Kinnikuman Muscle Grand Prix 2/Planetman: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎WGT: Added placeholder text)
(Updated frame data)
 
Line 4: Line 4:
==Story==
==Story==


The Devil Knight Planetman is a space-themed Choujin, with his body being composed of the 9 planets of the solar system (since Planetman debuted in the 80s, Pluto was decidedly still a planet). Initially, his head appears to be a facsimile of the planet Earth, but this would turn out to be nothing more than a mask; his true face is actually that of the 12th celestial body, the (hypothesized) planet Vulcan. As one would expect from his overall design, Planetman fights with strange, space-themed wrestling techniques, with attacks involving throwing the Saturn ring around his waist or splitting into his component planets. When this fails, Planeman can employ a rather unique underhanded tactic: using his Planet Face technique, he can manifest his opponent's comrades as faces all over his body, making it so they would be unable to attack Planetman without also hurting their allies in the process.
The Devil Knight Planetman is a space-themed Choujin, with his body being composed of the 9 planets of the solar system (since Planetman debuted in the 80s, Pluto was decidedly still a planet). Initially, his head appears to be a facsimile of the planet Earth, but this would turn out to be nothing more than a mask; his true face is actually that of the mythical 12th celestial body, the (hypothesized) planet Vulcan. As one would expect from his overall design, Planetman fights with strange, space-themed wrestling techniques, with attacks involving throwing the Saturn ring around his waist or splitting into his component planets. When this fails, Planeman can employ a rather unique underhanded tactic: using his Planet Face technique, he can manifest his opponent's comrades as faces all over his body, making it so they would be unable to attack Planetman without also hurting their allies in the process. This is not a technique he has access to in any capacity in MGP2.


==Gameplay==
==Gameplay==


On paper, Planetman's moveset seem to imply that he was designed to be a zoner of sorts; he has access to no less than 3 projectile specials, each covering different areas of the screen, and some even allowing him to situationally convert off of the fireball. In practice however, MGP2's universal mechanics in sidestepping and parrying makes playing neutral with these specials less viable, and the specials' meter cost further reduces their viability that centering Planetman's primary gameplan on these projectiles is not feasible. This leaves Planetman in not the best of spots, as with this unique feature stripped away, Planetman is largely a subpar character, with low damage and poor frame data. Granted, Planetman is still a functional character, largely still having access to the universal mechanics of MGP2, and Planetman offers a unique and stylish combo game quite unlike any other character; even if his projectiles are not-as-great in neutral, they have great combo utility. Unfortunately, Planetman's low damage rating means these combos do below-average damage, even with the meter spent on his specials.
On paper, Planetman's moveset points to him being designed as a zoner of sorts; he has access to no less than 3 projectile specials, each covering different areas of the screen, and some even allowing him to situationally convert off of the fireball. In practice however, MGP2's universal mechanics in sidestepping and parrying makes playing neutral with these specials less viable, and the specials' meter cost further reduces their viability that centering Planetman's primary gameplan on these projectiles is not feasible. This leaves Planetman in not the best of spots, as with this unique feature stripped away, Planetman is largely a subpar character, with low damage and poor frame data. Granted, Planetman is still a functional character, largely still having access to the universal mechanics of MGP2, and Planetman offers a unique and stylish combo game quite unlike any other character; even if his projectiles are not-as-great in neutral, they have great combo utility. Unfortunately, Planetman's low damage rating means these combos do below-average damage, even with the meter spent on his specials. Aside from this, Planetman boasts a few other useful specials, including some very fast 3-bar special throws.


{{ProConTable
{{ProConTable
Line 14: Line 14:
*Unique projectile specials.
*Unique projectile specials.
*Surprisingly robust and high-ceiling combo game.
*Surprisingly robust and high-ceiling combo game.
*Fast special throws.
*Matchup unfamiliarity; low-tier status means Planetman is relatively unpopular.
*Matchup unfamiliarity; low-tier status means Planetman is relatively unpopular.
   
   
Line 19: Line 20:
*Ineffective zoning.
*Ineffective zoning.
*Slow buttons.
*Slow buttons.
*No throw punish (besides super).
*Above-average size.
*Above-average size.
*Low damage.
*Low damage.
*Can be meter-hungry.
*Meter-hungry.


