Kinnikuman Muscle Grand Prix 2/Akuma Shogun

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Akuma Shogun

Story

Billing himself as the "Devil Choujins' final assassin" (and billed by Ichiro Mizuki in his image song as "King of Devils"), Akuma Shogun is the leader (and possibly founder; the background lore on this is somewhat wishy-washy) of the evil Devil Choujin faction, incarnating by fusing the bodies of the defeated Devil Knights. As the final opponent of the Golden Mask arc, he stands as the last obstacle for Kinnikuman and co. to reclaim the stolen Golden Mask, a Kinniku clan heirloom. With sublime techniques such as the ability to freely manipulate his body's hardness at will or a series of moves that seals the opponent's body parts, Akuma Shogun remains one of Kinnikuman's most formidable (if not the most formidable) foe.

However, a twist reveals that he and the Golden Mask are actually one of the same; in truth, Akuma Shogun is Goldman, a primordial Godlike Choujin. After a legendary battle with his brother Silverman ended in mutual decapitation, Goldman was reduced to the Golden Mask. He was subsequently interred on Planet Kinniku along with his brother (as the Silver Mask), where the true nature of his allegiance or history eventually being lost to time. In the present day, wishing to finish what he had started, Goldman struck a deal with Satan to regain a body, rechristening himself "Akuma Shogun", and sets out to resume his battle with his brother by way of Silverman's descendants: Kinnikuman, the Kinniku clan, and by extension, the Justice Choujins as a whole.

Yes, this is as awesome as it sounds. And this is without getting into the revival series, which somehow manages to make Akuma Shogun even cooler.

Gameplay

Though nerfed from his boss-character appearance in MGP1, Akuma Shogun remains an overwhelmingly strong character, and is just about unanimously considered the best character in the entire game. He can do just about everything, and do them very well; from a purely statistical standpoint, Akuma Shogun is tied for the highest health in the game, and has a high damage rating as well. This makes most characters have an uphill battle against him, as they would need to hit him more to take the round, while Akuma Shogun can reliably KO the average character in 2-3 good hits. Shogun's frame data is also excellent, with numerous fast buttons and very early cancel windows. This gives him the advantage in scrambles, pressure and confirms; in particular, with charge cancelling, Akuma Shogun has access to several moves that are very plus for how fast they come out. The frame data on some of his strings also make them great for juggles, giving Akuma Shogun explosive juggle damage, especially at the ropes. As an icing on the cake, has several "unfair" tools that just about no one else has; just to name a few, he has a hitgrab that drains almost 4 bars, a forward-moving launcher that is fully invincible(!) for most of its duration, or an unblockable move that is active for 94(!!) frames.

Akuma Shogun does have a few tangible weaknesses; perhaps owing to his former boss status, he lacks some of the tools that can be expected of the average character, like the throw-invuln, low-profiling 2A or special throws. His large-ish size (and by extension, hurtbox) can also be somewhat of a detriment, as some characters might have an easier time combo-ing him, or might have new combos altogether. In practice though, and with Shogun's entirety taken into account, these downsides are nigh-irrelevant, as his strengths far outstrip these shortcomings; for example, he has little need for a special throw when he can as easily access juggles that could do just as much if not more damage.

As a whole, Akuma Shogun is just about the closest this game has to a "perfect" character, and though he might have a slightly above-average skill floor, you cannot go wrong with playing Akuma Shogun at any skill level. More than any real in-game problems, the biggest worry with playing Akuma Shogun might be alienating your fellow players at locals, or the risk of Shogun eventually being banned for being too over-centralizing as the game develops. (disclaimer: as of the time of writing, the latter is a decidedly unlikely scenario).


Strengths Weaknesses
  • Tied for highest health in the game.
  • High damage rating.
  • Fantastic frame data.
  • Strong, versatile specials.
  • Lethal rope juggle damage.
  • No special throws.
  • No standard 2A/8A; i.e. no straightforward throw-invuln moves.
  • Poor OTG options.

Character Stats

  • Health: 1200
  • Damage rating: 15
  • Size/weight: Medium/Middleweight
  • Movement speed: B

