User:Fishtrabs

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Strikes

A
A
KMGP2 Ashuraman A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 20-30, 27-29 Sp, 17-32 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 15 (19) -10 -8 +6 -

Fairly standard jab. Lacking in natural combos, so generally used less in neutral situations compared to his 6A jab.

A,A
KMGP2 Ashuraman AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 28-33, 30-32 Sp, 24-44 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 19 (23) -14 -12 +2 -

Followup to A. Not a natural combo.

A,A,A
One-Two-Shoulder
KMGP2 Ashuraman AAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry MS - 47-59 KKD - 32/69
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 32 (36) -21 -25 +3 -

Shoulder ender with the same animation as his 46A. Not a natural combo from A,A either.

A,A,4A
KMGP2 Ashuraman AA4A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS - 17-32, 34 Sp, 17-32 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 15 (19) -10 -8 +6 -

Alternative to A,A,A. 2nd to 3rd hit of this string is a natural combo, but since the 1st to 2nd hit isn't, this is still not very useful.

A,A,4A,A
Upper Combo
KMGP2 Ashuraman AA4AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry LS - 26-32, 29-30 Sp, 25-48 KKD - 32/59
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 4 23 (28) -19 -18 -3 -

Adds a followup upper to the above.

A,A,4A,A,6A
Roundhouse Combo
KMGP2 Ashuraman AA4AA6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry KD SKD - - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 35 (38) -8 -27 - -

The ender to the string. Despite being subpar for standing mixups, this is Ashuraman's most important string for juggle combos. It is damaging, fairly lenient to use and consistently gives Ashuraman air knockdowns due to its SKD property.

6A
6A
KMGP2 Ashuraman 6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS - 16-30, 16-29 Sp, 16-38 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 20 (24) -15 -13 +1 -

An alternative jab, with higher damage and a much earlier cancel window which allows it to be cancelled into 5S for a natural combo. This is Ashuraman's de facto jab.

6A,A
KMGP2 Ashuraman 6AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14x2 Block/Parry LSx2 SKD 30-40, 38-39 Sp, 29-50 KKD - 12x2/23x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 6 (3) 21 (25) -15 -17 +1 -

A natural combo two-hit followup to 6A. It's SKD property actually comes up, as it means you still score the SKD even in the rare occasion its followup whiffs.

6A,A,A
Lotus Palm Combo
KMGP2 Ashuraman 6AAA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14x2 Block/Parry LSx2 SKD 28-49 KKD - 12x2/23x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 6 (3) 26 (30) -21 -19 -5 -

The ender to this string, basically just 6A,A but again. The whole string is a natural combo (though not a particularly damaging one), making it a decent meterless punish option. It's also a great ender for very long corner juggles, not only because it SKDs but also because its speed lets it pick up awkward juggles. On top of this, the string's low-damaging, multi-hit nature also means it is less affected by the high damage scaling that comes with lengthy juggles.

236A
236A
Six Realms Lotus 1
KMGP2 Ashuraman 236A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14x3 Block/Parry MS,LS,MS - 43-53, 51-52 Sp, 43-64 KKD - 8x3/21x3
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 24 (10) 21 (25) -8 -7 +16 -

A 3-hit attack with tiny range. Tends to whiff anywhere further than point blank. All 3 hits combo properly however, and further natural combos into (Medium Stun) 5T. Unlike most moves that causes MS, this move will not knock down a rope bounced opponent, making it an option for rope bounce combos such as 236A > 5T.

236A,A
Six Realms Lotus 2
KMGP2 Ashuraman 236AA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14x2 Block/Parry MSx2 - 25-35, 33-34 Sp, 27-45 KKD - 11x2/21x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 11 (7) 18 (21) -7 -12 +17 -

2-hit natural combo followup to 236A, being even more difficult to connect properly; getting all 5 hits on a standing opponent is only possible in the corner. This string shines more in corner juggles, as its speed (especially when charge cancelled) can keep an opponent in the air for a long time. Moreover, not unlike Ashuraman's 6A,A,A string, its multi-hit, low-damage nature makes it scale very well in long combos. An important string for corner juggles.

