Kinnikuman Muscle Grand Prix 2/Controls

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Note: This wiki uses numpad notation and assumes the player is facing right, meaning 5 is stick neutral, 4 is back, 3 is down-forward, etc. Please refer to the below diagram for further clarification.

7 8 9                  ub u uf
4 5 6  corresponds to   b N f
1 2 3                  db d df

Movement

4 - Retreat

The character moves backward and will continue to do so as long as the direction is held.


6 - Advance

The character moves forward and will continue to do so as long as the direction is held.


44 - Backdash

The character will retreat with a quick backstep.


66 - Dash

The character will advance forward quickly. Hold 6 to run. Every character has an attack that can be performed out of a run by pressing the A button.


2 or 8 - Sidestep

The character will sidestep, either into the foreground (by pressing 2) or into the background (by pressing 8). If the direction is held, the character will not move.

Attacks

Kinnikuman Muscle Grand Prix 2 is a 4-button fighting game, with 3 of those buttons being used for attacks.


A - Strike

Bound by default to ◻. Referred to in the in-game command list as "打". This button is used to do strikes, which must be blocked or parried. Different strikes can be performed by pressing this button in along with directional inputs or motions, and strings can be performed by pressing this button (often along with directional inputs) in sequence.


T - Throw

Bound by default to Δ. Referred to in the in-game command list as "組". Throws are relatively slow moves that cannot be blocked or parried, but must instead be throw-broken. Different throws are performed by pressing this button along with directional inputs or motions.

  • 4T - Irish Whip

Also referred to as a "Hammer Throw". Grabs the opponent and sends them running behind the thrower. The throw itself does no damage, but the opponent will continue running for a distance, and if they reach the ropes in that time, this will cause a Rope Bounce state where the opponent is sent running the opposite direction and is unable to act.

  • 44T - Side Switch Throw

Exactly what it says on the tin, switching the attacker's position with the opponent. This throw does no damage, but leaves the thrower at a slight frame advantage.


S - Special

Bound by default to O. Referred to in the in-game command list as "必". All special moves are performed with this button, usually in conjunction with directional inputs or motions. Specials can do a variety of things, such as being a launcher or a damaging throw. All special moves cost meter to execute.

  • 64S - Meter charge

Also referred to simply as "charge". The character builds meter for as long as the button is held, but is vulnerable while doing so. Moves can be canceled into a meter charge, and cancelling moves into a tap-charge is a technique referred to as "charge cancelling" or "CC".

Defense

G - Guard

Bound by default to X. The guard button is used for all the defensive options in the game.


5G - Block

This puts you into a stance (which you can stay in by holding down the button) that blocks all striking techniques, though not throws. Heavy-stunning moves, knockdown moves, and launchers will cause significant pushback when blocked. If this happens near the ropes, this will result in a rope bounce.


4G - Throw Break

Also referred to as throw-teching. If timed correctly, the character breaks their opponent's attempted throw and the opponent loses one bar of meter and is left at noticeable frame disadvantage as a result. Special or super throws can also be broken with 4G. Under certain conditions, certain throws are reversed rather than broken, playing a predetermined reversal animation and dealing damage to the would-be thrower instead.


6G - Parry

Parries strikes, and makes it so that the attack cannot be canceled into anything else (not even its followups, in the case of a string). As the parry has a recovery period, there are certain attacks (such as multi-hit specials) that effectively cannot be parried. Unblockable strikes can also be parried.

Recovery

G before hitting the ground - Tech Roll

Also called an Ukemi. The character will roll as they come into contact with the ground, rising quickly and avoiding a knockdown. The character will roll backwards by default, but by pressing 2G or 8G, the character will instead tech roll into the foreground or background respectively. It is not possible to tech roll forwards. Hard Knockdowns and Spinning Knockdowns (SKDs) cannot be tech rolled.


Press nothing while on the ground - Delayed Wake-up

Remain grounded. After lying down long enough, the character will wake-up automatically. Characters that remain grounded are still vulnerable to moves that hit Off-The-Ground (OTG).


5G while on the ground - Quick Rise

Gets up quickly in place. Hold down the button to wake-up with a block.


2, 4, 6 or 8 while on the ground - Wake-up Roll

Rolls in the inputted direction before getting up.


A while on the ground - Wake-up attack

The character does an attack as they are getting up. Typically, this is a low sweep that causes Medium Stun.


T while on the ground - Wake-up throw

The character does a throw as they are getting up. In general, this is the same as the character's Medium Stun throw.

Other

A+T+S - True KKD Activation

Activates a special state with effects dependent on the KKD style chosen. The duration of the state is dependent on the amount of meter prior to activating, and once the state expires, the meter is emptied and is gained at a reduced rate for the rest of the round. True KKD Activation is only possible once per round, and can be done while in blockstun or standing hitstun. For more information on the True KKD state, please refer to the System page.


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Terryman
Robin Mask
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Brocken Jr.
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Checkmate
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Big the Budo