to A.

  • This natural combos from A, and further combos into A,A,4A as well as into CCC super.
  • While this move can CCC into super (ideally 623T+S), this needs to be done very early in order to combo properly. After A,A, input the CC and super together as 64S23TS.
  • This move is used frequently in juggles, and its forward-movement gives most Soldier juggles in general great corner carry. However, this forward movement has the downside of potentially messing up juggles at the ropes.
A,A,A
Crash Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS MBU 35-40, 35-39 Sp, 29-52 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 6 22 (24) -14 -8 +10 -

Medium-stunning ender to this string.

  • Does not natural combo from A,A.
  • As this move still has a cancel window, on hit, it combos into (Medium Stun) T, S, 66S, 214S or 623S.
A,A,4A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 26-31, 26-30 Sp, 15-38 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
10 3 23 (26) -18 -6 -2 -

Alternate follow-up from A,A, with much faster startup but only doing LS.

  • This combos from the previous hit, making the entire string a natural combo. This is Soldier's best meterless combo off of A.
  • On air hit, this move pops up slightly. In conjunction with it being further cancellable, this string in general sees plenty use in juggles; looping this string with the air throw bug forms the basis of Soldier's optimal juggles.
A,A,4A,A
Spin Kick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 31-33, 31-32 Sp, 23-48 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 25 (28) +2 -8 +13~46 -

Heavy-stunning kick follow-up.

  • Does not natural combo, owing to the previous hit's fairly late cancel window.
  • As this string is further cancellable, it can be used as a consistent day 1 bnb off of the (Heavy Stun) T launch.
A,A,4A,A,A
Spin Kick Combo Plus
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 MBU 71-76 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 47 (49) -20 -30 -9~+24 12-61 Throw

Dropkick ender to this string.

  • Essentially identical to the standalone 46A; what is written there applies here as well.
  • This hit combos from the previous hit (even if perfectly mashed), for a stun overflow knockdown.
A,A,4A,A,214A
Shooting Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU 40-50 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 22 (26) +5 -5 +16~49 14-38 Throw

Alternate ender for the string, using a sobat instead.

  • Similar to the other ender, this move is functionally identical to the standalone 214A sobat.
  • Also like the A,A,4A,A,A, this string can properly combo after the previous hit, for a stun overflow knockdown.
6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS OTG 37-39, 37-38 Sp, 34-42 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 20 (24) -16 -3 +1 -

Light-stunning low kick.

  • This attack moves Soldier forwards a little bit, giving it deceptively long range; this move actually hits from slightly farther away than 2A, and makes for a decent (albeit low-reward) neutral poke.
  • As an OTG, this move fulfills a similar niche as 2A. While faster than 2A, Soldier does not have the knockdown so as to guarantee this attack instead of 2A; though this move is more advantageous on OTG hit, if 2A is charge-cancelled, this difference becomes as thin as only 1 or 2 frames.
  • One of this move's drawbacks is its rather late cancel window; nothing is guaranteed off of it, and it limits the strength of mixups off of this button.
6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 18-23, 18-22 Sp, 16-33 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 15 (19) -10 +2 +6 -

Jab follow-up to 6A, with identical animation and similar properties to neutral A.

  • Not a natural combo from 6A.
6A,A,A
Combat Alpha
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 MBU 71-76 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 47 (49) -20 -30 -9~+24 12-61 Throw

Dropkick string ender.

  • Functionally identical to the standalone 46A dropkick.
6A,A,214A
Combat Bravo
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU 40-50 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 22 (26) +5 -5 +16~49 14-38 Throw

Sobat string ender.

  • Functionally identical to the standalone 214A sobat.
2A
2A
Hound Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS OTG 34-44, 39-43 Sp, 31-54 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 7 23 (26) -20 -10 -6 1-37 Throw

Typical 2A sweep with the expected frame 1 throw invuln, though only doing light stun unlike the medium stunning 2As of some characters.

  • Decent mid-range poke, and can be charge-cancelled to recover 6 frames faster overall.
  • At the ropes, 2A can be used to float the opponent after certain knockdowns, and subsequently cancelled into air throw for a small juggle that outdamages a simple OTG.
2A,6A
Hound Bite
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS MBU 35-40, 35-39 Sp, 29-52 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 6 22 (24) -14 -8 +10 -

Spinning backfist follow-up.

