Kinnikuman Muscle Grand Prix 2/Springman

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Springman

Story

Springman is one of the 7 Devil Choujins, and he is quite literally a giant, sentient spring with arms and legs. An evil giant, sentient spring with arms and legs. Naturally, his fighting style involves bouncing all over the place, and in at least one case, he can constrict someone to the point of literally tearing them to pieces (poor Wolfman). Being made of metal and all, his one true weakness is water, as he would start rusting and become far less springy as a result.

Also, just in case you were wondering: Springman is the character Sakurai was alluding to in the Min Min direct.

Gameplay

Springman is a character with excellent offense, in large part due to one move: 66A. 66A is an extremely fast launcher with a very early cancel window, allowing Springman to be highly advantageous if the move is blocked. Using 66A (cc), Springman can pressure opponents and force them into the ropes, where the same move is able to cause a rope bounce. Though a very strong tool on its own, that's not all Springman's got: Springman has other buttons with really good frame data and reward on hit, fast, evasive, and forward-moving specials, and he has a decently damaging OTG combo. In all, this comes together to make Springman a more than capable rushdown character, having one of the most "real" pressure sequences in MGP2.

Springman does not have a glaring weakness, but they are still worth mentioning; though not prohibitively so, he is above average in terms of execution in MGP2, as his combos, neutral, and pressure are predicated on consistently stringing 66A (cc) repeatedly. Springman's damage is also unimpressive; his juggles do not do very much damage for how much he has to work for them, and this is made slightly worse by his lack of an SKD move, meaning Springman's only option to end juggles is his (admittedly decent) air throw. On more minor notes, Springman's throw-invuln options are mediocre, lacking any frame 1 throw invuln move, and his OTG options have range issues.


Strengths Weaknesses
  • 66A (cc) is an excellent pressure and combo tool.
  • Fast, long-ranged specials.
  • Solid OTG combo.
  • Good frame data and cancel options on key moves.
  • Small hurtbox.
  • Damage is somewhat below average.
  • Poor throw-invuln options.
  • Stubby OTG buttons.
  • No SKD moves.

Character Stats

  • Health: 1024
  • Damage rating: 13
  • Size/weight: Lightweight
  • Movement speed: A

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 20-29, 18-28 Sp, 14-29 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
10 3 16 -11 +1 +5 -

(placeholder text)

A,A
Double Punch
Damage Guard Attribute Property Cancel Cost Meter Gain
13 Block/Parry LS - 21-30, 19-29 Sp, 15-30 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 16 -11 +1 +5 -

(placeholder text)

A,A,A
Dropkick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 66-76 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 4 45 (48) -19 -29 -8~+25 11-67 Throw

(placeholder text)

A,A,6A
Elbow Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 29-31, 29-30 Sp, 20-42 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 16 (24) -11 +1 +5 14-33 Throw

(placeholder text)

A,A,6A,A
Step Dropkick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 66-76 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 4 45 (48) -19 -29 -8~+25 11-67 Throw

(placeholder text)

A,A,6A,6A
Spread Kick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-3 MBU 36-38, 36-37 Sp, 31-69 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 6 40 (41) -16 -26 -12~+12 9-28 Throw

(placeholder text)

6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS OTG 23-28, 23-27 Sp, 21-49 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 27 (30) -14 -10 +8 16-39 Throw
  • Natural combos into its next hit, or into (Medium Stun) T or 214S special throw.
6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS - 29-31, 29-30 Sp, 20-42 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 16 (24) -11 +1 +5 14-33 Throw
  • Natural combos from the previous hit, becoming a HS. This will make the move +22~55 on hit.
6A,A,A
Drop Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 66-76 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 4 45 (48) -19 -29 -8~+25 11-67 Throw

(placeholder text)

6A,A,6A
Spread Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-3 OTG,MBU 36-38, 36-37 Sp, 31-69 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 6 40 (41) -16 -26 -12~+12 9-28 Throw

(placeholder text)

6A,A,6A,6A
Double Spread Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-3 OTG,MBU 36-38, 36-37 Sp, 31-69 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 6 40 (41) -16 -26 -12~+12 9-28 Throw
  • Natural combos from the previous hit, for a KD.
214A
214A
Clip Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS OTG 28-30, 28-29 Sp, 27-49 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 24 (25) -17 -7 -3 16-30 Throw

(placeholder text)

214A,214A
Double Clip Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS OTG 29-31, 29-30 Sp, 28-50 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 24 (25) -17 -7 -3 17-31 Throw

(placeholder text)

214A,214A,6A
Clip & Spread
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-3 OTG,MBU 36-38, 36-37 Sp, 31-69 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 6 40 (41) -16 -26 -12~+12 9-28 Throw

(placeholder text)

8A
8A
Guillotine Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG,MBU 70-81 KKD - 29/67
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 14 37 (39) -21 -31 - 11-40 Throw

(placeholder text)

2A
2A
Stomp
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry LS OTG 34-50 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 22 (27) -15 -5 -1 -

(placeholder text)

66A
66A
Upper
Electric Spring God Fist
Electric Spring God Fist
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 18-23, 18-22 Sp, 16-38 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 22 (24) +5 -5 - -

Springman's signature move. A lightning-fast launcher with a very early cancel window.

