Kinnikuman Muscle Grand Prix 2/Warsman

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Warsman

Story

The fighting computer Warsman is a Soviet Robo-Choujin (read: cyborg). A spin-off one-shot reveals Warsman's backstory, having been born a cyborg named Nikolai due to his Choujin wrestler father getting cybernetic enhancements shortly before his birth. After the tragic death of both of his parents, the orphaned Nikolai lived in poverty, ostracized for his mechanical appearance, until he caught the attention of the KGB and was recruited into a secret Soviet training cell. Here, he was given the codename "Warsman", and conditioned into a ruthless killing machine. Warsman eventually escaped from the facility, and was found by the disgraced Robin Mask, who further trained Warsman in order to avenge Robin by defeating Kinnikuman in the upcoming 21st Choujin Olympics. After Warsman lost to Kinnikuman, he realizes the error of his ways and befriends Kinnikuman, eventually becoming one of his staunchest allies.

Warsman fights with spiked gauntlets called the Bear Claws, and uses the purported inescapable hold, the Palo Special. His supercomputer brain allows him to analyze the situation for the optimal response near-instantly, though it comes with one weakness: after 30 minutes of fighting, Warsman would begin overheating, and subsequently shut down. Despite his menacing appearance and ominous breathing, Warsman is actually a pretty sensitive, introspective guy; his character arcs often sees him grappling with the duality of his humanity (Choujinity?) and his robotic nature.

Gameplay

Warsman is a solid, fundamentals focused character with a couple unique gimmicks up his sleeve. His toolkit has everything you would expect from a good and straightforward MGP2 character: solid pokes, basic but strong strings and damaging special throws. The last hit of many of Warsman's strings causes SKD on air hit, giving Warsman very consistent juggles, especially for a character without an air throw.

Warsman's claim to fame is his signature Screwdriver (236S) special, a forward-moving, multi-hitting launcher that doubles as both a great whiff-punish and approach tool.


Strengths Weaknesses
  • Solid neutral pokes.
  • Above-average launchers.
  • Consistent juggle combos.
  • Screwdriver.
  • Unique unblockable super that can be combo'd out of.
  • Juggles are difficult to optimize.
  • Screwdriver is very linear.
  • Few ways to heavy stun.
  • Inconsistent throw punish.

Character Stats

  • Health: 1024
  • Damage rating: 14
  • Size/weight: Standard
  • Movement speed: B

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 15-26, 15-25 Sp, 15-24 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 8 (12) -3 +9 +13 -

Jab with excellent frame data, but somewhat poor range.

  • On hit, this combos into the next hit (A,A), neutral S, 66S or 44S.
  • Despite its fast startup, the range of this jab makes it often whiff when attempting to use it to punish teched throws.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 22-27, 22-26 Sp, 13-27 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
8 3 16 (17) -11 +1 +5 -

Natural combo follow-up to A.

  • Generally relegated to combo/pressure filler.
A,A,A
One-Two Middle
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry MS - 29-44 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 4 20 (23) -10 -4 +14 -

Medium-stunning default ender to the string.

  • Not a natural combo.
A,A,6A
One-Two Body
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 20-24, 20-23 Sp, 20-35 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 14 (16) -10 +2 +6 -

Alternative branch to A,A.

  • Not a natural combo, but sees use in juggles to bridge to its follow-ups.
A,A,6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 29-34, 29-33 Sp, 27-49 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 19 (25) +8 -2 - -

Launching extension to A,A,6A.

  • This move launches very low, such that meaningful juggles off of it is difficult.
  • If charge cancelled, juggling with 6A,A,A,A is possible, but it is very strict/inconsistent.
A,A,6A,A,A
Rising Upper Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry LS SKD 25-43 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 16 (21) -11 +1 +5 -

Damaging left hook ender to the string.

  • This strike SKDs, making a built-in juggle combo from the preceding hit.
  • This property makes this button (and string in general) great to end juggles, especially at the ropes where 6A,A,A,A may be too slow.
A,A,6A,A,623A
Rising Somersault Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 38-57, 38-56 Sp, 38-62 KKD - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 43 (49) -16 -26 - 8-38 Throw

Alternative ender to the string, borrowing the animation and most of the properties of the standalone 623A.

