Kinnikuman Muscle Grand Prix 2/System

From Mizuumi Wiki
Jump to navigation Jump to search

Movement

MGP2 is a 3D fighting game, so on top of the standard forward and backward movement, you can also sidestep towards or away from the screen. There is no jumping or crouching in MGP2.

  • You can dash and backdash with 66 and 44, respectively. By holding 6 while dashing, the character will start running. Characters have a "while running" attack, which they can do by pressing A while they are running.
  • Sidestepping is done by tapping 2 or 8 to sidestep towards or away from the screen, respectively. Sidesteps are static, and sidewalking is not possible; holding 2 or 8 will not cause the character to sidestep.
  • The startup and distance of movement options are universal across the cast, with the only difference being the recovery of these options. Characters can have an A, B or a C for their movement speed, with movement speed A characters having the fastest movement recovery, while C characters have the slowest recovery.
  • Dashing, backdashing and sidestepping can be cancelled to any offensive action (i.e. attacks, throws or specials), even through its recovery. However,they cannot be cancelled to a defensive action (i.e. blocking, parrying or throw-teching).
  • Since meter charging (64S) is considered a special move, characters can charge-cancel their movement options to cut their recovery to roughly the recovery of a movement speed A character.
  • Canceling runs functions slightly differently: letting go of the 6 direction will cause the character to continue running, and inputting any direction besides 6 will cause the character to immediately stop running.
  • Running can be canceled into an offensive action, but due to the inability to input any direction besides 6, the only action possible is a neutral A (resulting in a while running attack), neutral T or neutral S, with the running momentum carrying over.
  • If a character is thrown while they are running, the throw becomes untechable, and the throw becomes that character's "Running" throw, which drains 1 bar.

Defense

There are 3 primary defensive options in this game: blocking, throw-teching and parrying.

Block

The G button is used to block. Hold down the button to continue blocking.

  • Blocking will unconditionally guard against any striking attack (sans unblockables).
  • However, the game discourages blocking indefinitely because plenty of moves, especially moves that heavy stuns or knock down, have high blockstun and pushback, so they are usually safe or even plus on block.
  • When a high-pushback move is blocked against the ropes, the character will bounce off the ropes and enter the Rope Bounce state, being completely open to attack. More on this in the "Stun & Ropes" section.

Throw-tech

Throw-teching is done using 4G.

  • Throw-teching is used to defend from all throws, whether it is a normal, special or super throw.
  • A successful throw-tech will drain 1 bar of meter from the opponent.
  • An unsuccessful throw-tech has a lengthy and punishable whiff-animation.
  • With specific character matchups and throws, the throw would be "reversed" instead of teched. Instead of teching the throw and draining a bar, the character would instead reverse the throw into their own throw upon successful tech, dealing damage. These reversals are few and far between, and mostly serve as easter egg references to the manga/anime.

Parry

Parrying is done using 6G.

  • Parrying works on all strikes, including unblockables.
  • A parrying animation triggers on a successful parry, which is generally shorter than blockstun. This often leaves a character at a better frame advantage on a successful parry.
  • Parrying an attack that is cancelable (such as an attack that is part of a string) will render that attack uncancelable, where it otherwise would be cancelable on hit, block or whiff. This includes canceling the attack to the next attack in the string.
  • Like with throw-teching, an unsuccessful parry has a similarly punishable whiff animation.

Notes

  • The input for throw-teching and parrying is very lenient.
  • The direction and the G button can be pressed simultaneously to get the throw-tech/parry.
  • G can be held down and 4/6 can be tapped to get a throw-tech/parry respectively.
  • 4/6 can be held down, and the throw-tech/parry will come out when G is pressed.

Offense

The Strike (A), Throw (T) and Special (S) buttons are primarily used for the game's offense.

Strikes

  • Combining the A button with directions (e.g. 6A, 2A) or motion inputs (e.g. 214A, 623A) result in different strikes depending on the character.
  • Characters also possess strings, done by pressing the A button in sequence, often combined with a direction/motion (e.g. A,A,A, 6A,A,214A).
  • Not every string combo properly; most strings can be blocked, parried or even interrupted in the middle of the string. Strings that do combo are called natural combos.
  • Strikes in this game can have the "cancelable" property. In MGP2, this means the strike can be canceled to a throw or a special.
  • Since performing attack strings is a form of cancel, any strike that is not the last part of a string is cancelable by default.