  • At 12f, this move is Springman's go-to teched throw punish, leading to a full juggle on successful punish.
  • While already very plus on block, charge-cancelling this move would cut the recovery to the point that the move becomes +12 on block.
  • Chaining several 66A (cc) in succession is the cornerstone of Springman's juggles and pressure. The pushback means that 66A (cc) is not a true blockstring into itself despite the frame data, but it is still a very strong pressure tool.
  • 66A becomes especially scary at the ropes, due to its unusually fast startup for a move that can rope bounce.
  • On parry, 66A is not even bad, since its relatively fast recovery means it is still safe even with the option to charge cancel disabled.
  • CCC-ing from 66A into Springman's 41236T+S throw super will "jail"; the super will connect on the opponent while they are still in blockstun. In MGP2, a character cannot throw-tech while in blockstun, meaning this super is completely untechable. Though expensive, this is a strong option available to Springman when he has 9 bars.
  • This move cannot be throw or special-throw cancelled outside of True KKD. In KKD, the move can be throw cancelled during frames 33-38.
46A
46A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 65-75 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 45 (48) -19 -29 -8~+25 11-67 Throw

(placeholder text)

236A
236A
Spread Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry HS-3 OTG,MBU 35-37, 35-36 Sp, 30-68 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 6 40 (41) -16 -26 -12~+12 8-27 Throw

Long-ranged attack where Springman lunges forwards and subsequently bounces backwards to roughly his initial position. Charge canceling this move would make Springman not bounce back, letting him confirm off of the heavy stun easier.

WRA
(While Running) A
Dash Head
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS-5 OTG,MBU - - 36/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 14 54 -38 -48 -27~+6 -

(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
23 8 17 (21) -9 -5 +13 1-22 Full, 23 Throw

Generic wakeup sweep.

Throws

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

(placeholder text)

6T
Body Slam
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - - - 80/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

46T
Brainbuster
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 100/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

214T
Double Arm Suplex
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 104/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

MST
Blockbuster
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 100/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

(placeholder text)

HST
Jumping Piledriver
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 120/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

(placeholder text)

FBT
Spiral Backdrop
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 80/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

AB46T
Bound Bomb
(Airborne) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
104 N/A KD - - - 72/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 10 34 - - - -

(placeholder text)

RT
Front Suplex
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

(placeholder text)

WGT
Blockbuster
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 100/50
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
Bazooka Kick
S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 43-49 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 19 (23) +8 -2 +19~52 -

(placeholder text)

66S
Spring Somersault
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry Launch OTG,MBU 44-58 KKD 1 -200/155
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 38 (39) -11 -21 - 1-3 Strike, 16-44 Throw

Good special to cancel into for OTG combos.

44S
Jumping Kick
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
91 Block/Parry HS-5 MBU 36-68 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 6 40 (42) -16 -26 -5~+28 1-3 Strike, 6-26 Throw

(placeholder text)

46S
Spring Cross Chop
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry KD MBU 42-67 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 9 41 (42) -20 -30 - 1-3 Strike, 15-41 Throw

Very fast, advancing attack with a lot of range. Useful as an occasional surprise round-ender.

236S
Flying Body Attack
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Block/Parry KD MBU - 2 -200/130
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 10 30 (34) -10 -20 - 1-3 Strike, 19-37 Throw

Hitgrab that goes airborne.

214S
Coil Drop
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
312 Tech KD - - 3 -300/186
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw.

623S
Machinegun Kick Rush
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Block/Parry KD MBU - 2 -200/146
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 4 36 (37) -32 -20 - 15-46 Throw

Evasive hitgrab.

Supers

41236T+S
Devil Slinky
41236T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

(placeholder text)

NR41236T+S
Spring Rocket
(Near Ropes) 41236T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
429 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

  • 66A (cc), 66A (cc), 66A xx S, A,A,6A xx 46T
    Basic launch bnb.
  • 66A (cc), (66A (cc))x5, (6A/A,A,6A) xx 46T
    (placeholder text)
  • 214A xx 66S, (66A (cc))x4
    (placeholder text)
  • 6T, 214A,214A xx 66S
    (placeholder text)
  • 214S, 6A xx 66S
    (placeholder text)
  • (236A/6A,A) (CCC) 41236T+S
    (placeholder text)

Ropes

  • (Rope Bounce) A, 66A (cc), A,A, 66A (cc), A,A,6A xx 46T
    (placeholder text)

Colors

Manga
MGP2-Original

External Links


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