}}
}}
Line 46: Line 48:
   |attribute =LS
   |attribute =LS
   |property  =
   |property  =
   |cancel    =
   |cancel    =20-33, 18-32 Sp, 18-39 KKD
   |cost      =
   |cost      =
   |meterGain =13/14
   |meterGain =13/14
<!------------>
<!------------>
   |startup  =18
   |startup  =17
   |active    =
   |active    =3
   |recovery  =
   |recovery  =16 (20)
   |guardAdv  =
   |guardAdv  =-11
   |parryAdv  =
   |parryAdv  =+1
   |hitAdv    =
   |hitAdv    =+5
   |invul    =
   |invul    =
   |description=Very slow neutral A, among the slowest in the entire game.
   |description=Very slow neutral A, among the slowest in the entire game.
Line 75: Line 77:
   |attribute =LS
   |attribute =LS
   |property  =OTG
   |property  =OTG
   |cancel    =
   |cancel    =27-32, 27-31 Sp, 26-38 KKD
   |cost      =
   |cost      =
   |meterGain =13/41
   |meterGain =13/41
<!------------>
<!------------>
   |startup  =
   |startup  =19
   |active    =
   |active    =5
   |recovery  =
   |recovery  =13 (15)
   |guardAdv  =
   |guardAdv  =-10
   |parryAdv  =
   |parryAdv  =+2
   |hitAdv    =
   |hitAdv    =+6
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 101: Line 103:
   |damage    =48
   |damage    =48
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =35-49 KKD
   |cost      =
   |cost      =
   |meterGain =33/61
   |meterGain =33/61
<!------------>
<!------------>
   |startup  =
   |startup  =18
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (29)
   |guardAdv  =
   |guardAdv  =+4
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+15~48
   |invul    =Throw
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 131: Line 133:
   |attribute =MS
   |attribute =MS
   |property  =SKD
   |property  =SKD
   |cancel    =
   |cancel    =26-41, 26-40 Sp, 25-46 KKD
   |cost      =
   |cost      =
   |meterGain =29/53
   |meterGain =29/53
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =22 (24)
   |guardAdv  =
   |guardAdv  =-11
   |parryAdv  =
   |parryAdv  =-5
   |hitAdv    =
   |hitAdv    =+13
   |invul    =
   |invul    =
   |description=*Natural combos into (Medium Stun) T or any special throw.
   |description=*Natural combos into (Medium Stun) T or any special throw.
Line 157: Line 159:
   |damage    =60
   |damage    =60
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =38-43, 43 Sp*, 38-51 KKD
   |cost      =
   |cost      =
   |meterGain =26/47
   |meterGain =26/47
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (26)
   |guardAdv  =
   |guardAdv  =+4
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+15~48
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Natural combos from the previous hit, causing a knockdown.
*Special cancel must be buffered before, and will come out on, frame 43.
  }}
  }}
}}
}}
Line 185: Line 188:
   |damage    =48
   |damage    =48
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =32-34, 32-33 Sp, 30-53 KKD
   |cost      =
   |cost      =
   |meterGain =33/66
   |meterGain =33/66
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =5
   |recovery  =
   |recovery  =22 (26)
   |guardAdv  =
   |guardAdv  =+3
   |parryAdv  =
   |parryAdv  =-7
   |hitAdv    =
   |hitAdv    =+14~47
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 216: Line 219:
   |attribute =LS
   |attribute =LS
   |property  =OTG
   |property  =OTG
   |cancel    =
   |cancel    =26-31, 26-30 Sp, 25-37 KKD
   |cost      =
   |cost      =
   |meterGain =13/41
   |meterGain =13/41
<!------------>
<!------------>
   |startup  =
   |startup  =18
   |active    =
   |active    =5
   |recovery  =
   |recovery  =13 (15)
   |guardAdv  =
   |guardAdv  =-10
   |parryAdv  =
   |parryAdv  =+2
   |hitAdv    =
   |hitAdv    =+6
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 242: Line 245:
   |damage    =48
   |damage    =48
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =SKD
   |property  =SKD,MBU
   |cancel    =
   |cancel    =32-34, 32-33 Sp, 30-53 KKD
   |cost      =
   |cost      =
   |meterGain =33/66
   |meterGain =33/66
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =5
   |recovery  =
   |recovery  =22 (26)
   |guardAdv  =
   |guardAdv  =+3
   |parryAdv  =
   |parryAdv  =-7
   |hitAdv    =
   |hitAdv    =+14~47
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 270: Line 273:
   |damage    =48
   |damage    =48
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =35-49 KKD
   |cost      =
   |cost      =
   |meterGain =29/53
   |meterGain =29/53
<!------------>
<!------------>
   |startup  =
   |startup  =18
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (29)
   |guardAdv  =
   |guardAdv  =+4
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+15~48
   |invul    =Throw
   |invul    =
   |description=Natural combos from the previous hit.
   |description=Natural combos from the previous hit, for a knockdown.
  }}
  }}
}}
}}
Line 300: Line 303:
   |attribute =MS
   |attribute =MS
   |property  =SKD
   |property  =SKD