Throws

  • Throws are generally slow and reactable, and does significantly more damage than strikes, being the main source of damage for a lot of characters.
  • Different throws are performed by pressing the button along with directions/motions (e.g. 6T, 236T).
  • Throws cannot be blocked or parried, and must be throw-teched. 1 bar of meter is lost on a successful throw-tech.
  • Aside from throw-teching, other methods to avoid throws is by low-profiling the throw or by going airborne.
  • There are two throws that are universal across the cast:
  • 44T - The side-switch throw, which switches sides, leaves the opponent standing and does no damage.
  • 4T - The Irish Whip, which tosses the opponent behind the thrower and puts them into a forced running state. The duration of this state can be reduced by mashing buttons and directions.
  • It is possible to combo into a throw by using it on a medium- or heavy-stunned opponent. This changes the animation, damage and properties of the throw.
  • Throwing a running opponent results in a Running Throw, an untechable, low-damage throw that drains 1 bar of meter. Since a rope-bounced opponent is considered running, throwing a rope-bounced opponent will result in this throw.
  • Throwing an opponent from behind will cause a more damaging throw. From behind throws can still be teched.
  • Certain characters have throws that can only be performed near the ropes or corner. These throws usually do more damage and drain multiple bars of meter.
  • Some characters possess a throw that catches an airborne opponent. However, they would only come out if the opponent is airborne while in hitstun, so it is used mainly as juggle combo enders.
  • Like a regular throw, air throws cause a hard knockdown and do unscaled damage, meaning characters who have them tend to have more consistent, higher-damage juggles.
  • Throws have a "priority system", i.e. the throw that would come out if multiple conditions are met at the same time. It is as follows:
  • From Behind throw > Heavy Stun throw = Running throw > Near Ropes/Corner throw > Medium Stun throw > regular throw

Specials

  • Special moves are performed by pressing the S button in conjunction with directions/motions (e.g. 66S, 41236S).
  • Every special move in this game consumes meter to perform. This can cost from 1 bar to 9 bars. The only exception to this is Big Body's 8S, which requires MAX bars.
  • Some special moves have built-in follow-ups at no cost, which are performed with an additional input during the special's animation. These are always performed with the T button along with directions/motions.
  • Some of these follow-ups can have follow-ups of their own, and some specials may possess different branching follow-up options.
  • Since some follow-ups may actually reduce the overall damage of the special, the damage values for follow-ups listed in this wiki is the total damage if you were to end on that particular follow-up, instead of solely the damage of the follow-up.
  • In very rare cases, a special move can have the "cancelable" property. This allows it to be canceled into a throw or special akin to a cancelable strike.
  • Unique to cancelable specials, when it is used in the middle of a string, it can "replace" a strike of that string and become cancelable to the next hit of the string. (e.g. a cancelable 623S special can "replace" the 2nd hit of an A,A,6A string and further be canceled back into the 6A, forming A,623S,6A.)

Supers

  • Supers are done with the S button in conjunction with a motion and the A or T button, depending if the super is a strike or a throw.
  • The majority of supers is a fast, invincible strike/throw which transitions into a cinematic animation if they connect successfully.
  • Some supers do high damage, while others do low damage while emptying the opponent's meter completely.
  • Unlike throws or specials, it is not possible to cancel strikes into supers.
  • However, meter charging (64S) is cancelable into super, and since it is possible to cancel a strike into a tapped meter charge (i.e. a Charge Cancel (CC), explained more below), doing this very quickly essentially allows canceling a strike into a super. This is called a Charge Cancel Cancel (CCC).
  • Every character has 2 supers (though in a lot of cases, they are functionally identical aside from animation). The only exception to this is Super Phoenix, who has 3 supers, and Sunshine, who only has 1 super.
  • Some characters have a near-ropes super throw (some characters' second super is simply a near-ropes counterpart to their first super). These function like near-ropes throws, and generally do increased damage in exchange for requiring specific positioning.
  • The position of the characters after the super's cinematic ends will always be identical, regardless of where on the stage the super was used.

KKD Gauge

The KKD (Kajiba no Kuso Djikara; Japanese for “Burning Inner Strength”, a recurring ability from the Kinnikuman series) gauge is the meter of the game.

