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Sunmudo

Page history last edited by Galdeira 11 years, 2 months ago

Sunmudo
Price: 180 Astros 
Class: All 
Description: A Korean Buddhist martial art founded on balance, serenity, and the pursuit of enlightenment. While seemingly innocuous with meditative movements, it is fully capable of crushing force if necessary. 
Opinion: Sunmudo is a simple close-range scroll with many tools to help it dominate in its shorter effective range. Although nowhere near the caliber of top-tier powerhouses, Sunmudo is more than capable of fending for itself with decently powerful combos and its own unique set of tricks and gimmicks. Easy to pick up and use, Sunmudo is a great choice for beginners and veterans alike looking for a solid scroll in close-quarters combat and edging prowess. 

DIFFICULTY TO USE: EASY 
DIFFICULTY TO MASTER: MODERATE 
POTENTIAL: HIGH


Combos:
PPPP - [470] 
PPK - [330] 
KKKK - [480] 
KPK - [290] 
K(K+G) - [250] 
kG - [180] (108) 
>>G - [210] 

Heavenly Gate
PPPP 
80, 100, (65 65), 160 
Third input hits twice.
Sunmudo's punch combo is its most interesting and dynamic combo in its otherwise simple, straightforward moveset. Sunmudo's first punch is a downward slam with the right hand: a short-ranged move with little movement, and great for close-quarters engagements. Its recovery is fast and the execution is quick, so it's an excellent poke. The second punch is another punch with the same hand, but unlike the first punch it has rather noticeable windup time and movement (this punch can be blocked even if the first punch hits from the back). The third punch makes your character spin his/her arms in a windmill fashion after taking a small step forward, hitting twice - the nature of the move (its long-lasting hitboxes mostly) makes it difficult for opponents to get close to you without taking a hit from one of these blows, making it an excellent anti-drifting move. The last punch moves a lot and knocks the opponent away, with very little angling ability - it's simply just a combo finisher. 

Sunmudo makes it clear that PPPP its main pressure tool and should be used primarily for that purpose alone; its second punch lacks the speed to make itself a true combo when hitting from the back since opponents with decently fast reaction times can block it, even if the first punch hits from the back. As such, you will have to take advantage of the punch combo's strengths: quick recovery time on all inputs (except the last of course), good speed on the first punch, and a confusing third punch. The good recovery on all of the hits allows you to end randomly at any point during pressure strings with little risk, with the double-hit on the third input only adding to the confusion. Learn to stick with your opponents with the punch combo - make them uncomfortable blocking around you - and punish them when they make a mistake with your other moves. 

Path to Nirvana
PPK 
80, 100, 150 [330] 
Sunmudo can end its punch combo early with a K input after the second punch with a surprise roundhouse, knocking down the opponent a short distance. It angles well and comes out fast, but the purpose of the combo does not suit an edge-less fight - using it will gimp you on potential damage. 

As an edging move it has its merits with great angleability and surprise factor. Opponents reacting too slow to block your second punch might find themselves suddenly knocked off the map with a quick PPK. 

Transcendent Strike
KKKK 
90, 100, 130, 160 [480] 
Sunmudo's kick combo is extremely basic and straightforward, dealing a good amount of damage as well. Sunmudo's first kick is a stomp that hits in a generous area around your character's front after moving forward, while the rest of the kick combo is a string of similar hits culminating in a damaging straight kick for knockdown. All-in-all, it is a simple, satisfying combo good at what it does: damage, and punishment. 

Sunmudo's KKKK is a fantastic punishment tool at close range due to the wideness of its hits and safety upon hit. Sunmudo's kicks have heavy stun and powerfully disrupt any opponent getting hit or blocking them (however they're not great pressure tools because of their relatively lengthy recovery; you can, however, block or defend very easily after getting blocked). Because of this, they're very good at neutralizing offensive attempts by the enemy, and as a punishment option they are not dangerous to use as you will break even on recovery on block. The basis of using this combo is to strike an opponent every chance you get with kicks, with the intent of landing the combo - your launcher is there if you are completely sure a direct hit is inevitable or specific angling is required (Sunmudo's second kick has movement that causes it to have a tendency to miss at angles), while your full KKKK is there for any other reason. 

