Kinnikuman Muscle Grand Prix 2/Planetman

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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 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.

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.


Strengths Weaknesses
  • Unique projectile specials.
  • Surprisingly robust and high-ceiling combo game.
  • Matchup unfamiliarity; low-tier status means Planetman is relatively unpopular.
  • Ineffective zoning.
  • Slow buttons.
  • Above-average size.
  • Low damage.
  • Can be 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 - - - 13/14
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 - - - - - -

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 - - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

A,A,A
Mercury
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS - - - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

(placeholder text)

A,A,6A
Mars
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry MS SKD - - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
  • 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 - - - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

A,A,4A
Venus
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS - - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

44A
44A
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry LS OTG - - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

44A,A
Saturn
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS SKD - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

44A,A,6A
Uranus
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS - - - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

Natural combos from the previous hit.

44A,6A
Neptune
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry MS SKD - - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
  • Combos into (Medium Stun) T/Special throw.
44A,6A,236A
Pluto
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS - - - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

8A
8A
Knee Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
72 Block/Parry KD OTG - - 26/73
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

(placeholder text)

2A
2A
Low Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry MS OTG - - 13/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

(placeholder text)

66A
66A
Jumping Knee Bash
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry Launch - - - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - Throw

(placeholder text)

46A
46A
Jump Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry KD - - - 18/36
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -
  • Guarantees 8A OTG.
236A
236A
Thrust Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS - - - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

214A
214A
Spin Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
48 Block/Parry HS SKD - - 33/66
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

623A
623A
Zero Gravity
Damage Guard Attribute Property Cancel Cost Meter Gain
36 Block/Parry Launch - - - 13/75
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

(placeholder text)

WRA
(While Running) A
Flying Body Press
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry KD - - - 36/24
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - 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
- - - - - - Full, 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 - -15 - - -

(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 - -15 - - -

(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 - -15 - - -

(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
24 3 - - - - -

(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 - - - - -

(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 - - - - -

(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 - -15 - - -

(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 - - - - - -

(placeholder text)

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

(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 -15 - - 1-33 Full, 34-40 Throw

(placeholder text)

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
- - - -15 - +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
- - - -15 - +10 -

Universal side switch throw.

Specials

S
Satellite Kick
S
Damage Guard Attribute Property Cancel Cost Meter Gain
48x2 Block/Parry MSx2 - - 1 -100/40x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

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.
66S
Ring Stone
66S
Damage Guard Attribute Property Cancel Cost Meter Gain
24x5 Block/Parry MSx5 - - 2 -200/45x5
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

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.
44S
Planet Ring of Hell
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
12x4 Block/Parry MSx4 SKD - 2 -200/36x4
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Ring toss that lingers on screen for some time.

  • 1 hit will MS, 2 hits will HS, 3-4 hits launches.
  • Can rope bounce.
46S
Apollo Dynamite
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
36x2 Block/Parry HSx2 SKD - 2 -200/70x2
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

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.

  • If both hits connect, it will high launch.
236S
Planet Kick
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
96 Block/Parry HS - - 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

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 -15 - - -

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 -15 - - -

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 -15 - - -

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
- - - -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
- - - -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


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