  • The gauge fills up in points, with 100 points = 1 bar.
  • It is possible to stock up to 9 bars.
  • If the gauge is filled up at 9 bars, the gauge will say MAX, but this is not considered a tenth bar (mechanically, the gauge caps out at 999 points).
  • Meter is gained by manually meter charging (64S) or receiving and dealing damage.
  • Every move in the game has a predetermined amount of meter gain for the attacker and the one being attacked.
  • Meter is used up by using special moves/supers, and can be lost due to meter-draining attacks or due to a successful throw-tech.
  • The rate of meter gain can be altered: it is halved after True KKD expires, and doubled during the low-health buff of Red KKD.

Meter Charge

64S initiates a manual meter charge. Hold S to continue building meter.

  • For cancel purposes, meter charging is considered a special move.
  • Coupled with its fast recovery and the ability to tap the S button to do the shortest charge duration, it is possible to cancel a strike into a quick meter charge in order to cut the recovery of slower-recovering attacks. This is called a Charge Cancel (CC), which can allow for new combos.
  • Charge canceling is also useful for resetting the character back to neutral and clearing the game's large input buffer, making it easier to avoid misinputs during combos.
  • Depending on the move that ends the round, the winning player is able to move and attack for some time before the next round begins, and it is possible to meter charge during this duration.

KKD Styles & True KKD

After selecting a character, the player will then be prompted with another selection: The KKD style.

  • The three KKD styles (Blue, Green and Red) decides the effects when True KKD is activated.
  • The KKD style also provides a passive buff when at 30% health or lower.
  • This can be visually identified by the character's lifebar turning the color of the chosen KKD when the health threshold is reached.
  • Where applicable, the passive buffs can stack with the effects of True KKD.

True KKD

True KKD is a special powered-up state that acts as the "comeback mechanic" of the game.

  • True KKD is activated by pressing A+T+S simultaneously.
  • It grants a primary effect depending on the KKD style chosen.
  • True KKD can only be activated once per round.
  • The duration of True KKD depends on the amount of meter stocked when it is activated: it lasts shortest when activated at 1 bar, and longest when activated at MAX bars.
  • A minimum of 1 bar is needed to activate True KKD.
  • Activating at MAX bars will also provide an additional effect depending on the KKD style chosen.
  • During True KKD, specials can still be used without affecting the duration of the KKD.
  • However, after True KKD ends, all meter will be lost regardless of how much meter was used during the True KKD duration.
  • Additionally, after True KKD ends, the rate of meter gain will be cut by 50% for the rest of the round.

True KKD Activation

  • True KKD Activation is completely invincible and safe.
  • It is possible to activate while in standing hitstun or blockstun.
  • When used during hitstun/blockstun, the activation will have a hitbox that does no damage but knocks down.
  • Because of these properties, activating True KKD can be used to interrupt combos or pressure.
  • Since activation is only possible during standing hitstun, it is not possible to activate while airborne, grounded or mid-animation, which makes juggles and throws uninterruptible.
  • True KKD activation can be canceled into any non-movement action, such as an attack, block, super, etc.

Blue KKD

Blue KKD is the offense-oriented KKD style.

  • During True KKD, strings become faster, allowing for new combos, and the stun accumulation system is made more forgiving, allowing longer combos without knocking down the opponent.
  • In exchange, damage scaling is made harsher, reigning in the potential damage.
  • When True KKD is activated at MAX bars, high-pushback moves (i.e. heavy-stunning attacks, attacks that knock down and launchers) become unblockable.
  • At low health, damage dealt is increased by 30%.

Green KKD

Green KKD is the defense-oriented KKD style.

  • During True KKD, opponent's strikes will have their stun level reduced by 1. (i.e. heavy stun moves now do medium stun, medium stun moves do light stun and light stun moves do no hitstun.)
  • Damage taken is reduced by 40%.
  • Grounded untech time is reduced, meaning a character can wake up from a knockdown earlier.
  • When True KKD is activated at MAX bars, medium stun moves will also do no hitstun like light stun moves.
  • At low health, damage taken is decreased by 25%.
  • This can stack with the True KKD damage reduction, for a total of 65% less damage taken.

Red KKD

Red KKD is the meter-oriented KKD style.

  • During True KKD, special moves can be used infinitely.
  • This is true even when activating at low meter; even when activated at 1 bar, 3-bar or 5-bar special moves can still be used.
  • Some special moves become cancelable, allowing for special into special combos.
  • When True KKD is activated at MAX bars, super moves can also be used infinitely.
  • At low health, meter gain is increased by 100% (i.e. it doubles meter gain).

