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View Full Version : Kinnikuman: Muscle Grand Prix 2(PS2 port on the way)


The Chopper
07-14-2008, 03:27 PM
Website (http://www.kinnikuman-mg2.com/index2.html)

Gameplay Details(Beware of Babelfish) (http://translate.google.com/translate?hl=en&sl=ja&u=http://www.watch.impress.co.jp/game/docs/20070531/kin1.htm&sa=X&oi=translate&resnum=2&ct=result&prev=/search%3Fq%3Dhttp://www.watch.impress.co.jp/game/docs/20070531/kin1.htm%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26hs%3DjFB)

Buy the PS2 Port (http://www.play-asia.com/paOS-13-71-40-49-en-15-kinnikuman-70-2uls-43-99.html)

Match Vid Channel 1 (http://www.youtube.com/profile_videos?user=DJCTYPE)

More Matches and Gameplay (http://www.youtube.com/profile_videos?user=ideon200)

Huge fan of Kinnikuman and I liked the first game. Heard that two fixed alot of control and gameplay issues in the first as well as added to the system, so I figured I'd make a topic on shoryuken.

It has a bit of a tourney following in japan as well.

nGuman
07-14-2008, 07:33 PM
Yay Too bad the Kinnikuman series died in America :(

oyg
07-14-2008, 07:43 PM
the crew over at guardcrush.net has been salivating at the teet for this game ever since the rumor of the first game came out. if there was ever a crowd that knows a lot about this game and the first one, it's superking and festival6667. I personally myself enjoyed the first MGP and had to part ways with it, as with many other fighting games, but now I have my ol' modded ps2 I am willing to buy this game. The forum link is in my signature, follow up if you're interested.


(Now that more American gamers will actually be able to play this in a few months)

You're insinuating a USA release?

The Chopper
07-14-2008, 08:42 PM
Awesome. I'll be sure to check out those boards.

One thing that I'm begging for in this game is a decent Training Mode though.

Even though it's still a wrestling game at heart, I'd still like to be able to practice my inputs for longer than the opponent's health bar holds out.

You're insinuating a USA release?

No. lol

With the PS2 port, people outside of Japan can import and play it. As the only way to play before was in a Japanese arcade.

After Galactic Wrestling bombed, I don't think we're ever going to see another Kinnikuman game stateside. Especially based off the original series.

and especially with arcade inputs.

Yay Too bad the Kinnikuman series died in America :(

Was it ever alive?

nGuman
07-14-2008, 08:49 PM
Was it ever alive?

In my heart it was. Seeing a Kinnikubuster was like D: for me and this was on FoxBox. Also the New Generations vs Legends was so fun for me <3.

The Chopper
07-14-2008, 09:03 PM
In my heart it was. Seeing a Kinnikubuster was like D: for me and this was on FoxBox. Also the New Generations vs Legends was so fun for me <3.

haha

I have to admit, that was actually how I got into the series.

Watched the Nisei dub on Foxbox every saturday.

I still have the New Generations Gamecube game(I think it's the only one I own). Crazy fun.

Pandaman was my favorite to use.

Was a pretty cool surprise to find out later that he was created by the author of One Piece, which is another shounen favorite of mine.

but despite how much I liked it a few years ago, I don't think it was ever popular. as it got canned no later than it ended.(No re-runs ever)

chopa
07-14-2008, 09:17 PM
Actually it did do a few reruns.
And no it was never really alive in america, but this is due in part to lack of good tie ins (the toys took months to hit shelves and didn't stay there long) and promotions.

Anywho this game will rock my socks off unless they somehow monstrously fuck it up.

jubeh
07-15-2008, 06:35 AM
Oh snapple. I saw some ridiculously stupid juggle stuff in one of those videos. Too hot. Thanks for posting up the links.

The Chopper
07-15-2008, 04:27 PM
http://youtube.com/watch?v=IH8CqXKIgEs

Akuma Shogun is a professional assbeater

Great Match though.


Waiting for my account to get approved on Guardcrush. Was looking through their vid section last night but now the whole MGP2 section has disappeared for me.

They have links to alot of good Ko-Hatsu tourney matches and a nice basic rundown of the new system(was wondering about the new inner fire system. I noticed the free supers but I didn't notice that there were two other modes besides that.)

Rhio2k
07-15-2008, 04:35 PM
Has anyone figured out how to play the psp version of Muscle Generation?