  • Largely identical to the last hit of A,A,A. This includes how advantageous it is on hit, and being cancellable, this hit combos into the next hit of this string, as well as (Medium Stun) T.
2A,6A,214A
Destroy Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU 40-50 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 22 (26) +5 -5 +16~49 14-38 Throw

Sobat ender to this string.

  • Functionally identical to the standalone 214A sobat.
  • Natural combos from 2A,6A, for a stun overflow knockdown. However, even with the OTG, this is outdamaged by comboing 2A,6A into (Medium Stun) T instead.
8A
8A
Elbow Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 69-76 KKD - 22/81
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 11 42 (44) -23 -33 - 11-30 Throw

Relatively standard 8A, being Soldier's go-to "slow OTG" and having throw-invuln frames.

  • Among 8As, Soldier's is somewhat above average, with good range and pretty fast startup. This gives Soldier a decent amount of leniency to OTG with this consistently off of certain knockdowns.
66A
66A
Knee Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 33-35, 33-34 Sp, 30-46 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 22 (27) +5 -5 - -

Relatively standard launcher.

  • This launches to a medium height, limiting Soldier's juggle options compared to the high launch from (Heavy Stun) T.
46A
46A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 MBU 70-75 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 47 (49) -20 -30 -9~+24 11-60 Throw

Heavy-stunning dropkick.

  • Decent startup, but with very long recovery like most dropkick-style moves in the game; that said, most of this recovery is airborne, there is much less time than the frame data implies in order to get a standing punish.
  • Despite this, the move is still very much punishable on block/parry; even on hit, the move is not very plus for a heavy stunning move, and can even be minus if sufficiently mashed.
214A
214A
Sobat
The party starter
The party starter
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU 39-49 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 22 (26) +5 -5 +16~49 13-37 Throw

Heavy-stunning rolling sobat.

  • One of Soldier's most important, rewarding buttons. Starts up reasonably fast, has decent range, and able to crush throws.
  • Most notably, this (and by extension, its appearance within strings) is Soldier's only heavy-stunning move he can feasibly combo out of. Though not guaranteed on paper, in practice the amount a human would be able to realistically mash means that Soldier can typically get his (Heavy Stun) T after this heavy stun.
41236A
41236A
Muscle Curtain
Damage Guard Attribute Property Cancel Cost Meter Gain
14x2 Block/Parry LSx2 - 20-50, 10-49 Sp, 70-75 KKD - 4x2/13x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 50 (26) 19 -33 -21 -17 1-5 Strike

Defensive stance, Immediately active and with strike-invuln frames.

  • Like similar defensive moves, this move has a very small hitbox, and will generally only hit opponents at the corner, a rope-bounced opponent, or most frequently, by an opponent sticking a button into Soldier.
  • Unlike several other defensive moves however, this move has no built-in follow-ups; however, as it is cancellable, Soldier can still cancel this move into charge cancel, throw or special.
WRA
(While Running) A
Flying Body Attack
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry KD MBU - - 62/42
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 14 33 (36) -17 -27 - 1-3 Strike, 19-37 Throw

While-running attack with below-average horizontal range, but above-average tracking and decent startup.

  • Unusually for a while running attack, this move not only has throw invuln, but some strike invuln as well.
  • On hit, this move does the flip-over knockdown, and guarantees an 8A OTG. If it connects at the ropes, Soldier is close enough to get a small juggle off of the KD with 2A xx 46T.
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

Generic wake-up sweep.

  • Soldier has the slightly slower, less active type of wake-up attack.
  • If this hits sufficiently late enough, Soldier can link into his neutral A jab for a stun overflow knockdown, and subsequently OTG with 8A.

Throws

T
Dragon Screw
T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 120/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Neutral throw that stays same-side.

  • This throw guarantees 2A or 6A OTG, though the former is a little strict.
  • This is Soldier's most damaging throw in neutral that does not side-switch.
6T
Flying Headscissors
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 110/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Side-switching throw, with the lower damage typical of a 6T.

  • This throw guarantees 2A or 6A OTG.
236T
Brainbuster
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 134/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Damaging, side-switching throw.

  • 6A OTG is possible after this throw, but very inconsistent.
214T
Kannuki Suplex
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 134/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Throw that is very similar to 236T, with the same high damage and side-switch.