   |cancel    =
   |cancel    =26-41, 26-40 Sp, 25-46 KKD
   |cost      =
   |cost      =
   |meterGain =33/61
   |meterGain =33/61
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =22 (24)
   |guardAdv  =
   |guardAdv  =-11
   |parryAdv  =
   |parryAdv  =-5
   |hitAdv    =
   |hitAdv    =+13
   |invul    =
   |invul    =
   |description=*Combos into (Medium Stun) T/Special throw.
   |description=*Combos into (Medium Stun) T/Special throw.
Line 326: Line 329:
   |damage    =60
   |damage    =60
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =38-43, 43 Sp*, 38-51 KKD
   |cost      =
   |cost      =
   |meterGain =26/47
   |meterGain =26/47
<!------------>
<!------------>
   |startup  =
   |startup  =23
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (26)
   |guardAdv  =
   |guardAdv  =+4
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+15~48
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Natural combos from the previous hit, causing a knockdown.
*Special cancel must be buffered before, and will come out on, frame 43.
  }}
  }}
}}
}}
Line 356: Line 360:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =OTG
   |property  =OTG,MBU
   |cancel    =
   |cancel    =59-69 KKD
   |cost      =
   |cost      =
   |meterGain =26/73
   |meterGain =26/73
<!------------>
<!------------>
   |startup  =
   |startup  =26
   |active    =
   |active    =19
   |recovery  =
   |recovery  =24 (25)
   |guardAdv  =
   |guardAdv  =-13
   |parryAdv  =
   |parryAdv  =-23
   |hitAdv    =
   |hitAdv    =
   |invul    =Throw
   |invul    =5-40 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 386: Line 390:
   |attribute =MS
   |attribute =MS
   |property  =OTG
   |property  =OTG
   |cancel    =
   |cancel    =57-67 KKD
   |cost      =
   |cost      =
   |meterGain =13/21
   |meterGain =13/21
<!------------>
<!------------>
   |startup  =
   |startup  =18
   |active    =
   |active    =3
   |recovery  =
   |recovery  =44 (47)
   |guardAdv  =
   |guardAdv  =-31
   |parryAdv  =
   |parryAdv  =-27
   |hitAdv    =
   |hitAdv    =-9
   |invul    =Throw
   |invul    =1-29 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 415: Line 419:
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =
   |cancel    =
   |cancel    =44-46, 44-45 Sp, 39-66 KKD
   |cost      =
   |cost      =
   |meterGain =9/13
   |meterGain =9/13
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =27 (44)
   |guardAdv  =
   |guardAdv  =±0
   |parryAdv  =
   |parryAdv  =-10
   |hitAdv    =
   |hitAdv    =
   |invul    =Throw
   |invul    =17-39 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 443: Line 447:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =35-48 KKD
   |cost      =
   |cost      =
   |meterGain =18/36
   |meterGain =18/36
<!------------>
<!------------>
   |startup  =
   |startup  =16
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26 (30)
   |guardAdv  =
   |guardAdv  =+1
   |parryAdv  =
   |parryAdv  =-9
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =
Line 471: Line 475:
   |damage    =60
   |damage    =60
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =37-42, 42 Sp*, 37-50 KKD
   |cost      =
   |cost      =
   |meterGain =26/47
   |meterGain =26/47
<!------------>
<!------------>
   |startup  =
   |startup  =22
   |active    =
   |active    =3
   |recovery  =
   |recovery  =23 (26)
   |guardAdv  =
   |guardAdv  =+4
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+15~48
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=*Special cancel must be buffered before, and will come out on, frame 42.
  }}
  }}
}}
}}
Line 500: Line 504:
   |damage    =48
   |damage    =48
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =SKD
   |property  =SKD
   |cancel    =
   |cancel    =31-33, 31-32 Sp, 29-52 KKD
   |cost      =
   |cost      =
   |meterGain =33/66
   |meterGain =33/66
<!------------>
<!------------>
   |startup  =
   |startup  =22
   |active    =
   |active    =5
   |recovery  =
   |recovery  =22 (26)
   |guardAdv  =
   |guardAdv  =+3
   |parryAdv  =
   |parryAdv  =-7
   |hitAdv    =
   |hitAdv    =+14~47
   |invul    =
   |invul    =
   |description=(placeholder text)
   |description=(placeholder text)
Line 531: Line 535:
   |attribute =Launch
   |attribute =Launch
   |property  =
   |property  =
   |cancel    =
   |cancel    =40-50, 40-49 Sp, 38-65 KKD
   |cost      =
   |cost      =
   |meterGain =13/75
   |meterGain =13/75
<!------------>
<!------------>
   |startup  =
   |startup  =20
   |active    =
   |active    =3
   |recovery  =
   |recovery  =17 (43)
   |guardAdv  =
   |guardAdv  =+10
   |parryAdv  =
   |parryAdv  =±0
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =13-37 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 559: Line 563:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =KD
   |attribute =KD
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =36/24
   |meterGain =36/24
<!------------>