The Chopper
07-15-2008, 10:06 PM
Tier list pulled from the JBBS(Thanks to Superking on guardcrush.net)

Not sure if it's accurate, but it's interesting

S Akuma Shogun, Mountain, Super Phoenix
A+ Ashuraman, Snigator, Springman, Check Mate, Ramenman, Warsman, Soldier, Sunshine
A Blocken Jr, Zebra, Mantaro, Pentagon, Barrierfreeman, Kevin, Junkman, Robin, Ilioukhine, Mr. Carmen
B+ Geronimo, Terry the Kid, Neptuneman, Mariposa, Jade, Terryman, Kinnikuman, Blackhole, Buffaloman
B Bigbody, Stecasseking, Wolfman, Big the Budo, Scarface, Benkiman
C Ninja, Atlantis, Planetman

chopa
07-15-2008, 10:20 PM
Im kinda surprised the mountain is that high up there, sure he's got insane damage but it was mostly meter dependent, unlike Phoenix/Shogun.

Clear Sky
07-15-2008, 10:27 PM
^You build meter fast in this game. Notice how much you gain when you get hit by a long combo. : )

Is that the old tier list or something? I swear I remember Ashuraman switching places with Akuma Shogun...

danomighty
07-15-2008, 10:47 PM
any have tier list for the Game Cube UM? That Chess piece dude was pretty crazy!


BTW does this ps2 UM play anything like the GCUM? looks more like fighting game then a wrestling game.

Are_you_okay?!
07-15-2008, 11:08 PM
I've been watching vids on this game since the beginning of the year, and I gotta import it now. Springman looks so damn cool.

The Chopper
07-15-2008, 11:19 PM
any have tier list for the Game Cube UM? That Chess piece dude was pretty crazy!


BTW does this ps2 UM play anything like the GCUM? looks more like fighting game then a wrestling game.

There is a PS2 one like the GC one, but it's not this game.

http://www.amazon.com/gp/product/B0001MIL6M

That's probably what you're looking for.





and yeah that is the old tier list

SS: Ashuraman, Super Phoenix, Mountain
S: Ramenman, Springman, Akuma Shogun
A: Junkman, Blocken Jr, Checkmate, Soldier, Snigator, Barrierfreeman
B: Sunshine, Terryman, Warsman, Zebra, Mariposa, Mantaro, Pentagon, Blackhole, Kevin, Mr. Carmen, Robin
C: Kinnikuman, Bigbody, Jade, Illioukhine, Benkiman, Buffaloman
D: Big the Budo, Atlantis, Wolfman, Terry the Kid, Stecasseking
E: Ninja, Neptuneman, Scarface, Planetman

I think that's the current one

Not as balanced as before.

Festival6667
07-16-2008, 04:59 AM
the crew over at guardcrush.net has been salivating at the teet for this game ever since the rumor of the first game came out. if there was ever a crowd that knows a lot about this game and the first one, it's superking and festival6667But they are douches, especially Festival. I mean even the thread starter says so :shake:

Oh, and just for the precision: I am not technically a douche. I'm French. We all know it's really the same but being French I needed to show off my sense of lexical elitism.

P.S. The tier lists vary a lot with the time and the way they are established. Last time I saw one it was nearly completely different from the two here and Pent was back up in heaven :rofl:
Seriously with the evolution of the engine the tiers are much closer than in MG1/MAX and tournament-based tiers are too biased by the players' choices and personal skills to be trusted imho. The game is pretty much balanced as is anyway and though I like balance generally speaking I don't want any other game to be ruined by balance like CFJ was.

TornadoFlame
07-16-2008, 06:01 AM
I'm still gonna be maining Kevin Mask. By far my favorite character.

The Chopper
07-16-2008, 06:05 AM
But they are douches, especially Festival. I mean even the thread starter says so :shake:

Oh, and just for the precision: I am not technically a douche. I'm French. We all know it's really the same but being French I needed to show off my sense of lexical elitism.



Yeah, covered this in the PM over on Guardcrush.

I just didn't read close enough. I skimmed your posts and read them as someone intentionally bashing the game for no reason. After looking back at them they are actually very far from that.

So like I said in the PM, sorry about that. I hope you don't take it personally.


Seriously with the evolution of the engine the tiers are much closer than in MG1/MAX and tournament-based tiers are too biased by the players' choices and personal skills to be trusted imho. The game is pretty much balanced as is anyway and though I like balance generally speaking I don't want any other game to be ruined by balance like CFJ was.