  • This throw guarantees no OTGs, and leaves the opponent slightly further away than 236T does.
MST
Arm Whip
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 130/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Side-switching medium stun throw.

  • This throw comfortably guarantees 8A OTG, bringing up the throw's damage significantly.
  • Soldier can somewhat frequently access this throw, beyond just off of rope bounce into A; A,A,A as well as 2A,6A combos into this throw.
HST
Airplane Spin
(Heavy Stun) T
Spin to win
Spin to win
Damage Guard Attribute Property Cancel Cost Meter Gain
70 N/A Launch - - - 150/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Launching heavy stun throw, causing a high launch.

  • Like other airplane spin-style throws, this throw sends the opponent high behind Soldier, requiring Soldier to do something like a neutral A to re-align himself.
  • This (or more accurately, a heavy stun that leads into this throw) is Soldier's de facto strongest combo starter, as the high launch allows Soldier to make use of the air throw bug. In doing so, Soldier can rack up over 500 damage with optimized combos.
  • This throw's main drawback is Soldier's limited ways to actually combo into this throw; essentially Soldier's only way to combo into this throw is off of 214A.
FBT
Olympic Slam
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 100/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Side-switching from-behind throw that leaves the opponent very far away.

  • If Soldier is able to throw the opponent into the ropes/corner, the pushback is sufficiently reduced that Soldier can OTG with 8A.
FB6T
Back DDT
(From Behind) 6T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Alternative from behind throw, with noticeably more damage.

  • While this throw does not side-switch, it does shift the axis, with Soldier ending up to the right of where he initiated the throw.
  • This throw guarantees a 2A or 6A OTG.
AB46T
Avalanche Hold
(Airborne) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD - - - 60/200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 10 84 - - - -

Solid, respectably-damaging air throw, being the jumping type that is active frame 1.

  • Every Soldier juggle ideally ends with this air throw, and being the jumping type even enables it to pick up very low juggles, such as those by popping up knocked down opponents with 2A or 6A.
  • This throw stays same-side, though Soldier ends up to the right of where he initiated the air throw.
  • Due to reasons not entirely understood, Soldier is able to make use of a bug with his air throw to great effect. By inputting this air throw during a specific timing mid-string, Soldier is able to "cancel" into the air throw, but without the air throw actually coming out; in effect, Soldier ends up being able to dramatically cut the recovery of certain attacks during juggles. The specifics of this glitch is unclear, but it is most frequently (and practically) used during his A,A,4A string in juggles to reduce the recovery of the 4A.
RT
Uranage
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD MD - - 42/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Run-of-the-mill throw on a running opponent, doing low damage but draining a bar.

  • This throw switches sides, but more specifically, it turns Soldier and the opponent about 90 degrees to the right. In other words, if Soldier uses this throw with the ropes on his right side, the throw will end up putting the opponent at the ropes.
  • Guarantees 2A or 6A OTG.
WGT
Arm Whip
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 130/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Wake-up throw, with the universal invincible frames.

  • Uses the animation of (Medium Stun) T. As a result, it side-switches and guarantees 8A OTG.
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.

  • If this causes a rope bounce, as with most characters, Soldier can confirm into his special throw (623S) for good, un-KKD-able damage.
  • More Soldier specific options are to cause a stun overflow knockdown with 214A or S and pick up for a small juggle with 2A xx 46T, or to use his neutral A jab to put the opponent into medium stun, and subsequently link into his 66A launcher.
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
Hellfire Megaton Punch
S
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry KD MBU 34-51 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 27 (32) ±0 -10 - -

Punch that is visually very similar to Kinnikuman's own neutral S, but knocking down instead of causing HS.

  • This special combos when cancelled into from neutral A, though this needs to be cancelled very early to combo properly. Be wary of autopiloting this; although safe on block, a savvy opponent can parry this move and leave Soldier decidedly minus (though still generally safe).
  • The knockdown from this move guarantees an 8A OTG mid-screen. Dashing up prior to the 8A auto-times the 8A so as to not cause a float, and makes the combo more consistent, especially on smaller characters.
  • At the ropes, Soldier can pick up this knockdown into a small juggle via 2A xx 46T, or 6A xx 46T (bug), A,A xx 46T.
66S
Red Rain of Berlin
66S
S/o to Brocken Jr.
S/o to Brocken Jr.
Damage Guard Attribute Property Cancel Cost Meter Gain
126 Block/Parry KD MBU 58-65 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 41 (43) -14 -24 - 1-3 Strike

Forward-moving knockdown attack, similar to Brocken Jr.'s neutral S.

