Kinnikuman Muscle Grand Prix 2/Glossary

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KKD

An abbreviation of the term Kajiba no Kusodjikara (火事場のクソ力), meaning Burning Inner Strength or Fire of Inner Strength. Lore-wise, it's the well of latent power Kinnikuman draws from in dire situations, thereby allowing him to accomplish feats and defeat opponents that would otherwise far outclass him. The typical shounen power-up, essentially.

Mechanically, it acts as a once-per-round powerup state with one of three different variations which are chosen at the character select screen. Has both a passive effect that triggers at low health as well as an active one (called Shin, or True, KKD in-game) triggered by pressing A+T+S. See System to learn more.

Meter

The resource required to perform specials and super moves. All special moves require anywhere from one bar of meter to nine bars to perform (with one exception) and all supers require nine bars. Ranges from 0 bars, which is effectively empty, to MAX, which is technically just shy of 10 bars. Meter is gained by attacking/being attacked as well as meter charging, and it is lost by being hit by certain specials or throws as well as having one's throw broken.

MAX

The absolute maximum amount of meter one can have. Indicated by the meter count reading MAX. At MAX meter, KKD gains an extra property during Shin KKD dependent on the variant chosen. Kinnikuman Big Body's Strong Fist (8S) is the only special attack that requires MAX meter.

Meter Charge

Performed with 64S, this is the fastest way to gain meter, as it will continue for as long as S is held. This can be performed even at MAX meter, although it will not gain any more meter past that point. Obviously.

Cancel

The act of interrupting one action with another, e.g., cancelling a normal attack with a special attack.

Special/Throw Cancel

Almost all normal attacks in this game can be cancelled into a throw or a special provided they aren't the very end of a string. Some strings may seem like the last attack is cancellable, but the reality is that there's another string further in the command list that tacks on an extra button or two to that very string. To cancel, simply input the command of the intended special move during a normal attack.

Charge Cancel/CC

As meter charging requires the use of the S button, it is considered by the game to be a special move. As such, normals that can be special cancelled can also be cancelled into a charge. Cancelling into a brief charge is called charge cancelling or CC.

KKD Cancel

Not quite a cancel per se, as under typical circumstances Shin KKD can only be activated while not attacking. It can, however, be activated during hitstun or blockstun (provided the G button is released first).

Rope Bounce

A state in which a character is forced to bounce off the ring's ropes, either by blocking an attack that inflicts heavy stun or by being thrown into the ropes via Irish Whip. In this state, the attacking character has access to a special throw that will drain one bar of meter from their opponent. Alternatively, certain moves that would normally inflict light stun will instead inflict medium stun, allowing the offensive to continue for a bit longer. Additionally, one cannot mash out of the rope bounce, nor can Shin KKD be activated. Having one's back to the ropes is not an ideal place to be.

Stun

Stun in this game, at its most basic, can be divided into three levels: Light, Medium, and Heavy.

Light Stun

Light stun is, as its name would suggest, the smallest stun. Not much to be said about it. Hitting an opponent in opponent in a rope bounce state with a light stun move may instead inflict medium stun.

Medium Stun

Medium stun cannot be reduced by mashing. Hitting an opponent with a move that normally inflicts heavy stun while they are in medium stun will instead cause a knockdown. Additionally, every character has at least one throw accessible only when an opponent is in this state. Those moves will have (中よろけ相手に組) before their command in the in-game command list.

Heavy Stun

Heavy stun has the longest stun time, but unlike the two lighter stun levels, the stun time can be reduced by mashing buttons and repeatedly moving the stick. Striking the opponent with a move that inflicts medium stun or heavy stun while they are in this state, they will instead be knocked down. It should be noted that if the opponent is put into heavy stun at the ropes or at the corner, throws that require the ropes or the corner become unusable for the duration of the stun. Every character also has at least one throw accessible while only when an opponent is in this state. Those moves will have (大よろけ相手に) before their command in the in-game command list.

Ukemi/Tech

When knocked down, one can input 5G, 8G, or 2G just before hitting the ground to get right back up. This is often referred to as teching. Subsequently, a knockdown state in which this cannot be performed is called untechable.

SKD

Short for "spinning knockdown". Refers to a state in which the opponent is knocked down and sent spinning. This knockdown is untechable. It looks visually similar to certain launch states, such as the one caused by Warsman's Screwdriver (236S), but keep in mind that they are not the same.

Natural Combo

Also referred to as a "true" combo, this refers to a combo or string that cannot be blocked in-between hits. Despite what the movelist and combo counter may indicate, a lot of strings in this game can be blocked mid-string, making them not a real combo. As a result, strings that do combo properly is notable, and are noted as such in the character pages.

Reversal

Here, it refers to a throw being reversed, rather than broken. This can only be done to certain throws and only by certain characters, typically for lore reasons, e.g., Buffaloman reversing Kinnikuman's Kinniku Buster, Ramenman reversing Brocken Jr's Camel Clutch, etc.

OTG

Meaning on-the-ground, or alternatively off-the-ground, this refers to moves that can hit an opponent while they are knocked down.


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Kinnikuman
Terryman
Robin Mask
Warsman
Ramenman
Brocken Jr.
Akuma Shogun
Jade
Checkmate
Scarface
Kevin Mask
Terry the Kid
Kinniku Mantaro
Sneagator
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Sunshine
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Springman
Atlantis
Mr. Khamen
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SteCasse King
Neptuneman
Geronimo
Wolfman
Benkiman
Big Body
Soldier
Super Phoenix
Zebra
Mariposa
Barrierfreeman
Ilioukhine
Pentagon
Big the Budo