Yeah that's what I was thinking too.

but for the most part I think most of the tier lists are bullshit anyways. lol

Festival6667
07-16-2008, 06:45 AM
Yeah, covered this in the PM over on Guardcrush.

I just didn't read close enough. I skimmed your posts and read them as someone intentionally bashing the game for no reason. After looking back at them they are actually very far from that.

So like I said in the PM, sorry about that. I hope you don't take it personally.Actually I don't. First because at least you seem more of a fighter than a fanboy, second because it's SRK here... if I couldn't stand people randomly call me a douche I would have fled years ago and last because my knowledge of hate and insults come primarily from here and 'douche' is way too friendly to have me starting the flames:rolleyes:

So yeah, I don't really care actually.

The Chopper
07-16-2008, 07:30 AM
I'm still gonna be maining Kevin Mask. By far my favorite character.

It's gonna be all about Big the Budo and Kinnikuman Zebra for me


So yeah, I don't really care actually.

I just don't want you to hold it against me and get stingy with any discoveries. lol

but yeah, glad it's water under the bridge

Clear Sky
07-16-2008, 10:11 AM
Actually I don't. First because at least you seem more of a fighter than a fanboy, second because it's SRK here... if I couldn't stand people randomly call me a douche I would have fled years ago and last because my knowledge of hate and insults come primarily from here and 'douche' is way too friendly to have me starting the flames:rolleyes:

So yeah, I don't really care actually.

LOL yes, your an asshat. :lovin: :wgrin:

4Play
07-16-2008, 11:51 AM
So was Galactic Wrestling any good?

The Chopper
07-16-2008, 02:31 PM
So was Galactic Wrestling any good?

Loading times are pretty bad

but if you liked the gamecube one, it's the same thing except with more characters and more shit.(Can use ground grapples and pins, and can have Electric or Barbed Wire ropes and concrete mats.)

I liked it. Just bought the japanese version off of ebay for 10 bucks.

4Play
07-16-2008, 09:02 PM
Oh okay. I'll probably pick it up soon. Seen it around for like 5 bucks.

chopa
07-17-2008, 02:30 AM
definitely worth it for that price.

aqualung
07-17-2008, 04:25 AM
Is Kinnikuman Muscle Grand Prix MAX worth getting in your guys opinion? At least while waiting for this to hit console?

Muscle Fight is pretty damn fun, but looking for something else to try.

Festival6667
07-17-2008, 05:33 AM
If I didn't feel it was worth it, I would have wasted above 400hrs of my life besides the game price. This being said it's a fighting game, not a wrestling game so it depends on what you're looking for.

Yet, if you buy games based on the scene, know that the US has no scene for this game and does not want to have one to the point that people decided not to even pirate the game so you'll eventually become an outcast...

The Chopper
07-17-2008, 09:40 AM
I wouldn't buy it at full price with MGP2 around the corner

If you can find it cheap go for it, but just about ever reliable place I've checked has raised the price

Probably find it on ebay though

aqualung
07-17-2008, 05:21 PM
cool, thanks for the input =P


been gettin into the series lately, and just lookin for more Kinnikuman goodness.

The Chopper
07-17-2008, 11:24 PM
If you mean the manga, I have most of what toriyama world translated on my HD

PM me if you want it and I could probably give it to you through AIM.

It'll help you play through half of the story mode.(Since you have to fight the opponents in the order they fought with the right character)

Nocturnal
07-18-2008, 12:36 AM
I loved the previous version that came out of this game on PS2. I usually always watch the japanese matches from ko-hatsu which got my interested in learning the game. I'll be looking foward to getting this game when it comes out.

The Chopper
07-21-2008, 09:11 PM
http://www.kinnikuman-mp.com/special.html


Looks like the port is also going to have the old nes title as an addition.


Kinda cool I guess.

nGuman
07-21-2008, 09:45 PM
http://www.kinnikuman-mp.com/special.html


Looks like the port is also going to have the old nes title as an addition.


Kinda cool I guess.

Yay Nes Title.

woof
07-21-2008, 09:49 PM
springman owns

Saotome Kaneda
07-22-2008, 10:36 AM
because my knowledge of hate and insults come primarily from here and 'douche' is way too friendly to have me starting the flames:rolleyes:

So yeah, I don't really care actually.

'sup. =p


Nice to see you still got that sig.

Festival6667
07-22-2008, 02:42 PM
Hey good locking one!