Stun & Ropes

  • MGP2 has 3 ascending levels of hitstun, the period where a character cannot act after being hit: Light, Medium and Heavy (hit)stun.
  • As the name implies, when a throw is used on a medium-stunned or heavy-stunned opponent, that throw will become a medium stun throw/heavy stun throw.
  • Since the stun level is unrelated to how quickly a move recovers or can be canceled, a higher stun level does not necessarily mean more frame advantage.

Light Stun

Light Stun (LS) is the shortest amount of hitstun.

  • Jabs (neutral A) and intermediate strikes of a string are often light-stunning attacks.
  • Generally, the only moves that would combo off of a LS hit is a sufficiently fast next hit of a string, or a cancel into a very fast special.

Medium Stun

Medium Stun (MS) is a slightly lengthier hitstun duration compared to Light Stun.

  • Medium-stunning moves are often found at the end of certain strings.
  • Comboing off of a MS is not much easier than a LS; on top of fast strings or specials, a medium-stunning move with an early cancel window may be able to combo into a MS throw.
  • A LS move will instead cause MS when used against an heavy-stunned or rope-bounced opponent.
  • Due to the rarity of moves that naturally cause medium stun, this is the most common way to cause MS, and the faster recovery and earlier cancel window of LS moves makes it more practical to combo into a MS throw.

Heavy Stun

Heavy Stun (HS) moves are the highest hitstun moves in the game, and does dramatically more hitstun than LS or MS.

  • Unlike LS or MS, which can be difficult to distinguish, HS moves have a distinctive, character-specific hit effect.
  • Heavy-stunning moves tend to be found at the end of strings, as a standalone strike, or as the neutral S of many characters.
  • Comboing off of a HS is trivial in most cases, often allowing time for a special throw or a launcher to properly combo.
  • HS-causing moves cause high blockstun and pushback when blocked, and will rope bounce when used at the ropes.
  • The duration of HS can be reduced by mashing buttons and directions.

Stun Accumulation

An infinite prevention system of sorts, which forces a knockdown after too many hits.

  • One way to understand this system is that characters accumulate points as they are hit in a natural combo, with LS moves adding 1 point, MS moves adding 2 points and HS moves (as well as rope bounces) adding 3 points.
  • Once a character accumulates 5 points, they will be forcefully knocked down by the last hit. This is called a Stun Overflow Knockdown.
  • Stun Overflow Knockdowns are hard knockdowns, and can be very frame advantageous as the move causing the knockdown may be a quickly-recovering LS attack.
  • In some cases, it is even possible to recover quickly enough to juggle off of a Stun Overflow Knockdown.
  • The Stun Accumulation system is most visible when doing attacks on a heavy-stunned or rope-bounced opponent: While a LS attack does not knock down (3+1=4), a MS (3+2=5) or HS (3+3=6) attack causes a knockdown.
  • Similarly, doing a 2nd LS attack after the first (e.g. doing A,A after a HS) will cause a knockdown (3+1+1=5).
  • Launchers, throws and strikes that causes a cinematic (e.g. certain specials, strike supers, etc.) are exempt from this rule, so will work properly even on a character who has accumulated 4 points.
  • Launchers work slightly differently on a rope-bounced opponent; this is explained in more detail in the "Rope Bounce" section below.
  • Activating True KKD with the Blue KKD style appears to circumvent this mechanic altogether.

Counter Hit

  • If a strike hits an opponent while they are in the startup or active duration of a move, the move will "counter-hit", and their hitstun level will be increased by 1 level. (e.g. a MS attack would do HS instead)
  • Moves seem to be able to counter-hit on a case-by-case basis; jabs seem to be unable to counter-hit at all, while the universal wake-up sweep seem to be able to.

Rope Bounce

A special state where a character bounces off of the ring ropes and is forced to run away from the ropes.

  • This state is similar to a HS; the character cannot block, throw-tech or parry, and Stun Accumulation mechanics function the same as for HS.
  • One exception to this is for Launchers; a launcher on a rope-bounced opponent causes a stun overflow knockdown, instead of a proper launch.
  • Launchers will function properly if the opponent is hit with a LS attack first (putting them into MS) prior to the launcher.
  • Throwing a rope-bounced opponent causes a Running Throw, an untechable, low-damage throw that drains 1 bar of meter.
  • Activating True KKD is not possible while in the rope bounced state.
  • Unlike a HS, near ropes super throws will work properly on a rope-bounced opponent.
  • However, due to the throw priority system, Running throw will take priority over a regular near-ropes/near-corner throw.
  • Rope Bounces are caused by blocking a high-knockback move while against the ropes, or by coming into contact with the ropes during the forced run state caused by 4T.
  • Like 4T's forced run state, the duration of the Rope Bounce state can be shortened by mashing buttons and directions.