<!------------>
   |startup  =
   |startup  =14
   |active    =
   |active    =7
   |recovery  =
   |recovery  =24 (31)
   |guardAdv  =
   |guardAdv  =-1
   |parryAdv  =
   |parryAdv  =-11
   |hitAdv    =
   |hitAdv    =
   |invul    =Throw
   |invul    =1-3 Strike, 19-37 Throw
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}
Line 593: Line 597:
   |meterGain =42/21
   |meterGain =42/21
<!------------>
<!------------>
   |startup  =
   |startup  =22
   |active    =
   |active    =14
   |recovery  =
   |recovery  =12 (16)
   |guardAdv  =
   |guardAdv  =-10
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =+12
   |invul    =Full, Throw
   |invul    =1-21 Full, 22 Throw
   |description=Generic wakeup sweep.
   |description=Generic wakeup sweep.
  }}
  }}
Line 626: Line 630:
   |startup  =24
   |startup  =24
   |active    =3
   |active    =3
   |recovery  =
   |recovery  =26
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 655: Line 659:
   |startup  =24
   |startup  =24
   |active    =3
   |active    =3
   |recovery  =
   |recovery  =26
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 684: Line 688:
   |startup  =24
   |startup  =24
   |active    =3
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 711: Line 715:
   |meterGain =110/50
   |meterGain =110/50
<!------------>
<!------------>
   |startup  =24
   |startup  =21
   |active    =3
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 742: Line 746:
   |startup  =24
   |startup  =24
   |active    =3
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 771: Line 775:
   |startup  =24
   |startup  =24
   |active    =3
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 800: Line 804:
   |startup  =24
   |startup  =24
   |active    =3
   |active    =3
   |recovery  =
   |recovery  =28
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 828: Line 832:
<!------------>
<!------------>
   |startup  =1
   |startup  =1
   |active    =
   |active    =10
   |recovery  =
   |recovery  =84
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 851: Line 855:
   |guard    =N/A
   |guard    =N/A
   |attribute =KD
   |attribute =KD
   |property  =Meter Drain
   |property  =MD
   |cancel    =
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =30/-100
   |meterGain =30/-100
<!------------>
<!------------>
   |startup  =
   |startup  =12
   |active    =
   |active    =23
   |recovery  =
   |recovery  =7
   |guardAdv  =
   |guardAdv  =
   |parryAdv  =
   |parryAdv  =
Line 888: Line 892:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
Line 910: Line 914:
   |attribute =Run
   |attribute =Run
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
<!------------>
<!------------>
   |startup  =
   |startup  =27
   |active    =
   |active    =3
   |recovery  =
   |recovery  =27
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =+17~35
   |hitAdv    =+17~35
Line 939: Line 943:
   |attribute =Special
   |attribute =Special
   |property  =
   |property  =
   |cancel    =No
   |cancel    =
   |cost      =
   |cost      =
   |meterGain =0/0
   |meterGain =0/0
<!------------>
<!------------>
   |startup  =
   |startup  =24
   |active    =
   |active    =3
   |recovery  =
   |recovery  =26
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =+10
   |hitAdv    =+10
Line 969: Line 973:
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MSx2
   |attribute =MSx2
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =55-66 KKD
   |cost      =1
   |cost      =1
   |meterGain =-100/40x2
   |meterGain =-100/40x2
<!------------>
<!------------>
   |startup  =
   |startup  =22
   |active    =
   |active    =21 (10)
   |recovery  =
   |recovery  =21 (24)
   |guardAdv  =
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =-22
   |hitAdv    =
   |hitAdv    =+11~44
   |invul    =
   |invul    =17-47 Throw
   |description=Two-hit double kick attack.
   |description=Two-hit double kick attack.
*If both hits connect, this move will HS. However, if the first hit connects midscreen, the pushback will cause the 2nd hit to whiff. The only way to get both hits on a standing opponent midscreen is by having the opponent be off-axis.
*If both hits connect, this move will HS. However, if the first hit connects midscreen, the pushback will cause the 2nd hit to whiff. The only way to get both hits on a standing opponent midscreen is by having the opponent be off-axis.
*Data assumes both hits landed (i.e., causing a HS).
  }}
  }}
}}
}}
Line 998: Line 1,003:
   |damage    =24x5
   |damage    =24x5
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MSx5
   |attribute =HSx5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =
   |cost      =2
   |cost      =2
   |meterGain =-200/45x5
   |meterGain =-200/45x5
<!------------>
<!------------>
   |startup  =
   |startup  =37
   |active    =
   |active    =37 (2)
   |recovery  =
   |recovery  =65 (69) Total
   |guardAdv  =
   |guardAdv  =+38
   |parryAdv  =