Pierce the Sky
KPK 
90, 90, 110 [290] 
Sunmudo's launcher stems from its close-range first kick, and the P input shares similar qualities to the hits in its KKKK. The second hit of the launcher combo has practically no movement, granting incredible angling properties and essentially guaranteeing a link if fired immediately after a successful first kick. The last hit moves forward a bit but hits wide, with particularly deceptive hitboxes. 

Sunmudo's KPK, if the first kick hits, is practically guaranteed to launch someone. However, there is always the chance of being blocked, and both the P and K inputs of the launcher combo are disadvantageous on block - mindlessly spamming the combo in hopes of getting a launch off is ineffective, and dangerous. Relegate the use of KPK to times when you're sure you'll hit the opponent. 

Ascending Blow
K(K+G) 
90, 160 [250] 
Sunmudo's two-hit knockdown does its job well but as expected is completely useless on a flat fighting field. The second hit comes out fast and the combo starts from a kick, so it can't be blocked. An interesting thing to note is that the second kick hits extremely high, but in general this combo should never be used outside of edging purposes. 

Enlightenment
kG 
[180] - standing 
(108) - grounded 
Sunmudo's ground hit is the source of much hilarity with its animation - you will literally sit on the opponent, Buddha-style, with this move. The jumping animation at the beginning will lift your hitboxes high, allowing you to dodge grounded moves (high-hitting moves like the last hit of Agent's launcher or jump kicks/punches will still hit you) with impunity, causing minor knockdown to the opponent. The hit comes out deceptively fast, allowing rife opportunities for ground-hits. It can be used successfully after: 
PPPP - requires a wall 
KKKK - requires a wall 
PPK 
K(K+G) 
kG 
>>G - requires a wall 
any juggle 
a grab - requires a wall 
a recovery kick 
any knockdown attack to the back 

While the dodging capability provided by this move is interesting its damage output doesn't outweigh the risks of attempting it. The move is disadvantageous on block and will almost always put you at a bad situation if whiffed or blocked. Use it to avoid recovery kicks and toy with the opponent, but don't use it outside of the ground-hit in a difficult match. 

Celestial Spear
>>G 
[210] 
Sunmudo's >>G is an extended kick that carries you an enormous distance, causing knockdown on players you hit. As a fighting tool it's rather worthless as it's easily telegraphed and easily punishable on block. In edging scenarios, the hitbox of the move extends rather high above your character (opponents can't jump over it) and the animation is not interrupted by falling off ledges so it can be a great surprise maneuver to score a quick kill. 

Sunmudo has default counter and grab.

Juggles:

Distance Juggle (Punch)
KPK P P PPPP kG 
[290] + 48 + 48 + [282] + (108) = [668] (776) 
If you need to carry opponent's further to knock them off the ledge, the extra hit in the punch combo will knock the opponent further - keep in mind you will deal slightly less damage than if you were to use the kick combo. 

This juggle is slightly more difficult than the kick combo. Proper timing will be needed to land both hits of the third punch. 

Damage Juggle (Kick)
KPK P P KKKK kG 
[290] + 48 + 48 + [288] + (108) = [674] (782) 
This will be your main juggle as it is relatively simple to perform and deals some good damage as Sunmudo's strongest juggle combo. No complex timing is required but you will still need to delay at certain inputs. 

STRATEGY:

Sunmudo generally works best at close range. Sunmudo is very flexible as a scroll and works well either offensively or defensively as it has the tools to do both. If on the offensve, work your way inside the opponent's defenses and get to work - sliding is a good way to close the distance and enter your effective distance for Sunmudo's combos. Poke the opponent repeatedly with punches if they refuse to let down their guard and deal with that accordingly. If they make a mistake and miss or do something equally predictable, punish them with kicks or a well-placed launcher. If playing defensively as the scroll, your kicks will be your most commonly used asset; wait for the opponent to come to you and repeatedly attempt to bait mistakes without putting yourself at risk, then punish any whiffs with your kicks. 

Sunmudo is a great beginner's scroll and as such it takes little prior experience to pick up and play with. Simple combos, good damage output, an easy juggle, and straightforward playing style all contribute to ease of use. To excel with Sunmudo is not exceptionally difficult.   However, against more powerful styles like Lightning, Blackout, or Zin Taekwondo, all of which outprioritize and outrange Sunmudo, your skills will be pushed to the limit if you hope to compete.

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