Kinnikuman Muscle Grand Prix 2/Geronimo: Difference between revisions

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(Updated frame data)
(→‎46S: Attribute formatting)
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   |damage    =0, 26x3
   |damage    =0, 26x3
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MSx4
   |attribute =MS, MSx3
   |property  =SKD.MBU
   |property  =SKD,MBU
   |cancel    =
   |cancel    =
   |cost      =2
   |cost      =2

Revision as of 17:03, 7 June 2024

Geronimo

Story

Geronimo is a young Cherokee Choujin who looks up to his idols, the Justice Choujins, and longed to fight alongside them. He got his wish during the Golden Mask arc, where a scheme by the Devil Knights left the majority of the Justice Choujin community incapacitated, giving him his chance to step up and jump into the ring. However, Geronimo hides a tragic secret: He's no Choujin at all, and is actually just regular human! Because of this, he did not have the trademark Choujin resilience, and he ended up succumbing to his wounds. He was soon brought back to life, and given the opportunity to go through the trials of the Choujin Gods to become an actual Choujin. Now a superhuman like he always dreamed of, Geronimo...did not do much after his rebirth, frankly. He would go on to be one of the original series' most notorious jobbers, losing a whole lot to hype up the new bad guy of the season, to the point that this trend was even acknowledged in the revival series (where he does finally get that long-awaited W).

Gameplay

Geronimo is an all-rounder with a gameplan resembling Kinnikuman rather closely; in other words, he is incentivized to "play MGP2", with rewarding confirms into his throws and OTGs, and a lessened emphasis on juggles. His 2A is an incredible neutral poke, being able to go under throws and combo-ing into a large number of moves, potentially for big damage with enough meter spent. His OTG options, while not stellar, are more than serviceable. On top of all of this, Geronimo is one of 3 characters with a healing special, and although it costs more meter than its counterparts, it also heals substantially more life, and can be clutch for winning by time-out.


Strengths Weaknesses
  • Excellent 2A.
  • Solid OTG combo.
  • Has a healing special.
  • Meter-hungry juggles for below average return.
  • Combos are susceptible to True KKD activation.

Character Stats

  • Health: 1024
  • Damage rating: 13
  • Size/weight: Standard
  • Movement speed: B

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS - 23-28, 23-27 Sp, 17-32 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 14 (17) -9 +3 +7 -

(placeholder text)

A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry LS - 24-29, 24-28 Sp, 18-33 KKD - 23/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 3 15 (17) -10 +2 +6 -

Natural combo follow-up to A.

  • This is Geronimo's only throw punish, and considering neutral A's somewhat slow startup, this can be rather strict.
  • Little reason to use this as a throw punish though, considering Geronimo would typically prefer to crush the throw with his much more rewarding 2A.
A,A,A
Chop Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS - 46-48, 48 Sp*, 43-52 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 29 (31) -18 -12 +6 -
  • Special must be buffered before frame 48, but will come out on frame 48.
A,A,44A
Dropkick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
91 Block/Parry HS-5 MBU 80-83 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 50 (51) -23 -33 -12~+21 12-53 Throw

(placeholder text)

A,A,6A
Overpunch Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 MBU 34-39, 34-38 Sp, 32-43 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 8 16 (18) +6 -4 +17~50 -

(placeholder text)

A,A,6A,236A
Body Attack Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 MBU 64-68 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 21 26 (28) -17 -27 -6~+27 2-39 Throw

(placeholder text)

A,A,6A,4A
Rising Elbow Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 38-44 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 21 (23) +6 -4 - -

(placeholder text)

2A
2A
Alley Kick
Terryman would be proud
Terryman would be proud
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry MS OTG 25-30, 30 Sp*, 25-55 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 4 28 (29) -16 -12 +6 1-28 Throw

Low kick with a very early cancel window.

  • On hit, this combos into (Medium Stun) Throw, S, either of Geronimo's special throws, or it can be CCC'd into either super.
  • The high reward on hit, and the ability to simply charge cancel the move on block/whiff, makes this one of Geronimo's most important pokes.
  • Cancelling this move into 46S is also Geronimo's go-to OTG combo.
  • Special must be buffered before frame 48, but will come out on frame 30.
2A,4A
Apache Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS - 46-48, 48 Sp*, 43-52 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 29 (31) -18 -12 +6 -
  • Special must be buffered before frame 48, but will come out on frame 48.
2A,4A,66A
Apache Toe Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry Launch MBU 52-54, 52-53 Sp, 51-55 KKD - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 33 (34) -6 -16 - -

(placeholder text)

8A
8A
Guillotine Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry KD OTG,MBU 69-73 KKD - 21/83
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 12 39 (41) -21 -31 - 4-32 Throw

(placeholder text)

66A
66A
Toe Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
39 Block/Parry Launch MBU 51-53, 51-52 Sp, 50-54 KKD - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 33 (34) -6 -16 - -

(placeholder text)

44A
44A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
91 Block/Parry HS-5 MBU 79-82 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
29 3 50 (51) -23 -33 -12~+21 11-52 Throw

(placeholder text)

46A
46A
Double Chop
Damage Guard Attribute Property Cancel Cost Meter Gain
26 Block/Parry MS - 45-47, 47 Sp*, 42-51 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 29 (31) -18 -12 +6 -
  • Special must be buffered before frame 47, but will come out on frame 47.
236A
236A
Overpunch
Damage Guard Attribute Property Cancel Cost Meter Gain
78 Block/Parry HS-5 MBU 33-38, 33-37 Sp, 31-42 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 8 16 (18) +6 -4 +17~50 -

(placeholder text)

214A
214A
Jumping Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
91 Block/Parry HS-3 OTG 76-81 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 12 41 (43) -23 -33 -19~+5 7-38 Throw

Jumping elbow drop, heavy-stunning on standing hit.