  • This move moves forwards quite a lot, being able to connect from over a backdash away.
  • While usable as an approach tool, it is quite bad on block and especially parry, something that can be taken advantage of by opponents on top of their punishes.
  • An 8A OTG is possible off of this move's knockdown, albeit very inconsistently. 2A or 6A works consistently, however.
44S
Jungyaku Jizai no Jutsu
44S
S/o to The Ninja
S/o to The Ninja
Damage Guard Attribute Property Cancel Cost Meter Gain
See Desc. N/A See Desc. - - 5 -500/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 Soldier 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 Soldier's damage rating of 14 (see formula below). While other characters with similar counter specials have low damage ratings, Soldier's is actually average, meaning the countered move would frequently do as much if not more damage than the original move.
  • This counter does not actually have a recovery; it is active for the entire 52 frames of its animation. If a strike is countered, Soldier 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 Soldier or the opponent has True Green KKD active will not reduce the countered move's hitstun.
  • Damage formula: (Countered move's damage/Opponent's damage rating)*14
46S
Buffalo Hammer
46S
S/o to Buffaloman
S/o to Buffaloman
Damage Guard Attribute Property Cancel Cost Meter Gain
126 Block/Parry KD MBU 62-73 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
44 3 23 (27) +4 -6 - 1-3 Strike

Forward-moving, knockdown special. Within the context of Soldier's moveset, this is akin to a slower, but faster-recovering counterpart to 66S.

  • This move's post-hit situation can be somewhat awkward and inconsistent; it generally does not switch sides, with Soldier ending up to the right of the knocked down opponent.
  • On hit, this throw comfortably guarantees an 8A OTG anywhere, to the point that the 8A should be delayed so as to not float the opponent. At the ropes, this moves does the kind of knockdown that Soldier can purposely float and juggle off of with 2A xx 46T or 6A xx 46T (bug), A,A xx 46T.
214S
Karate Chop Storm
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Block/Parry KD MBU - 2 -200/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 17 (21) -12 ±0 - -

Hitgrab that does not side switch.

  • Like most hitgrabs, this does comparatively little damage for the meter spent, with Soldier's 623S special throw doing significantly more damage for only 1 bar more.
  • This move's knockdown grants no guaranteed OTGs, and in fact has little grounded untech time, allowing the opponent to rise almost imemdiately.
  • One niche this move has is that it is quite fast; 6 frames faster than 623S, and it is in fact Soldier's 2nd fastest special after neutral S. This allows it to combo from several light stun moves, notably neutral A. However, A xx S, 8A outdamages A xx 214S, leaving confirming into this move largely unoptimal.
  • If this move hits on a non-standing opponent (such as in a juggle), it will only do 28 damage.
41236S
Dragon Suplex
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
126 Tech KD - 78-79* 5 -500/110
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Special throw, starter for the 41236S chain throw series.

  • Side switches, while slamming the opponent towards Soldier's right side. The subsequent extensions will retain this.
  • Guarantees 6A OTG, but it can be awkward to do due to the camera angles messing up inputs. If the opponent ends up at the ropes, Soldier will be close enough to OTG with 2A instead.
  • Cancel frames represent when during the animation the move is canceled into its extension on hit.
Continuous Dragon Suplex 1
41236S,4T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 N/A KD - 49-50* - 0/170
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

First extension to 41236S.

  • Similarly side-switches and sends the opponent to the right of Soldier.
  • Guarantees 6A OTG like 41236T by itself, though similarly awkward to do due to the camera. Similarly allows for 2A OTG if the opponent ends up at the ropes.
  • Cancel frames represent when during the animation the move can be canceled into its extension on hit.
Continuous Dragon Suplex 2
41236S,4T,41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
350 N/A KD - - - 0/250
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

2nd extension to 41236S, and ender to this chain throw.

  • Functionally identical post-throw situation as the previous two, though as each suplex moves forwards, this whole chain does substantial corner carry.
  • Guarantees 6A or 2A OTG as with the previous two, with the same asterisks attached.
  • Even with the OTG, this chain throw does not do a lot of damage overall, doing only 42 more damage than 623S, or 42 less damage with 623S's guaranteed 8A OTG taken into account.
623S
Choujin Izuna Drop
623S
S/o to Ashuraman
S/o to Ashuraman
Damage Guard Attribute Property Cancel Cost Meter Gain
336 Tech KD - - 3 -300/180
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - 1-3 Full

Standard 3-bar special throw.