236A,A,66A
Six Realms Lotus 3
KMGP2 Ashuraman 236AA6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS - 22-39 KKD - 28/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 17 (21) +10 -10 +21~54 -

The ender to the 236A string. The whole string is a natural combo that ends on a HS, which is very good on paper, but the inconsistent nature of its preceding parts curbs its usefulness. This relegates it to a mixup option after 236A,A, or as a meterless juggle ender which does not SKD.

44A
44A
High Kick
KMGP2 Ashuraman 44A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS - 34-39, 36-37 Sp, 34-50 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 25 (29) -20 -18 -4 -

A spinning kick with the same animation as the last part of his A,A,4A,A,6A string. This doesn't have the SKD property or the KD of that move, but it's still one of Ashuraman's longest-ranged normal. This move has a fairly late cancel window, making any mixup after it (be it a throw, special or this move's built-in followup) very telegraphed.

44A,6A
Kick-Knuckle Combo
KMGP2 Ashuraman 44A6A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
14x3 Block/Parry MSx3 - 34-39, 36-38 Sp, 27-42 KKD - 8x3/21x3
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 10 (3) 17 (21) -4 -17 +20 -

3-hit backfist followup. Not a natural combo, and in fact the gap between this and the preceding move is large enough that faster characters can even interrupt the string with an attack.

8A
8A
Triple Elbow
KMGP2 Ashuraman 8A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG 70-81 KKD - 20/85
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 12 47 (51) -29 -49 - 5-35 Throw

Run-of-the-mill 8A, used to add extra damage to certain knockdowns and discouraging delayed wakeups. It is also Ashuraman's only meterless move that goes airborne, which can be used to call out moves like throws.

  • Guaranteed after 66T, 46T, 236S and 214S
2A
2A
Low Dropkick
KMGP2 Ashuraman 2A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS OTG 53-58 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 32 (34) -19 -23 +3 1-26 Throw

Standard 2A that can go under throws and some strikes. Can also function as a decent poke, or to add damage to some advantageous knockdowns that doesn't quite guarantee an 8A.

66A
66A
Upper
KMGP2 Ashuraman 66A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch - 31-46 KKD - 6/9
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 6 18 (22) +6 -14 - -

Ashuraman's launcher. Although it's startup is a little slow, it's range is above average, which makes it easier to combo into or to use as a whiff punish. Moreover, it's recovery is quite fast, letting it function as a "combo filler" in juggles, usually by doing an extra 66A or two after the initial 66A.

46A
46A
Shoulder Tackle
KMGP2 Ashuraman 46A.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS - 46-58 KKD - 32/69
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 32 (36) -5 -25 +6~39 -

Heavy-stunning shoulder. Although a bit on the slow side, it has good range, and the relatively quick recovery and forward-moving property means it is Ashuraman's most advantageous HS, allowing for easier and/or better confirms.

WRA
(While Running) A
Dash Smash
KMGP2 Ashuraman WRA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS - - - 54/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 4 21 +5 -11 +16~49 -

Ashuraman's running attack. A standard running attack, with good range and active frames. Also may come out (by accident) due to a flubbed dashing 66A, which Ashuraman does often for his combos.

WGA
(While Grounded) A
KMGP2 Ashuraman WGA.png
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS SKD,OTG - - -
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 14 12 (16) -10 -16 +12 1-21 Full, 22 Throw

Generic wakeup sweep.

Throws

T
Triple Body Press
T
KMGP2 Ashuraman T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 102/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 -15 - - -

Ashuraman's default throw. He has better throws to go for in neutral situations, but Ashuraman's great throw range still makes it a perfectly serviceable option.

6T
Prawn Hold
6T
KMGP2 Ashuraman 6T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 90/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 -15 - - -

This is tied for the lowest damage among his normal throws. While there are certainly better options, its input means it would come out regularly when trying to throw during neutral.