  • Like the standalone 623A, this move has fast startup and throw-invulnerable properties.
  • Locked behind a string, this sees little use; after A,A,6A,A's launch, this move can combo, and its cancellable property allows cancelling further into 236S for an SKD.
6A
6A
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry LS - 33-51, 33-50 Sp, 27-54 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 27 (31) -22 -10 -6 -

Long-reaching middle kick with a similar animation to the finisher of the A,A,A string.

  • A bit slow, but with above average range, making for a solid poke.
  • However, its LS hitstun/blockstun does mean that even charge-cancelled, it is still quite minus on block, and barely plus on hit.
6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 20-24, 20-23 Sp, 20-35 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 14 (16) -10 +2 +6 -

Follow-up to 6A that is identical to A,A,6A.

  • Not a natural combo from 6A, but is an important combo filler in juggles.
6A,A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 29-34, 29-33 Sp, 27-49 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 19 (25) +8 -2 - -

Launching 3rd hit of the string, similarly copying the properites of A,A,6A,A.

  • All written there applies here: the low launch, tight juggle options, etc.
6A,A,A,A
Sunset Upper Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry LS SKD 25-43 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 15 (21) -10 +2 +6 -

Ender to the string, identical to the last hit of the A,A,6A,A,A string.

  • Like that move, this move also SKDs, forming a built-in ender to the previous hit.
  • This string in its entirety sees frequent use in juggles, owing to the high damage of each individual hit and relatively low number of hits translating to less scaling.
6A,A,A,623A
Sunset Somersault Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 38-57, 38-56 Sp, 38-62 KKD - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 43 (49) -16 -26 - 8-38 Throw

Alternative ender to the string, which much like A,A,6A,A,623A, copies most of the properties of the standalone 623A.

  • Similarly locked behind a string, its uses are functionally identical to the applications of A,A,6A,A,623A.
6A,2A
Sunset Low Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS SKD,OTG 35-61 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 5 34 (36) -23 -19 -1 2-26 Throw

Alternate follow-up to 6A that copies Warsman's 2A.

  • Mostly identical properties to the standalone 2A, being slightly slower owing to being part of a string.
  • Its SKD property makes it useful to pick up far-away juggles, such as from 623A midscreen or an awkwardly-spaced 236S.
8A
8A
Knee Stomp
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 44-64 KKD - 26/73
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 9 27 (31) -6 -16 - 6-33 Throw

Typical slow-OTG 8A.

  • Warsman lacks any fancy OTGs, so this is usually the optimal OTG he can go for off of KDs such as an SKD during his juggles.
  • This move can be used to beat out throws, But Warsman generally have better throw-invuln moves to evade throws.
2A
2A
Plane Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS SKD,OTG 34-60 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 5 34 (36) -23 -19 -1 1-25 Throw

Low-profiling kick with good range.

  • Between its evasiveness, startup and range, this is a very solid neutral poke for Warsman.
  • The SKD property of this move rarely comes up, owing to Warsman's numerous SKD buttons, but this can be used to score a knockdown from awkward, far juggles.
  • This is Warsman's quick OTG option, and it is guaranteed off of a handful of knockdowns.
66A
66A
Strong Left Straight
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 42-45, 42-45 Sp, 36-44 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 20 (24) +7 -3 - -

Launcher with above average range.

  • Warsman advances quite a bit with this move, letting it connect from round-start distance.
  • This forward moving property can be a detriment for corner juggles, as it moves Warsman into the ropes and can make juggles more awkward.
623A
623A
Somersault Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 37-56, 37-55 Sp, 37-61 KKD - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 43 (49) -17 -27 - 7-37 Throw

Extremely fast launcher that goes airborne.

  • Deceptively short range, especially compared to 66A. This makes it an inconsistent throw punish, not unlike A.
  • On hit, this move launches the opponent quite far away. Coupled with the move's slow recovery, this makes picking up from this juggle difficult midscreen; its cancellable property helps somewhat, but the potential juggles are overall much more limited than off of 66A or even 236S.
  • This problem is not present at the ropes, and it is usually a more stable launcher than 66A since it does not move forwards.
WRA
(While Running) A
Strong Left Straight
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry HS-5 MBU - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 4 25 +1 -9 +12~45 -

Heavy-stunning while-running attack, with a similar animation to 66A.

  • This is Warsman's only heavy-stunning move, short of hitting a running opponent.
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.

  • Warsman can typically link into his 623A launcher after this move for a juggle, though it can be a strict link if this move hits very early.