  • While this throw does not switch sides, this does end up leaving the opponent to the left of where they were when the throw is initiated; in other words, if the throw is initiated with the ropes to the left of the opponent, the opponent will end up with the ropes behind them.
  • This throw guarantees an 8A OTG, bringing up its overall damage to a strong 420.

Supers

41236T+S
Ataru's Muscle Spark
41236T+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

Soldier's first of two throw supers, unfortunately made largely obsolete by his other super.

  • After the super, Soldier will generally end up on 2P side, with the opponent being roughly at the center of the stage and Soldier himself quite far away, about one backdash away from the ropes.
  • Despite the lower grounded untech time and distance after the super, an 8A OTG is still guaranteed after this super, but requires it to be done quickly after the super ends.
  • Between its more involved input, lower damage and (arguably) worse post-super situation, this super sees almost no use compared to 623T+S.
623T+S
Napalm Stretch
623T+S
S/o to KOF '96
S/o to KOF '96
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

Excellent throw super, doing unusually high damage for Soldier's damage rating, doing damage typically only reserved for near rope supers.

  • After the super animation, Soldier usually ends up on 1P side, with both him and the opponent ending up roughly at the center of the stage, fairly close to each other.
  • This super guarantees 8A OTG, bringing the damage up to 546.
  • The quicker input makes this super the go-to for Soldier's often strict CCC combos. Soldier can CCC into this super off of A, A,A and 41236A.
  • Between its easier input and sky-high damage, this is the super Soldier should default to. As Soldier is rarely meter-reliant, he can build towards having his super ready, to threaten 50% of the opponent's lifebar with a 14f, fully invincible throw.

Strategy

Soldier's main pokes in neutral are A, 6A, 2A, 214A and very sparingly, 66S. As Soldier's main damage comes from landing 214A into (Heavy Stun) T, it is often easy to tunnel-vision to landing the move, and this is something an opponent can catch on and call out. Because of this, it is important to vary up what buttons to throw out, while still representing the threat of 214A. Even without landing Soldier's big A,A,4A loop combos, shorter combos like A xx S, 8A or 66A juggles still do respectable damage, and can quickly add up. As the former combo can punish many -11 or higher moves, including teched throws, Soldier can get a lot of mileage just capitalizing on the punish opportunities presented to him.

Neutral A is also great as a button to mash on defense, and being 11f, Soldier is good at winning scrambles during barely plus/minus situations. Aside from that, 41236A and 44S are also good defensive options, especially if the opponent is overly aggressive or predictable.

Soldier's super is very good, and his relative independence from meter aside from confirming into S or 623S means he can be conservative and stock up the 9 bars for super. While threatening an out-of-the-blue throw super is something pretty much any character with a throw super can do, the high damage of Soldier's can make it especially scary, even more so when Soldier's damage is being buffed by low-health Blue KKD. Opponents would usually be wary of the super, and would frequently try to OS or play around it with throw-invuln moves, something Soldier can exploit.

KKD style-wise, Soldier can get utility from all the KKD types, though like with most characters, Red KKD's utility is comparatively more limited. As an already high-damage character, Soldier is frequently played on Blue KKD, as the low health buff can turn his 50% combos and super into near-70%; this can help Soldier make comebacks from totally downhill rounds in just one good combo or super. Green KKD helps buff Soldier's already above-average durability, and the True Green KKD activation can let him be more ignorant in, or even skip, neutral, something he typically does not really have the tools to readily do otherwise. Red KKD has some uses too, as the meter gain increase helps pay for Soldier's more expensive specials, particularly his 44S counter.

Combos

Combo Theory

Soldier's standing combos are very straightforward; this amounts to confirming his neutral A into S, getting his 8A OTG off of the knockdowns that guarantee it, and his CCC combos, particularly A,A (CCC) 623T+S. The latter of this is difficult, but quite strong; however, this is nowhere near essential to play Soldier, and should not be a priority to learn. Soldier can also quite uniquely pick up opponents off of certain knockdowns (such as from S, While Running A, or certain stun overflow knockdowns) for a small juggle, with 2A xx 46T, but this is only consistent at the ropes/corner.