  • This move can hit OTG, and as a "slow OTG", this out-damages 8A, usually being the go-to to meterlessly OTG off of sufficiently advantageous knockdowns.
623A
623A
Rising Elbow
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry Launch MBU 37-43 KKD - 9/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 21 (23) +6 -4 - -

(placeholder text)

WRA
(While Running) A
Axe Bomber
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry KD MBU - - 44/30
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 8 38 -16 -26 - -

Guarantees slow OTG.

WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
26 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

(placeholder text)

Throws

T
Elbow Smash
T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

6T
Body Slam
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - - - 90/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

66T
Bulldogging Headlock
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Tech KD - - - 94/49
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

236T
Side Suplex Drop
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
169 Tech KD - - - 109/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Guarantees 8A or 214A OTG.

MST
Kawazu Drop
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 N/A KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

(placeholder text)

HST
Brainbuster
(Heavy Stun)
Damage Guard Attribute Property Cancel Cost Meter Gain
169 N/A KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

(placeholder text)

FBT
Spiral Backdrop
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

RT
Uranage
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
130 N/A KD MD - - 36/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

(placeholder text)

WGT
Kawazu Drop
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
156 Tech KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

(placeholder text)

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.

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
Mongolian Chop
S
Damage Guard Attribute Property Cancel Cost Meter Gain
130 Block/Parry HS-5 MBU 36-55 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 4 24 (27) +2 -8 +13~46 -

(placeholder text)

66S
Tomahawk Chop
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
104 Block/Parry HS-5 MBU 72-79 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
32 4 41 (44) -15 -25 -4~+29 1-3 Strike, 9-30 Throw

(placeholder text)

44S
Woodcutter Hand
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
52 Block/Parry HS-5 MBU 32-57 KKD 2 -200/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 8 31 -9 -19 +2~35 1-3 Full, 4-27 Throw

(placeholder text)

46S
Tomahawk Tornado
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
0, 26x3 Block/Parry MS, MSx3 SKD,MBU - 2 -200/46, 36x3
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3, 72 (24) 17 (19) -24 -19 - 1-3 Strike

Multi-hitting tornado special.

  • This move is actually made up of a physical hitbox that does no damage, into a multi-hitting tornado projectile. Both the physical hit and the projectile does MS.
  • On standing hit, 1 hit will MS, 2 hits will HS, and 3 hits will cause a high-launch/SKD, albeit a tech-rollable one; it will properly SKD an opponent when used in a juggle. Data above assumes all 3 hits connect.
  • As one of Geronimo's only moves that SKD, comboing into this is a typical way for Geronimo to end his juggles in order to score a knockdown.
  • 46S is also great as a juggle extender, since on air hit, this move sends the opponent upwards, letting Geronimo to continue his juggle. This allows him to loop 46S, provided he has the meter for it.
  • This move is also used as an OTG, typically cancelled into from 2A.
236S
Full-Body Jumping Backdrop
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
299 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw.

  • Guarantees a slow OTG.
214S
Scissor Kick
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
312 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - 1-3 Full

Special throw. Guarantees a slow OTG.

421S
Heart Massage
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
(70,80,90) N/A N/A - - 7 -700/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 51 (24) 18 (19) - - - -

Healing special, Where after some startup Geronimo begins gradually healing life.

  • Geronimo regains life in 24-frame intervals, healing for 240 life in total if the entire move's "active" frames go uninterrupted.
  • The values listed under "Damage" is the amount Geronimo heals at each inteval.
  • This is one of only 3 healing moves in the entire game, healing almost double that of Mr. Khamen's and Akuma Shogun's healing specials, but costing far more, at 7 bars.
  • Unlike the other healing specials, Geronimo's 421S has no invincibility at all; this means Geronimo can get punished heavily for it, since on top of a throw, an opponent can get a full standing combo or a launcher on him.

Supers

41236A+S
Apache War Cry
41236A+S
Please don't ask why it's called that if he's Cherokee
Please don't ask why it's called that if he's Cherokee
Damage Guard Attribute Property Cancel Cost Meter Gain
65 Block/Parry KD MD - 9 -900/-999
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 5 40 -15 -25 - 1-19 Full

Meter-draining super.

63214A+S
Tomahawk Chop Storm
63214A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
403 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 5 40 -15 -25 - 1-19 Full

(placeholder text)

Strategy

Combos

Combo Theory

2A is what Geronimo's standing combos are all about.

Midscreen

  • 2A (cc), A, (Dash) 214A
    Basic meterless 2A confirm.
  • 2A xx S, (Dash) 214A
    1-bar alternative to the above.
  • 2A xx T
    Meterless 2A confirm into (Medium Stun) T.
  • 2A xx 214S, 214A/(2A xx 46S)
    Meter dump 2A confirm.
  • 2A (cc), 623A, 46S, (2A xx 46S)x3, A xx 46S, 214A
    Meter dump 2A into juggle route. Great for corner carry.
  • 236A xx 44S
    Midscreen 236A confirm.

Ropes

  • 2A xx S, 2A xx 46S, A,A xx 46S, 214A
    Stun overflow juggle at the ropes.
  • 2A (cc), A, 2A xx 46A, A,A, xx 46A, 214A
    Less damaging route to the above that uses 1 less meter.
  • 4T, (MAX True Blue KKD Activation), A xx S xx 6A xx S xx (A,A,6A xx S)x4 xx A,A,6A xx 214S, 2A (cc)
    Optimal MAX True Blue KKD combo.

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