Super Dodge Ball/Kunio

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SDB Kunio Portrait.png

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
SDB Kunio NormalThrow.png
Damage Chip Hits Knockdown
18 3 1 No
Startup Active Recovery Stun
16 - 27 20%
Throw with no additional inputs.
Running Throw
66A
SDB Kunio RunningThrow.png
Damage Chip Hits Knockdown
34 (17 per hit) 3 2 No
Startup Active Recovery Stun
16 - 27 -
Throw during the running state.
Pass
5B
SDB Kunio Pass.png
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
SDB Kunio Feint.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
- - 21 -
Fake a throw.
Air Throw
j.5A
SDB Kunio AirThrow.png
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
SDB Kunio RunningAirThrow.png
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
SDB Kunio AirPass.png
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
SDB Kunio AirFeint.png
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
SDB Kunio Catch.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
1 36~ 1 -
  • Catch an incoming ball.

~If ball is caught between frames 6 - 25, all chip damage is negated except when catching super moves.

Air Catch
j.5A
SDB Kunio AirCatch.png
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
SDB Kunio Dodge.png
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
SDB Kunio Charge.png
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
SDB Kunio NekketsuRollingCrash.png
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
SDB Kunio NekketsuNutShoot.png
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
SDB Kunio SpecialPass.png
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
SDB Kunio NekketsuCounter.png
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
SDB Kunio NekketsuRoyalStrike.png
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
System
Controls
Captains
Kunio
Miyuki
Sabu
Kenji
Shinji
Misuzu
Riki
Sidekicks
Kamekichi
Musashi
Keiko
Jyoji
Kiyoshi