   |parryAdv  =-9
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Strike
   |description=Multi-hitting full-screen projectile where Planetman spits rocks forwards.
   |description=Multi-hitting full-screen projectile where Planetman spits rocks forwards.
*On a standing opponent, this move will generally hit 3-4 times for a HS.
*On a standing opponent, this move will generally hit 3-4 times for a HS.
*This move can rope bounce.
*This move can rope bounce.
*Parry data assumes move was done point-blank. Data on hit assumes move connects enough hits to cause a KD.
  }}
  }}
}}
}}
Line 1,029: Line 1,035:
   |damage    =12x4
   |damage    =12x4
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =MSx4
   |attribute =MS*x4
   |property  =SKD
   |property  =SKD
   |cancel    =
   |cancel    =
Line 1,035: Line 1,041:
   |meterGain =-200/36x4
   |meterGain =-200/36x4
<!------------>
<!------------>
   |startup  =
   |startup  =11
   |active    =
   |active    =65 (0)
   |recovery  =
   |recovery  =95 (100) Total
   |guardAdv  =
   |guardAdv  =+10
   |parryAdv  =
   |parryAdv  =-6
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Strike, 23-80 Throw
   |description=Ring toss that lingers on screen for some time.
   |description=Ring toss that lingers on screen for some time.
*Causes HS blockstun.
*1 hit will MS, 2 hits will HS, 3-4 hits launches.
*1 hit will MS, 2 hits will HS, 3-4 hits launches.
*Can rope bounce.
*Can rope bounce.
*Hits Budo standing still point-blank on frame 36.
  }}
  }}
}}
}}
Line 1,060: Line 1,068:
   |damage    =36x2
   |damage    =36x2
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HSx2
   |attribute =HS-5x2
   |property  =SKD
   |property  =SKD,MBU
   |cancel    =
   |cancel    =
   |cost      =2
   |cost      =2
   |meterGain =-200/70x2
   |meterGain =-200/70x2
<!------------>
<!------------>
   |startup  =
   |startup  =10
   |active    =
   |active    =80 (15)
   |recovery  =
   |recovery  =84 (88) Total
   |guardAdv  =
   |guardAdv  =+20
   |parryAdv  =
   |parryAdv  =+14
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Strike
   |description=Fireball where Planetman throws a large sun-sphere downwards. The first hit is the ball hitting the ground, and the second hit is the subsequent explosion.
   |description=Fireball where Planetman throws a large sun-sphere downwards.  
*Typically, the first hit is the ball hitting the ground, and the second hit is the subsequent explosion.
*If both hits connect, it will high launch.
*If both hits connect, it will high launch.
*Hitbox starts directly above Planetman; this hits Budo standing still point-blank on frame 52.
*Parry data assumes Budo is point-blank in the corner.
*This move is supposed to be an unblockable, but this property is bugged.
  }}
  }}
}}
}}
Line 1,090: Line 1,102:
   |damage    =96
   |damage    =96
   |guard    =Block/Parry
   |guard    =Block/Parry
   |attribute =HS
   |attribute =HS-5
   |property  =
   |property  =MBU
   |cancel    =
   |cancel    =70-78 KKD
   |cost      =1
   |cost      =1
   |meterGain =-100/80
   |meterGain =-100/80
<!------------>
<!------------>
   |startup  =
   |startup  =49
   |active    =
   |active    =13
   |recovery  =
   |recovery  =15 (17)
   |guardAdv  =
   |guardAdv  =+2
   |parryAdv  =
   |parryAdv  =-8
   |hitAdv    =
   |hitAdv    =+13~46
   |invul    =
   |invul    =1-3 Full, 4-40 Throw
   |description=Teleport kick, with Planetman appearing behind the opponent.
   |description=Teleport kick, with Planetman appearing behind the opponent.
  }}
  }}
Line 1,128: Line 1,140:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=Special throw.
   |description=Special throw.
  }}
  }}
Line 1,157: Line 1,169:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=Special throw. Low damage, but high launches for a combo.
   |description=Special throw. Low damage, but high launches for a combo.
  }}
  }}
Line 1,186: Line 1,198:
   |active    =3
   |active    =3
   |recovery  =28
   |recovery  =28
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =
   |invul    =1-3 Full
   |description=Special throw.
   |description=Special throw.
  }}
  }}
Line 1,214: Line 1,226:
   |meterGain =-900/480
   |meterGain =-900/480
<!------------>
<!------------>
   |startup  =
   |startup  =14
   |active    =
   |active    =7
   |recovery  =
   |recovery  =20
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =Full
   |invul    =1-15 Full
   |description=Guarantees 2A OTG.
   |description=Guarantees 2A OTG.
  }}
  }}
Line 1,243: Line 1,255:
   |meterGain =-900/480
   |meterGain =-900/480
<!------------>
<!------------>
   |startup  =
   |startup  =14
   |active    =
   |active    =7
   |recovery  =
   |recovery  =20
   |guardAdv  =-15
   |guardAdv  =-16
   |parryAdv  =
   |parryAdv  =
   |hitAdv    =
   |hitAdv    =
   |invul    =Full
   |invul    =1-15 Full
   |description=(placeholder text)
   |description=(placeholder text)
  }}
  }}