Knockdowns & OTGs

There are 3 different types of knockdowns in MGP2.

Hard Knockdown

  • As the name implies, hard knockdowns are proper knockdowns that cannot be tech-rolled, so the opponent is forced to spend at least some time knocked down.
  • Some strikes, specials and the vast majority of throws (both of the normal or special varieties) cause a hard knockdown.
  • Different moves that cause hard knockdown have different grounded untech times, where an opponent is unable to act.
  • Coupled with the different recovery duration of moves that causes a hard knockdown, some knockdowns can be far more advantageous than others.
  • A move that knocks down only does so on a standing opponent; it will not do so against an airborne opponent.

Soft Knockdown

  • Soft knockdowns are knockdowns which can be tech-rolled, allowing the opponent to avoid having to remain grounded at all.
  • This type of knockdown occurs when a character in airborne hitstun touches the ground without being hit by a move with the SKD property.
  • Launchers technically cause soft knockdown, as if a launched opponent touches the floor without being hit, they will be able to tech roll.
  • Should the character tech-roll unsuccessfully, the knockdown would become functionally identical to a hard knockdown, with a relatively short grounded untech time.

Spinning Knockdown

  • Spinning knockdown (SKD) is a unique knockdown where the opponent spins as they land headfirst, subsequently being able to get up almost instantly.
  • Due to its long spinning animation, SKDs tend to be very frame advantageous.
  • As the character is still spinning in the air, they are still open to attacks, potentially allowing for a relaunch. However, once they come into contact with the ground, they lose their hurtbox.
  • The character regains their hurtbox when their feet touches the ground,and since there is a short untech time before they are able to rise, OTGs are possible.
  • SKDs are caused by certain strikes with the "SKD" property, which causes an SKD when it connects on an airborne opponent.
  • This makes them ideal juggle enders, as the only method otherwise to score a knockdown during a juggle is an air throw.

Off-The-Ground (OTG)

  • A character still possesses a hurtbox while they are knocked down, meaning they can be hit by attacks that hit off-the-ground (OTG).
  • After being hit by an OTG attack, any remaining grounded untech time is lost, and the character will immediately be able to wake-up.
  • Depending on the untech time of the knockdown and the recovery of the move that knocks down, some OTGs may be guaranteed, essentially being part of the combo.
  • With Green True KKD, the reduced grounded untech time can make some otherwise "guaranteed" OTG no longer guaranteed.
  • OTG attacks in MGP2 are unscaled, often allowing for high damage on a knocked down opponent.
  • Some characters are able to do an OTG combo, where they string together moves that all hit OTG before the opponent can wake-up.
  • If an OTG attack connects as a character is landing or have just landed, the attack will be considered an airborne hit, popping up the character and allowing them to tech-roll.

Recovery

Tech-Rolling

By pressing G as the character comes into contact with the ground, the character will avoid a knockdown. This is called a Tech Roll.

  • Tapping 2 or 8 in conjunction with G will cause the character to tech roll in that direction instead.
  • Without any directional inputs, the character tech rolls backwards by default.
  • Tech-rolling forwards is impossible.
  • Tech Rolls only work on soft knockdowns; hard knockdowns and spinning knockdowns (SKD) cannot be tech-rolled.

Wake-up Options

After the untech time has passed, a grounded character have several options.

  • Without any inputs, the character will remain on the ground. This is called a delayed wake-up.
  • While remaining grounded, the character is still open to OTG attacks.
  • After some time, the character will rise automatically, as if the G button had been pressed. Being hit with an OTG attack will reset this timer.
  • Tapping the G button will make the character rise in place.
  • Holding the G button will make the character wake up blocking.
  • Similarly, tapping 4 or 6 while holding G will make the character wake up with a tech throw or a parry, respectively.
  • By tapping any of the 4 cardinal directions, the character will wake-up roll in that direction.
  • Tapping the A button will make the character do a wake-up attack.
  • For almost every character, this attack is a low-profiling generic sweep that does MS on standing hit and SKD on airborne hit.
  • The only character with a unique wake-up attack is Sunshine, who has different wake-up attacks depending if he is face-up or face-down.
  • Tapping the T button will make the character do a wake-up throw.
  • For most characters, this is the character's Medium Stun throw.
  • The only exceptions to this is Terry the Kid, who uses his From Behind throw instead, and Wolfman, who uses his neutral throw instead.

