“
|
You'll never win. But, I had some fun.
|
”
|
Overview
Kunio is the main protagonist of the entire series. This young man with a burning passion fights for his friends and competes in many different sports.
Strengths |
Weaknesses
|
- His Nekketsu Rolling Crash can damage the entire opposing team all at once.
- His team has good mix up setups.
- Quick DP.
- Easy to learn.
|
- Not many strong options when fighting on the inner field.
|
Move List
Normals (Holding Ball)
Normal Throw 5A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
18
|
3
|
1
|
No
|
Startup
|
Active
|
Recovery
|
Stun
|
16
|
-
|
27
|
20%
|
- Throw with no additional inputs.
|
|
Running Throw 66A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
34 (17 per hit)
|
3
|
2
|
No
|
Startup
|
Active
|
Recovery
|
Stun
|
16
|
-
|
27
|
-
|
- Throw during the running state.
|
|
Pass 5B
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
12~
|
-
|
10 (on pass), 18 (on catch)
|
-
|
- Passes the ball to another team member.
~ If Kunio is not facing the team member, he has to turn to the team member for a few additional frames before he begins his startup frames.
|
|
Feint 5D
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
-
|
-
|
21
|
-
|
- Fake a throw.
|
|
Air Throw j.5A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
21
|
3
|
1
|
No
|
Startup
|
Active
|
Recovery
|
Stun
|
17
|
-
|
14
|
20%
|
- Throw with no additional inputs while jumping.
- No additional actions cannot be performed until Kunio touches the ground.
|
|
Running Air Throw j.66A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
21
|
8
|
1
|
Yes
|
Startup
|
Active
|
Recovery
|
Stun
|
17
|
-
|
14
|
20%
|
- Throw while jumping in the running state.
- No additional actions cannot be performed until Riki touches the ground.
|
|
Air Pass j.5B
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
16~
|
-
|
9 (on pass), 17 (on catch)~
|
-
|
- Passes the ball to another team member.
- The team member catching the ball will jump unless they are close to Kunio.
~ If Kunio is not facing the team member, he has to turn to the team member for a few additional frames before he begins his startup frames.
|
|
Air Feint 5D
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
-
|
-
|
19
|
-
|
- Fake a throw in the air.
- Resets gravity when performed.
- Can only be used once in the air
|
|
Normals (Hands Free)
Catch 5A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
1
|
36~
|
1
|
-
|
~If ball is caught between frames 6 - 25, all chip damage is negated except when catching super moves.
|
|
Air Catch j.5A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
1
|
18~
|
1
|
-
|
- Catch an incoming ball in the air.
- This is shorter than when catching a ball on the ground.
~If ball is caught between frames 4 - 14, all chip damage is negated except when catching super moves.
|
|
Dodge 5B
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
1
|
33
|
1
|
-
|
- Kunio kneels on the ground to dodge an incoming attack.
- Use sparingly and only when you know you don't have enough time to turn around to catch the ball.
- Keep note that teammates behind you can still get hit.
|
|
Command Normals (Hands Free)
Charge 5AB
|
Damage
|
Chip
|
Hits
|
Knockdown
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Stun
|
14
|
-
|
1
|
-
|
- Charges your super meter.
- Can be cancelled as soon as you let go of the buttons, even during startup.
|
|
Specials (Holding Ball)
Nekketsu Rolling Crash 236A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
45 (5 per hit)
|
10
|
9
|
On last hit
|
Startup
|
Active
|
Recovery
|
Stun
|
6
|
67
|
20
|
-
|
- Kunio rolls towards the enemy to hit them with the ball on his hand.
- Great move to hit multiple teammates on the opposing team
- Last hit may not land if only hitting one person
- Can be used on the air, but it's often not a good idea to do this as you are likely to float above the opponent
- Can reach almost the full length of the court
- Move ends either when Kunio reaches a corner or lands all nine hits
- Can be risky if move misses or not all nine hits land, as Kunio is left helpless on the opponent's side
|
|
Nekketsu Nut Shoot 623A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
69 (23 per hit)
|
10
|
3
|
No
|
Startup
|
Active
|
Recovery
|
Stun
|
23
|
-
|
39
|
-
|
- Kunio spins in the air to deliver a powerful throw at the peak of his jump.
- High damage output but can be predictable
- Can be used in the air
~ Additional recovery frames when used in the air, as Kunio cannot act until he touches the ground.
|
|
Special Pass 623B
|
Damage
|
Chip
|
Hits
|
Knockdown
|
21
|
10
|
1
|
Yes
|
Startup
|
Active
|
Recovery
|
Stun
|
32 (on pass), 21(on catch)~
|
-
|
39
|
25%
|
- Kunio performs a powerful throw after receiving the ball from a teammate.
- Deals a large amount of damage if all hits connect.
~ Startup varies depending on distance between team members.
|
|
Specials (Hands Free)
Nekketsu Counter 623A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
Varies~
|
6
|
1
|
Yes
|
Startup
|
Active
|
Recovery
|
Stun
|
6
|
14
|
25
|
25%
|
- Kunio quickly does a spinning uppercut to reflect the ball back at the opponent.
- Can be performed in the air, but will leave you vulnerable for longer until you reach the ground.
- Invincible until you're on your recovery frames.
- Loses against super moves.
~ Damage amount dealt is based on the type of move your opponent performed against you.
|
|
Supers (Holding Ball)
Nekketsu Royal Strike 641236A
|
Damage
|
Chip
|
Hits
|
Knockdown
|
77
|
21
|
1
|
Yes
|
Startup
|
Active
|
Recovery
|
Stun
|
62~
|
-
|
46
|
-
|
- Kunio passes the ball to his teammates. As his teammates bounces the ball towards each other to build speed, Riki runs to the ball and performs a flying kick with the ball to crash into the opponent
~ Startup will take longer depending on how far away each team member is from their intended position to start performing the move.
|
|
Gameplan
- Kunio is very strong on the outer field. Try to catch your opponent's teammates by going past the middle line and use his Nekketsu Rolling Crash to deal damage across the team. Kunio shines on the outer field, as his teammate Kamekichi can use his 623 special move as an alternative way to pass the ball to Kunio. Kunio's Nekketsu Rolling Crash has a very fast startup so you can deal damage to your opponent on the outer field before they can fully turn around to catch the ball.
General
|
|
Captains
|
|
Sidekicks
|
|