Throws

T
Body Slam
T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 105/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Standard neutral throw, staying same side.

  • This throw guarantees no OTGs.
6T
Flying Headscissors
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 95/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Side-switching 6T, doing less damage than T.

  • Like T, this move guarantees no OTGs.
66T
Swing Neckbreaker
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 99/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Throw with identical damage to 6T, but does not side switch while building slightly more meter.

  • Similarly, no OTGs guaranteed off of this throw.
46T
Shoulder Armbreaker
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 115/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

High-damage throw that stays same side.

  • Like most shoulder armbreaker-style throws, this move has a very advantageous knockdown, guaranteeing a 2A or 8A OTG.
236T
Oklahoma Stampede
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 114/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Throw where Warsman takes several steps forward, and subsequently switches sides.

  • Guarantees a 2A OTG.
214T
Brainbuster
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 119/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

high-damage side-switching throw. Guarantees no OTGs.

41236T
Dragon Screw
41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 123/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Throw with a lot of similarities to 214T, doing high-damage and side-switching.

  • Like 214T, this throw guarantees no OTGs.
  • Compared to 214T however, this throw sends the opponent further away, and builds slightly more meter.
MST
Shoulder Buster
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 115/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Medium-stun throw, doing decent damage and staying same-side.

  • This throw guarantees no OTGs.
MS41236T
Bun Nage
(Medium Stun) 41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 N/A KD - - - 133/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Highly damaging throw that switches sides and sends the opponent very far away.

  • Owing to how far the opponent ends up, this throw guarantees no OTGs.
  • Compared to (Medium Stun) T, this throw is more damaging, but with a generally much worse post-throw situation.
HST
Corbata
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 136/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Side-switching heavy-stun throw.

  • This throw has very little grounded untech, barring any guaranteed OTG hits.
  • As Warsman has very limited way to heavy stun anyways, this throw seldom sees use.
HS41236T
Giant Swing
(Heavy Stun) 41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 N/A KD - - - 155/65
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

The heavy stun counterpart of (Medium Stun) 41236T, doing more damage than (Heavy Stun) T but sending the opponent very far away.

  • Not unlike (Medium Stun) 41236T, this throw also side switches and does not allow any OTGs.
FBT
Cobra Twist
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 99/63
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Solid from-behind throw, with the expected high damage and staying same side.

  • Guarantees a 2A OTG.
FB6T
Sleeper
(From Behind) 6T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 88/56
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

Typical 6T counterpart to (From Behind) T, doing less damage but with substantially more range.

  • Similar to (From Behind) T, this throw guarantees a 2A OTG.
RT
Death Valley Bomb
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD MD - - 39/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Standard while-running throw, with low damage and draining meter.

  • This throw switches sides.
  • Guarantees 2A OTG.
WGT
Shoulder Buster
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 115/50
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 expected slower startup and invuln.

  • As with most wake-up throws, this one borrows the animation, damage and meter gain values of (Medium Stun) T.
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 Warsman.

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
Bear Claw
S
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry KD - 24-42 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 4 22 (24) +4 -6 - -

Claw swipe that knocks down on hit.

  • Despite the move's pushback, the move guarantees a 2A or 8A OTG, without requiring a dash-up.
  • Neutral A confirms into this move. Coupled with the 8A OTG, this is a solid 210 damage combo off of neutral A for only 1 bar.
  • This move also has some use in corner juggles, as the relatively low recovery of this move can be used to keep juggles going.
  • Unlike most KD moves, this special does not become unblockable during MAX blue True KKD.
66S
Straight Bear Claw
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
98 Block/Parry KD MBU 23-48 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 25 (29) +2 -8 - 1-3 Strike

A slightly slower, less damaging counterpart to S, with substantially more range to compensate.

  • Like S, neutral A natural combos into this special.
  • This move does a different knockdown animation than S, such that the opponent is sent much farther away. A 2A or 8A OTG is still possible, but a bit tighter and requires a dash-up.
  • At the ropes, the different knockdown animation allows Warsman to pick up from the knockdown with his 6A, for a juggle.
44S
Nutmeg Slide
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry Special MBU 27-28* 5 -500/20
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 37 (39) -30 -20 +20 1-3 Strike,5-19 Throw

5-bar hitgrab that leaves the opponent standing. The starter for Warsman's chain series.