Character Stats

Health

Characters have different health values, ranging from 800 to 1200 points. Listed here are the health values for every character.
1200 Health

  • Sneagator, Akuma Shogun, Super Phoenix

1100 Health

  • Buffaloman, The Mountain, Sunshine, Big the Budo, Soldier, Scarface

1050 Health

  • Ashuraman, Neptuneman, Checkmate

1024 Health

  • Kinnikuman, Terryman, Robin Mask, Warsman, Ramenman, Brocken Jr., Jade, Kevin Mask, Terry the Kid, Kinniku Mantaro, Planetman, Junkman, Springman, Atlantis, Mr. Khamen, Geronimo, Wolfman, Zebra, Mariposa, Ilioukhine

950 Health

  • Benkiman, Pentagon, SteCasse King, Black Hole, The Ninja, Barrierfreeman

800 Health

  • Big Body

Damage Rating

A character's damage rating roughly indicates that character's damage output.

  • The damage dealt by each of a character's attacks are multiples of their damage rating.
  • A character's damage rating is also the minimum damage a character's attack can scale down to in a juggle combo.
  • Damage rating range from 11 (being the lowest) to 16 (the highest).

Damage rating 16

  • Big Body

Damage rating 15

  • The Mountain, Buffaloman, Sunshine, Akuma Shogun, Big the Budo

Damage rating 14

  • Kinnikuman, Robin Mask, Wolfman, Warsman, Ashuraman, Neptuneman, Zebra, Soldier, Super Phoenix, Checkmate, Scarface

Damage rating 13

  • Terryman, Ramenman, Springman, Atlantis, Sneagator, Geronimo, Junkman, Mariposa, Kinniku Mantaro, Terry the Kid, Jade, Barrierfreeman, Ilioukhine

Damage rating 12

  • Brocken Jr., SteCasse King, Black Hole, Mr. Khamen, Planetman, Kevin Mask

Damage rating 11

  • Pentagon, Benkiman, The Ninja

Size/Weight

Characters have seven different size/weight classes that characters can fall into.

  • A character's size/weight affects their hurtboxes, pushback from moves and how quickly they fall while airborne.

Super-large/Heavyweight

  • Sunshine, Big the Budo, Big Body

Large/Heavyweight

  • Scarface

Large

  • Planetman, Neptuneman

Medium/Heavyweight

  • Buffaloman, The Mountain

Medium/Middleweight

  • Robin Mask, Pentagon, Black Hole, Sneagator, Ashuraman, Akuma Shogun, Zebra, Checkmate, Ilioukhine

Standard

  • Kinnikuman, Terryman, Warsman, Ramenman, Brocken Jr., Jade, Kevin Mask, Terry the Kid, Kinniku Mantaro, Junkman, The Ninja, Atlantis, Mr. Khamen, SteCasse King, Geronimo, Wolfman, Soldier, Super Phoenix, Mariposa

Lightweight

  • Benkiman, Springman, Barrierfreeman

Movement Speed

Here, movement speed refers to the recovery of movement actions such as backdashing or sidestepping.

  • There are three tiers of movement speed: A, B or C, with C being the slowest to recover and A being the fastest.
  • As movement options can be canceled into a meter charge, movement can be "charge canceled" to cut their recovery to the speed of a movement speed A character.
  • The only exception to this is Super Phoenix and Barrierfreeman, who has a uniquely long meter charge recovery; charge-canceling their movement options instead lengthen their recovery to a movement speed C character.

Movement Speed A

  • Ramenman, Brocken Jr., Pentagon, Black Hole, Springman, Planetman, The Ninja, Neptuneman, Mariposa, Super Phoenix, Kevin Mask, Jade, Ilioukhine

Movement Speed B

  • Kinnikuman, Terryman, Robin Mask, Benkiman, Warsman, SteCasse King, Mr. Khamen, Atlantis, Sneagator, Geronimo, Junkman, Ashuraman, Akuma Shogun, Zebra, Soldier, Kinniku Mantaro, Terry the Kid, Checkmate, Scarface, Barrierfreeman

Movement Speed C

  • Wolfman, Buffaloman, The Mountain, Sunshine, Big the Budo, Big Body


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