66T
Power Bomb
66T
KMGP2 Ashuraman 66T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 94/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 -15 - - -

Although this is tied with 6T for its low damage, it is actually one of Ashuraman's better normal throws because of it's advantageous knockdown. This allows for a 2A or even 8A OTG afterwards, though the latter tend to be inconsistent midscreen. This bumps up the damage to be on the higher end among his normal throws, making it a solid neutral throw overall. It is also the best alternative to 46T for a damaging throw which does not switch sides.

46T
Death Valley Bomb
46T
KMGP2 Ashuraman 46T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 -15 - - -

A great, damaging throw which even guarantees an 8A OTG afterwards. This makes it by far Ashuraman's most damaging neutral throw. Combined with Ashuraman's trademark throw range, this makes a really nice meterless whiff punish tool that would shave off over 25% of an average character's lifebar. It's only downside is that it switches sides, but barring that, this is Ashuraman's go-to throw in neutral.

MST
Neck-Hanging Bear Hug
(Medium Stun) T
KMGP2 Ashuraman MST.png
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 111/51
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 - - - -

Ashuraman's throw when used on a medium-stunned opponent. Guarantees a 2A OTG, but the timing is quite strict. Since Ashuraman has no natural combos into this throw, it effectively only comes up as an option post-rope bounce or a heavy stun, where Ashuraman has better options.

HST
Neck-Hanging Buster
(Heavy Stun) T
KMGP2 Ashuraman HST.png
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 - - - -

Pretty standard heavy stun throw, though Ashuraman's throw range means confirming into this from most heavy stuns is quite consistent. Compared to other options off of a heavy stun, this is meterless unlike a special throw, and builds less meter for the opponent than a launch combo. That said, those options markedly outdamage this throw.

FBT
Triple Sleeper
(From Behind) T
KMGP2 Ashuraman FBT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 -15 - - -

Standard from behind throw, with the expected high damage. This throw also guarantees a 2A OTG, which further bumps up the damage somewhat. Ashuraman does not have ways to set up into this, so it is not seen too often.

FB6T
Cobra Twist
(From Behind) 6T
KMGP2 Ashuraman FB6T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 80/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 -15 - - -

The 6T counterpart to his from behind throw, doing quite a lot less damage. (From Behind) T is strictly better in the rare situations it comes up.

RT
Oklahoma Stampede
(Running) T
KMGP2 Ashuraman RT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD Meter Drain - - 36/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

An average throw on a running or rope-bounced opponent, doing low damage but draining some meter. A 2A OTG after this throw is possible, but it is fairly strict. Overall, it is a decent meterless throw post-rope bounce.

WGT
Neck-Hanging Bear Hug
(While Grounded) T
KMGP2 Ashuraman WGT.png
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - No - 111/51
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -15 - - 1-33 Full, 34-40 Throw

Ashuraman's wake up throw. Identical to his (Medium Stun) T.

4T
Irish Whip
4T
KMGP2 Ashuraman 4T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - No - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -15 - +17~35 -

Universal Irish Whip, sending opponents running behind Ashuraman. Notably, this is Ashuraman's only throw without his massive throw range.

44T
Side Switch
44T
KMGP2 Ashuraman 44T.png
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - No - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 3 24 -15 - +10 -

Universal side switch throw.

Specials

S
Double Punch
S
KMGP2 Ashuraman S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS - 29=45 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 21 (25) +6 -14 +17~50 -

A fairly usual neutral S that heavy stuns. Notably, 6A > S is a natural combo, which leads to strong conversions both midscreen and in the corner. This is an essential tool to Ashuraman's confirms and standing combos.

66S
Six Arms Flurry
66S
KMGP2 Ashuraman 66S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
154 Block/Parry KD - 25-50 KKD 2 -200/130
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 25 (28) -20 -17 - 1-3 Full

A hitgrab, where if the individual hit connects, it transitions into an animation. Like most hitgrabs in this game, the damage is subpar for the meter spent, and for confirm purposes, Ashuraman's special throws do significantly more damage for only 1 more meter.