Soldier ideally wants to end all of his juggles with his 46T air throw. Having virtually no moves that causes SKD, air throw is basically Soldier's only way to score an air knockdown. A,A (cc) as well as A,A,4A (bug) are Soldier's most important juggle strings; optimizing his combos essentially boil down to trying to squeeze in more reps of either. Since A,A moves forward, this gives Soldier's juggles their trademark corner carry, and at the same time, what messes up/ends the loops once Soldier makes it to the ropes. Because of this, Soldier usually gets his best combos with his back towards the corner, having the full stage length to get his loops in. Off of a typical launch (66A, parrying a launcher with 44S), the opponent is not launched high enough to get A,A,4A (bug) reps in; instead, he can do reps of A,A (cc) before going into air throw. Soldier can typically get 3-4 reps of A,A (cc), though 4 reps is difficult outside of the ropes and/or big characters. Off of high launches, Soldier can get in reps of A,A, 4A (bug), which is where his very high-ceiling combos come from. With an optimal starter, starting position and ender, Soldier can get upwards of 500 damage off of these combos. Because of this, his heavy stun throw (and by extension, 214A, his only heavy-stunning move he can reasonably combo out of) is Soldier's most important starter. Furthermore, since they are key to his best combos, learning to do the Air Throw Bug is essential (see below).

Air Throw Bug

"It's like a reverse kara cancel. Instead of trying to make what you're cancelling out of not come out, you're trying to make what you're cancelling into not come out"

A cornerstone of Soldier's optimal juggles is to make use of the air throw bug. While the opponent is airborne, inputting his air throw (46T) during specific periods mid-string will cause Soldier to "cancel" into his air throw, without the air throw itself actually coming out; if done correctly, Soldier will hit the opponent, and subsequently return to neutral almost immediately. If another button is linked afterwards, it will visually look as if Soldier is cancelling from one string to the next. However, if the air throw is inputted too early, it will instead buffer the air throw, and the air throw would come out as normal. The specifics behind this bug is not yet fully understood: what's causing it, how it can be used, etc. At the very least, it is used frequently and practically while he is juggling with his A,A,4A string, and it seems to work best by inputting the air throw as the 4A is hitting. Getting a feel for this timing is essential for consistently doing Soldier's optimal combos.

In this combo section, the air throw bug will be notated as (bug). For example, a combo like "A,A,4A (bug), A,A xx 46T" indicate using the bug during A,A,4A so as to cut the 4A's recovery, and subsequently linking into A,A xx 46T.

Midscreen

  • (While Running) A/(Medium Stun) T/(While Grounded) T/S/46S/623S/623T+S, 8A
    Knockdowns that consistently guarantee 8A OTG.
  • A xx S, 8A
    Basic jab confirm. Soldier's go-to throw punish.
  • 66A, (A,A (cc))x2, A,A xx 46T
    Launch bnb off of 66A. 3 reps of A,A (cc) is possible but very strict, outside of during combos that end up at the ropes or on large characters.
  • 214A, T, A, A,A,4A,A xx 46T
    Stable, relatively easy juggle off of (Heavy Stun) T.
  • 214A, T, A, (A,A,4A xx 46T (bug))x4, A,A xx 46T
    (Heavy Stun) T juggle making use of the air throw bug. Adjust A,A,4A xx 46T (bug) reps depending on distance/proximity to ropes.
  • A/A,A/41236A (CCC) 623T+S, 8A
    CCC combos into Napalm Stretch. In order to CCC as fast as possible, input the charge cancel and super together, as 64S23TS.

Ropes

  • (Stun overflow knockdown)/(While Running) A/S/46S, 2A xx 46T
    Rope-only small juggle via floating specific knockdowns.
  • (Stun overflow knockdown)/(While Running) A/S/46S, 6A (bug), A,A xx 46T
    Alternate low-juggle to the above, albeit inconsistent as the 6A needs to hit a specific way to pop up high enough.
  • 66A, (A)x5 xx 46T
    Consistent juggle at the ropes without side-switching.
  • (Rope Bounce), A, 66A, A,A (cc), (A,A,4A xx 46T (bug))x4, A,A xx 46T
    Corner-to-corner side-switching juggle combo.

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