Reversals

4G
Kinniku Driver Reversal
(Against Kinnikuman's 623S) 4G
Damage Guard Attribute Property Cancel Cost Meter Gain
255 N/A KD - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry LS - 21-31, 21-30 Sp, 18-33 KKD - 13/46
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
11 3 18 (21) -13 -1 +3 -
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry LS - 23-28, 23-27 Sp, 18-32 KKD - 23/46
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 16 (19) -11 +1 +5 -
A,A,A
One-Two-Thrust Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS - 24-51 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 4 28 (31) -2 -12 +9~42 -
A,A,4A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry LS - 24-29, 24-28 Sp, 17-34 KKD - 23/46
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 3 18 (21) -13 -1 +3 -
A,A,4A,A
Shogun Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry MS - 30-35, 30-34 Sp, 27-57 KKD - 29/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 11 18 (21) -15 -9 +9 -
A,A,4A,A,6A
Shogun Combo Plus
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry HS - 43-69 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 10 27 (30) -7 -17 +4~37 11-41 Throw
4A
4A
Chopping Punch
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry MS - 18-23, 18-22 Sp, 18-58 KKD - 11/42
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 38 (41) -27 -21 -3 -
4A,2A
Chopping Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry MS OTG 44-67 KKD - 13/26
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 24 (27) -11 -7 +11 26-40 Throw
66A
66A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry LS - 14-32, 14-31 Sp, 14-35 KKD - 11/42
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 3 18 (21) -13 -1 +3 -
66A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry LS - 27-47, 27-46 Sp, 27-52 KKD - 9/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 4 21 (24) -17 -5 -1 -
66A,A,A
Satan Combo A
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry HS - 37-47, 37-46 Sp, 36-75 KKD - 32/64
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 3 36 (39) -9 -19 +2~35 -
66A,A,A,6A
Satan Combo B
Damage Guard Attribute Property Cancel Cost Meter Gain
105 Block/Parry KD - 48-87 KKD - 25/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
42 4 40 (43) -14 -24 - 34-59 Throw
66A,A,A,8A
Satan Combo C
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry KD - 50-62 KKD - 26/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 7 27 (30) -4 -14 - 6-47 Throw
44A
44A
Thrust Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS - 23-50 KKD - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 4 28 (31) -2 -12 +9~42 -
236A
236A
Divebomb
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry KD OTG 49-61 KKD - 26/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 7 27 (30) -4 -14 - 6-47 Throw
  • Hits standing Budo on frame 29.
214A
214A
Foot Stamp
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry KD OTG 37-58 KKD - 20/40
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 8 18 (21) +4 -6 - 6-34 Throw
41236A
41236A
Kinniku Driver Seal
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Block/Parry LS - 13-37 KKD - 4/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 10 27 -29 -17 -13 1-5 Strike
623A
623A
Rising Knee
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry Launch - 38-46 KKD - 11/22
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 5 26 (29) -1 -11 - 14-35 Throw
421A
421A
Power Absorption
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Block/Parry KD Meter Drain 24-58 KKD - 180/-360
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 36 (38) -31 -19 - -
WRA
(While Running) A
Knee Bazooka
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry HS - - - 54/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 11 21 -2 -12 +9~42 -
WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 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

Throws

T
Piledriver
T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 110/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
6T
Skull Crush
6T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech KD - - - 102/48
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
66T
Daisetsuzan Drop
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 Tech KD - - - 104/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
46T
Neck-Hanging Bomb
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 120/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
214T
Spin Double Arm-Sault
214T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 124/58
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
  • Guarantees 214A OTG, but strict.
63214T
Helm Splitter
63214T
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Tech KD - 46-47 - 20/67
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
Stomach Crash
63214T,623T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 N/A KD - - - 46/201
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
623T
Bridge Break
623T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 105/81
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
  • Does 90 damage in the Arcade version.
MST
Hell's Super Express
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 N/A KD - - - 120/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -
HST
Romero Special 1
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
45 N/A KD - - - 153/81
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -
Romero Special 2
(Heavy Stun) T,6T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 N/A KD - - - 173/201
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
Hell's Windmill
(Heavy Stun) T,46T
Damage Guard Attribute Property Cancel Cost Meter Gain
120 N/A Launch - - - 177/241
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
FBT
Double Knee Crusher
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 100/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
FBT
Choujin Compressor
(From Behind) 6T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 90/54
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -
AB41236T
Daisetsuzan Drop
(Airborne) 41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
165 N/A KD - - - 40/200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 10 84 - - - -
RT
Spinebuster
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 N/A KD Meter Drain - - 50/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -
WGT
Hell's Super Express
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 120/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw
4T
Irish Whip
4T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - No - 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 - No - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +10 -

Universal side switch throw.

Specials

S
Shock Double Punch
S
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Block/Parry HS - 26-56 KKD 1 -100/85
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
16 3 35 (39) -8 -18 +3~24 -
66S
Diamond Dust Alpha
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry Launch SKD,OTG 56-67 KKD 3 -300/150
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 21 19 (23) -10 -20 - 6-45 Full
44S
Diamond Dust Beta
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
15x16 Parry KDx16 SKD,Unblockable 163-173 KKD 3 -300/27x16
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
46 94 (5) 30 (34) - - - 46-140 Full
46S
Soft Body Elbow
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD - 44-55 KKD 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 3 22 (26) +5 -5 - 5-43 Throw
236S
Hell's Merry-Go-Round
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
60x3 Parry KDx3 SKD,Unblockable 60-78 KKD 3 -300/78x3
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 26 (8) 28 (32) - - - 13-24 Throw, 25-45 Full, 46-57 Throw
623S
Neck Hang Throw
623S
Not actually a throw
Not actually a throw
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry Launch - - 3 -300/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 4 32 -28 -16 - -

Hitgrab.

  • Hits Budo walking into Shogun on frame 31.
421S
Yoga Pose
421S
Damage Guard Attribute Property Cancel Cost Meter Gain
(15,20,25,30,35) N/A N/A - - 2 -200/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
21 25 (5)* 44 (47) - - - 9-71 Throw

Healing special, where Shogun assumes a throw-invuln stance and gradually heals life.

  • Shogun regains life in 5-frame intervals, healing incrementally more life to heal 125 life in total if the entire move's "active" frames go uninterrupted. The values listed under "damage" is the amount Shogun heals between each interval.
  • This is one of only three healing moves in the entire game. Though it does not heal a lot, it is relatively inexpensive at only 2 bars.
  • This move is a solid option when Shogun has the breathing room (such as while the opponent is far away/knocked down) in order to use this move reasonably safely, and it is great for getting the life advantage over the opponent for time-out wins.

Supers

63214T+S
Hell's Guillotine
63214T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
465 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full
  • Guarantees a 214A OTG, but can be awkward due to the ambiguous side Shogun ends up on post-super.
NR63214T+S
Hell's Double Murder
(Near Ropes) 63214T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
495 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Strategy

Combos

Colors

Manga/Anime
Goldman

External Links


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