Latest revision as of 12:04, 31 May 2024

Planetman

Story

The Devil Knight Planetman is a space-themed Choujin, with his body being composed of the 9 planets of the solar system (since Planetman debuted in the 80s, Pluto was decidedly still a planet). Initially, his head appears to be a facsimile of the planet Earth, but this would turn out to be nothing more than a mask; his true face is actually that of the mythical 12th celestial body, the (hypothesized) planet Vulcan. As one would expect from his overall design, Planetman fights with strange, space-themed wrestling techniques, with attacks involving throwing the Saturn ring around his waist or splitting into his component planets. When this fails, Planeman can employ a rather unique underhanded tactic: using his Planet Face technique, he can manifest his opponent's comrades as faces all over his body, making it so they would be unable to attack Planetman without also hurting their allies in the process. This is not a technique he has access to in any capacity in MGP2.

Gameplay

On paper, Planetman's moveset points to him being designed as a zoner of sorts; he has access to no less than 3 projectile specials, each covering different areas of the screen, and some even allowing him to situationally convert off of the fireball. In practice however, MGP2's universal mechanics in sidestepping and parrying makes playing neutral with these specials less viable, and the specials' meter cost further reduces their viability that centering Planetman's primary gameplan on these projectiles is not feasible. This leaves Planetman in not the best of spots, as with this unique feature stripped away, Planetman is largely a subpar character, with low damage and poor frame data. Granted, Planetman is still a functional character, largely still having access to the universal mechanics of MGP2, and Planetman offers a unique and stylish combo game quite unlike any other character; even if his projectiles are not-as-great in neutral, they have great combo utility. Unfortunately, Planetman's low damage rating means these combos do below-average damage, even with the meter spent on his specials. Aside from this, Planetman boasts a few other useful specials, including some very fast 3-bar special throws.


Strengths Weaknesses
  • Unique projectile specials.
  • Surprisingly robust and high-ceiling combo game.
  • Fast special throws.
  • Matchup unfamiliarity; low-tier status means Planetman is relatively unpopular.
  • Ineffective zoning.
  • Slow buttons.
  • No throw punish (besides super).
  • Above-average size.
  • Low damage.
  • Meter-hungry.

Character Stats

  • Health: 1024
  • Damage rating: 12
  • Size/weight: Large
  • Movement speed: A
A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
12 Block/Parry LS - 20-33, 18-32 Sp, 18-39 KKD - 13/14
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 16 (20) -11 +1 +5 -

Very slow neutral A, among the slowest in the entire game.