  • Ending on this hit without any extension switches sides, and leaves the opponent standing with Warsman at +20. This lets him link into various things, such as neutral S for a KD or 623A for a launch. With optimal juggles, this can potentially even outdamage this move's built-in follow-ups.
  • As far as 5-bar hitgrabs go, this one is decidedly above average, with a lot of range and a decent amount of invuln.
  • Neutral A can natural combo into this special, though the cancel needs to be sufficiently early.
  • Cancel frames represent when during the animation the move is canceled into its extension on hit.
Storm Elbow 1
44S,6T
Damage Guard Attribute Property Cancel Cost Meter Gain
70 N/A 133-134* - - - 0/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

First extension to 44S.

  • Ending on this extension leaves Warsman on the side he started 44S on, doing very little damage and not guaranteeing any OTGs.
  • Cancel frames represent when during the animation the move is canceled into its extension on hit.
Storm Elbow 2
44S,6T,66T
Damage Guard Attribute Property Cancel Cost Meter Gain
112 N/A KD - 82-83* - 0/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

2nd extension to 44S.

  • Essentially more of the same as the last extension, leaving Warsman on the same side he started with without any guaranteed OTGs.
  • Cancel frames represent when during the animation the move is canceled into its extension on hit.
Storm Elbow 3
44S,6T,66T,46T
Damage Guard Attribute Property Cancel Cost Meter Gain
280 N/A KD - - - 0/245
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Ender to this extension branch.

  • Similar post-throw situation to the previous extensions, staying same-side as the original side 44S is used, and guaranteeing no OTG.
Palo Special
44S,623T
Damage Guard Attribute Property Cancel Cost Meter Gain
266 N/A KD - - - 0/245
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Alternate extender to 44S, doing slightly less damage than 44S,6T,66T,46T.

  • This extension switches sides, leaving Warsman on the other side from where he used 44S.
  • This finisher has a lot of untech time, guaranteeing a 2A or 8A OTG. With the latter, this will outdamage the other extension branch.
46S
Bear Claw Finish
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
252 Block/Parry KD MBU 44-52 KKD 2 -200/145
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 8 (12) +11 +3 - 1-3 Full

Hitgrab.

  • Above-average damage for a 2-bar hitgrab, making it a decent/viable option for confirms.
  • If this move does not connect properly to trigger the animation (i.e. when used in a juggle), this move will only do 84 damage.
  • This move's knockdown guarantees no OTGs.
236S
Screwdriver
236S
Psycho Crusher's got nothing on this
Psycho Crusher's got nothing on this
Damage Guard Attribute Property Cancel Cost Meter Gain
84x3 Block/Parry Launchx3 SKD,MBU 45-76 KKD 2 -200/85x3
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 21 (7) 31 (35) -6 -38 - 1-3 Strike,24-49 Throw

Multi-hitting, forward-moving launcher.

  • Warsman can pick up from this launcher, but this is distance-dependent. As Warsman keeps going after the move hits, he typically ends up too far away to juggle if the move hits too early.
  • This move's forward-moving property makes it a strong, albeit linear and side-steppable, whiff-punish/approach tool. Its relative safety on block makes it relatively low-risk, and its multi-hitting nature makes it unparryable. This latter property is especially strong at the ropes/corner.
  • The SKD property of this move gives it some utility in juggles; this can help score an SKD from awkward juggles, such as off of a midscreen 623A.
63214S
Wars Leg Breaker
63214S
Damage Guard Attribute Property Cancel Cost Meter Gain
322 Tech KD - - 3 -300/184
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - - 1-3 Full

Special throw, staying same side and doing slightly less damage than 623S.

  • This throw guarantees a 2A OTG, bringing the damage from slightly below 623S to slightly above it.
623S
Palo Special
623S
Damage Guard Attribute Property Cancel Cost Meter Gain
336 Tech KD - - 3 -300/184
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - - 1-3 Full

Side-switching special throw with higher base damage than 63214S.

  • As this throw guarantees no OTGs, it does overall less damage than 63214S, should you go for the 2A OTG with the latter.

Supers

41236A+S
Double Claw Screwdriver
41236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
182x2 Parry HSx2 Ubl - 9 -900/240x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 73 (53) 30 - -34 - 1-15 Full

Unique two-part super where Warsman does a shoulder, jumps up, and does a downwards Screwdriver.