44S
Ashura Torpedo
44S
KMGP2 Ashuraman 44S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
28x3 Block/Parry KDx3 - 65-76 KKD 1 -100/23x3
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 12 (2) 36 (40) -12 -38 - 1-2 Strike, 3 Full, 4-41 Throw

A gimmicky, evasive move that goes airborne and moves forward quickly, making it a decent panic move or surprise round ender. However, the move itself is quite linear, and very unsafe on block; that said, the speed of the move means even if sidestepped, the move is usually safe in most situations. It's multi-hitting property also means parrying it can result in the defender getting hit anyways, although this is inconsistent.

46S
Tornado Hell
46S
KMGP2 Ashuraman 46S.png
Tatsumaki Jigoku!
Tatsumaki Jigoku!
Damage Guard Attribute Property Cancel Cost Meter Gain
70 Block/Parry Launch SKD,OTG - 2 -200/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 23 18 (20) -11 -29 - 1-3 Full

Ashuraman chucks a rather large full-screen projectile with a whole host of properties. It launches on hit, which Ashuraman is able to pick up comfortably for a juggle from anywhere closer than full-screen with a dash up 66A. It also causes SKD on hit, and although Ashuraman already have other good moves that SKD, this usage still comes up from time to time. Finally, the move can also OTG. Although 8A outdamages it, 46S comes out a bit faster and recovers quicker, meaning Ashuraman is at a bigger frame advantage when he OTGs with 46S instead of 8A. Since 46S is very active, it also makes timing strict OTGs (such as after an SKD) much more lenient and consistent. To recap, 46S is a combo starter, combo ender and some extra damage all in one package.
The move is not without its faults. Being a projectile, 46S is very linear, and can be reactively side-stepped fairly easily. It is generally safe or even plus on block, but its safety on parry/sidestep is very dependent on the range it is used from. Using it from full-screen makes the move almost risk-free, but it gives more time to reactively parry or sidestep the move. All these downsides should not detract from the fact that this is a stellar move, and a cornerstone in Ashuraman's toolkit.

236S
Ashura Buster
236S
KMGP2 Ashuraman 236S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
322 Tech KD - 129-130* 3 -300/180
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -15 - - 1-3 Full

One of Ashuraman's two special throws. This throw allows for a guaranteed 8A or 46S OTG, which can bump up the damage quite a bit. His other special throw does slightly more damage, and similarly also allows an OTG, so it is strictly better in most cases. The only real advantage this throw has over 214S is that it builds less meter for the opponent, which might be relevant at round-end situations where either throw would close out the round.

  • Cancel frames represent when Kinnikuman's reversal starts.
214S
Ashura Izuna Drop
214S
KMGP2 Ashuraman 214S.png
Damage Guard Attribute Property Cancel Cost Meter Gain
336 Tech KD - No 3 -300/212
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -15 - - 1-3 Full

Ashuraman's other special throw, also guaranteeing an 8A or 46S OTG. Compared to 236S, this does a bit more damage, but also builds a bit more meter for the opponent. This extra meter build is not significant, so in general, this is the special throw Ashuraman defaults to.

Supers

41236A+S
Improved Ashura Buster
41236A+S
KMGP2 Ashuraman 41236AS.png
Damage Guard Attribute Property Cancel Cost Meter Gain
434 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 5 40 -15 -31 - 1-18 Full

Ashuraman throws out a tornado that transitions into a cinematic on hit. One of his two supers, this leaves Ashuraman and the opponent approximately midscreen, with no followup OTG possible. Both of Ashuraman's supers have a sort of gap in the hitbox betweeh his character model and the tornado, which causes the super to be almost always whiff if used directly after a rope bounce. This means that unlike most characters, rope bounce into super is not something Ashuraman can do reliably.

63214A+S
Ashura Infinity Power
63214A+S
KMGP2 Ashuraman 63214AS.png
Damage Guard Attribute Property Cancel Cost Meter Gain
434 Block/Parry KD - No 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 5 40 -15 -31 - 1-18 Full

Ashuraman's other super. Functionally nigh-identical to his other super, with the same startup and hitboxes. Its only distinction is that it leaves Ashuraman and the opponent closer to a corner compared to 41236A+S, making it arguably the better of the two supers, though not by a significant margin. This super still share the hitbox blind spot that the other super has, so it also cannot be used post-rope bounce.