  • As an upside, this jab combos into any of Planetman's special throws.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry LS OTG 27-32, 27-31 Sp, 26-38 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 5 13 (15) -10 +2 +6 -

(placeholder text)

A,A,A
Mercury
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS-5 MBU 35-49 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 23 (29) +4 -6 +15~48 -

(placeholder text)

A,A,6A
Mars
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry MS SKD 26-41, 26-40 Sp, 25-46 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 22 (24) -11 -5 +13 -
  • Natural combos into (Medium Stun) T or any special throw.
A,A,6A,236A
Jupiter
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS-5 MBU 38-43, 43 Sp*, 38-51 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 23 (26) +4 -6 +15~48 -
  • Natural combos from the previous hit, causing a knockdown.
  • Special cancel must be buffered before, and will come out on, frame 43.
A,A,4A
Venus
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS-5 MBU 32-34, 32-33 Sp, 30-53 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 22 (26) +3 -7 +14~47 -

(placeholder text)

44A
44A
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry LS OTG 26-31, 26-30 Sp, 25-37 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 5 13 (15) -10 +2 +6 -

(placeholder text)

44A,A
Saturn
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS-5 SKD,MBU 32-34, 32-33 Sp, 30-53 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 5 22 (26) +3 -7 +14~47 -

(placeholder text)

44A,A,6A
Uranus
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS-5 MBU 35-49 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 23 (29) +4 -6 +15~48 -

Natural combos from the previous hit, for a knockdown.

44A,6A
Neptune
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry MS SKD 26-41, 26-40 Sp, 25-46 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 22 (24) -11 -5 +13 -
  • Combos into (Medium Stun) T/Special throw.
44A,6A,236A
Pluto
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS-5 MBU 38-43, 43 Sp*, 38-51 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 23 (26) +4 -6 +15~48 -
  • Natural combos from the previous hit, causing a knockdown.
  • Special cancel must be buffered before, and will come out on, frame 43.
8A
8A
Knee Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
72 Block/Parry KD OTG,MBU 59-69 KKD - 26/73
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 19 24 (25) -13 -23 - 5-40 Throw

(placeholder text)

2A
2A
Low Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry MS OTG 57-67 KKD - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 44 (47) -31 -27 -9 1-29 Throw

(placeholder text)

66A
66A
Jumping Knee Bash
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch - 44-46, 44-45 Sp, 39-66 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 27 (44) ±0 -10 - 17-39 Throw

(placeholder text)

46A
46A
Jump Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry KD MBU 35-48 KKD - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 26 (30) +1 -9 - -
  • Guarantees 8A OTG.
236A
236A
Thrust Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS-5 MBU 37-42, 42 Sp*, 37-50 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 23 (26) +4 -6 +15~48 -
  • Special cancel must be buffered before, and will come out on, frame 42.
214A
214A
Spin Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS-5 SKD 31-33, 31-32 Sp, 29-52 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 5 22 (26) +3 -7 +14~47 -

(placeholder text)

623A
623A
Zero Gravity
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry Launch - 40-50, 40-49 Sp, 38-65 KKD - 13/75
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 17 (43) +10 ±0 - 13-37 Throw

(placeholder text)

WRA
(While Running) A
Flying Body Press
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry KD MBU - - 36/24
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 24 (31) -1 -11 - 1-3 Strike, 19-37 Throw

(placeholder text)

WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
24 Block/Parry MS SKD,OTG - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 14 12 (16) -10 -6 +12 1-21 Full, 22 Throw

Generic wakeup sweep.

Throws

T
Diamond Cutter
T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 Tech KD - - - 50/54
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
120 Tech KD - - - 90/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

(placeholder text)

214T
Frankensteiner
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 114/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

(placeholder text)

MST
Piledriver
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 N/A KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 - - - -

(placeholder text)

MS214T
Swing DDT
(Medium Stun) 214T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 124/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

(placeholder text)

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

(placeholder text)

FBT
Bulldogging Headlock
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

(placeholder text)

AB46T
Scorching Neck-Hanging Drop
(Airborne) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A KD - - - 40/200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 10 84 - - - -

(placeholder text)

RT
Swing DDT
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

(placeholder text)

WGT
Piledriver
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
144 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
Satellite Kick
S
Damage Guard Attribute Property Cancel Cost Meter Gain
48x2 Block/Parry MSx2 MBU 55-66 KKD 1 -100/40x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 21 (10) 21 (24) -16 -22 +11~44 17-47 Throw

Two-hit double kick attack.