  • Each hit heavy stuns, and if both hits connect, the 2nd hit will launch. The 2nd hit is practically guaranteed if the first hit connects, save for edge cases such as the first hit connecting off-axis.
  • Juggling off of this launch can be difficult, as Warsman goes past the opponent and usually end up too far away to pick up. The only way Warsman is able to pick up the juggle is if he uses the super sufficiently near to the ropes, as he is stopped by the ropes and end up close enough to pick up. With the juggle, this super can deal upwards of 500 damage, making up for its low base damage.
  • This super has several quirks to it: when used on a heavy-stunned opponent, the first hit will cause the high launch, and second hit will whiff. On a rope bounced or medium-stunned opponent, the first hit causes a light stun-like hitstun, letting the opponent recover and sidestep/parry the 2nd hit. In effect, this means Warsman is unable to combo into this super.
  • With MAX red KKD active at the corner, Warsman can loop this super. With optimal situations (the correct angle/spacing, starting as soon after True KKD activation, etc.), Warsman can get up to 4 reps of this super, for over 900 damage.
41236T+S
Palo Special - The End
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

Throw super, with the expected fast startup and invuln, and standard damage for Warsman's damage rating.

  • This super guarantees a 2A OTG.
  • After this super, Warsman and the opponent end up roughly in the middle of the screen, with Warsman typically being on 2P side.
  • Neutral A can CCC into this super, though this is a somewhat tight CCC.

Strategy

Warsman has a fairly straightforward neutral, with A, 6A and 2A being common neutral pokes, as well as 66A and 236S being more committal option to go for. 46T is generally the go-to normal throw, due to its high untech time, guaranteeing an 8A OTG for decent damage. Aside from 236S, Warsman primarily uses his meter for confirms, such as neutral S to confirm off of his jab, or his special throws/46S after heavy stuns or rope bounces.

Screwdriver (236S) is a key move in Warsman's toolkit; it can be used to force approach and randomly catch an opponent in neutral, though this proactive use can be called out by opponents sidestepping/spacing around the Screwdriver properly. Screwdriver shines as a reactive whiff-punish tool, as its great range and launch allows Warsman to consistently score good damage off of the opponent's whiffed buttons.

As a well-rounded character, Warsman does not rely on a specific KKD type. Blue is the standard "can't go wrong" option, as Warsman can appreciate increased damage; the MAX activation unlocking unblockable Screwdrivers is also a plus. Green KKD is not as useful, but it can still help survivability with its low-health buff, as well as neutral with the KKD activation. Red KKD is comparatively the least useful, although it can be useful if you frequently Screwdriver. In addition, the True Red KKD activation allows for consecutive Screwdrivers as well as his situational corner super loop.

Combos

Combo Theory

Warsman's standing combos revolve around his options from A. Meterlessly, Warsman can only go into A,A, but meter opens up the option of confirming into S, 66S, 44S, or CCC into 41236T+S. Aside from this, Warsman should be doing the nigh-universal "confirm guaranteed OTGs", notably getting 8A off of 46T.

Warsman's juggles tend to be stable and canned, especially midscreen. 6A,A,A,A is the go-to string off of a launch, though this can be difficult to go into off of 623A. Alternatively, A,A,6A,A,A is also used for weirder/more awkward juggles, though this is an overall less damaging string. At the ropes, Warsman's options open up slightly; he can extend for longer juggle combos by making use of charge-cancels (cc) and his neutral S.

Midscreen

  • A xx S, 8A
    Standing jab confirm bnb.
  • A xx 44S,623A, 8A
    Jab confirm into the 44S hitgrab.
  • (66A/236S), 6A,A,A,A, 8A
    Juggle bnb. This juggle is possible off of 623A, but only near the ropes/corner.
  • A (CCC) 41236T+S
    CCC combo off of jab.

Ropes

  • A xx 66S, 6A,A,A,A, 8A
    Pick up off of A xx 66S at the ropes.
  • 66A, 6A,A,A (cc), 6A,A,A,A, 8A
    Basic rope combo with charge cancel.
  • 623A (cc), 6A,A,A xx S, A,A,6A,A xx S, A,A,6A,A,A, 8A
    Sample rope juggle making use of neutral S to extend the juggle.

Corner

  • (MAX Red KKD Activation) (41236A+S)x4
    Super loop at the corner.

Colors

Manga
Kuroe
Anime

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