  • If both hits connect, this move will HS. However, if the first hit connects midscreen, the pushback will cause the 2nd hit to whiff. The only way to get both hits on a standing opponent midscreen is by having the opponent be off-axis.
  • Data assumes both hits landed (i.e., causing a HS).
66S
Ring Stone
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
24x5 Block/Parry HSx5 MBU - 2 -200/45x5
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
37 37 (2) 65 (69) Total +38 -9 - 1-3 Strike

Multi-hitting full-screen projectile where Planetman spits rocks forwards.

  • On a standing opponent, this move will generally hit 3-4 times for a HS.
  • This move can rope bounce.
  • Parry data assumes move was done point-blank. Data on hit assumes move connects enough hits to cause a KD.
44S
Planet Ring of Hell
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
12x4 Block/Parry MS*x4 SKD - 2 -200/36x4
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 65 (0) 95 (100) Total +10 -6 - 1-3 Strike, 23-80 Throw

Ring toss that lingers on screen for some time.

  • Causes HS blockstun.
  • 1 hit will MS, 2 hits will HS, 3-4 hits launches.
  • Can rope bounce.
  • Hits Budo standing still point-blank on frame 36.
46S
Apollo Dynamite
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
36x2 Block/Parry HS-5x2 SKD,MBU - 2 -200/70x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
10 80 (15) 84 (88) Total +20 +14 - 1-3 Strike

Fireball where Planetman throws a large sun-sphere downwards.

  • Typically, the first hit is the ball hitting the ground, and the second hit is the subsequent explosion.
  • If both hits connect, it will high launch.
  • Hitbox starts directly above Planetman; this hits Budo standing still point-blank on frame 52.
  • Parry data assumes Budo is point-blank in the corner.
  • This move is supposed to be an unblockable, but this property is bugged.
236S
Planet Kick
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
96 Block/Parry HS-5 MBU 70-78 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
49 13 15 (17) +2 -8 +13~46 1-3 Full, 4-40 Throw

Teleport kick, with Planetman appearing behind the opponent.

214S
Sub-Zero Figure-4 Neck Lock
214S
Damage Guard Attribute Property Cancel Cost Meter Gain
288 Block/Parry KD - - 3 -300/168
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

Special throw.

214S
Planet Rush
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Block/Parry Launch - - 3 -300/170
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

Special throw. Low damage, but high launches for a combo.

63214S
Planet Gravity
63214S
Damage Guard Attribute Property Cancel Cost Meter Gain
276 Block/Parry KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 3 28 -16 - - 1-3 Full

Special throw.

Supers

623T+S
Devil Technique - Planetary Alignment
623T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
372 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Guarantees 2A OTG.

421T+S
Devil Technique - Grand Cross
421T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
372 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

(placeholder text)

Strategy

Combos

Midscreen

  • 46A, 2A
    (placeholder text)
  • A xx 214S, 2A
    (placeholder text)
  • (While Running) A, 8A
    (placeholder text)
  • 236A, 236A, 8A
    (placeholder text)
  • 41236S, 236A xx 46T
    (placeholder text)
  • 623A xx 46S, 236A xx 46T
    (placeholder text)

Ropes

  • (Rope Bounce) (Running) T, 2A
    (placeholder text)
  • (Rope Bounce) 44A xx 214T, 2A
    (placeholder text)
  • (Rope Bounce) 66S, 44A xx 41236S, 46S, 214A, 214A (cc), A,A xx 46T
    (placeholder text)

Colors

Manga
Anime

External Links


General
FAQ
Controls
HUD
System
Glossary
Esoterics
Characters
Kinnikuman
Terryman
Robin Mask
Warsman
Ramenman
Brocken Jr.
Akuma Shogun
Jade
Checkmate
Scarface
Kevin Mask
Terry the Kid
Kinniku Mantaro
Sneagator
Planetman
Junkman
The Ninja
Sunshine
Ashuraman
Buffaloman
Springman
Atlantis
Mr. Khamen
The Mountain
Black Hole
SteCasse King
Neptuneman
Geronimo
Wolfman
Benkiman
Big Body
Soldier
Super Phoenix
Zebra
Mariposa
Barrierfreeman
Ilioukhine
Pentagon
Big the Budo