Yeah, the quote is really good and I have some respect for a guy with a GiefStick™ =p

Btw, in the end did you try out MG2 for yourself?

Saotome Kaneda
07-23-2008, 02:32 PM
Hey good locking one!

Yeah, the quote is really good and I have some respect for a guy with a GiefStick™ =p

Btw, in the end did you try out MG2 for yourself?
Nah, T6 ruled my life then, and I'm not in Japan anymore so I'll miss the home port.

DS
07-24-2008, 01:42 AM
Nah, T6 ruled my life then, and I'm not in Japan anymore so I'll miss the home port.

I'll be buying it. So no worries there, bitch.

The Chopper
07-31-2008, 02:41 PM
Does anyone know why the guardcrush boards closed down?

chopa
08-01-2008, 05:55 AM
They've been wanting to close them down due to inactivity for awhile now AKAIK.

Shishioh
09-24-2008, 10:56 PM
Buffalo Man, Super Phoenix, Snegator, and Neptune Man are so fucking broken....This game is AWEsOME!!!!

vagabond07
09-25-2008, 04:54 PM
Any faqs for this game anywhere (or the first one since I hear they're very similar)?

ChopperMan
09-25-2008, 04:58 PM
Booting up the game now

and praying to god that there is a training mode this time

Shishioh
09-25-2008, 05:04 PM
There is!

ChopperMan
09-25-2008, 05:05 PM
= O

All Right!

Clear Sky
09-26-2008, 12:00 PM
I bet you that the combo meter still is broken. :/

vagabond07
09-26-2008, 03:53 PM
Any faqs for this game anywhere (or the first one since I hear they're very similar)?

Maybe just a basic system write up? How to charge, parry, etc.?

ChopperMan
09-26-2008, 05:14 PM
I'd appreciate a basic translation of the Practice mode options as well

Virtua_Leon
09-26-2008, 05:52 PM
I'd appreciate a basic translation of the Practice mode options as well

just while i was messing about

when you pause in training from top to bottom

1) is return

2) seems to be some sort of display adjustment shit like remove the on screen data

3) moves list and brief combo display, press triangle for a demo of the move highlighted

4) when you enter this one you're presented with numerous options again top to bottom pressing right on the joypad when the releavent option is highlighted, so menu 4 subsection

A) this is opponant ring position ( you have a couple of options like there back to ropes your back to ropes and so on

B)dummy control - stand > cpu > 2p

c) this only works when you set the dummy to CPU mode, i'm 95% sure it's the diffeculty level

D) dummy commands remember when pressing right on this makes the dummy block > attack > throw> walk f> walk b dash foward > dash backwards > sidestep left> sidestep right, there's one more i think i cannot work it out it just does the same as attack

E) dummy ukemi> ukemi back> ukemi left> ukemi right> random ukemi

F) i have no idea what this does

G) again no idea what this does,

H) dummy defence, off >parry>throw escape> parry and throw escape (something like that

5) this one also has various choice when you go into it again i'll give a breif run down VERY BRIEF

A) life recover - (starts on off) > on

B) super meter - on > max > infinity

c) no idea

D) the amount of life you have or cpu has aka do you want flashing bars, now by this time i was getting fed up writing it down so i didnt pay much attention, but it's something like off > 1p > 2p > 1+2p

E) no idea

f) no idea

there's shit like key config exit and character change all of which are at the bottom, i think there was one more thing i cannot remember at this moment.

one thing i want to know is when you slect your character your given what looks like 3 different choices all in different colored writing, any clues?

To charge is F,B circle, hold circle to continue charaging (i'm 99% certain of this)
Parry i think is press block at the moment you get attacked, not sure about throw escaping, there's also another type of parry i think it's Back and block, it causes them to stagger backwards slightly i think you can only do PRE SET moves after this type of parry, which are in the moves list, it also has a miss attempt animation where as normal parry does not

ChopperMan
09-26-2008, 06:07 PM
Number 4 was pretty much all I wanted to know. Thanks

And awesome to know you can demo the moves with triangle on the moveset

Shishioh
09-26-2008, 07:23 PM
just while i was messing about

when you pause in training from top to bottom

1) is return

2) seems to be some sort of display adjustment shit like remove the on screen data

3) moves list and brief combo display, press triangle for a demo of the move highlighted

4) when you enter this one you're presented with numerous options again top to bottom pressing right on the joypad when the releavent option is highlighted, so menu 4 subsection

A) this is opponant ring position ( you have a couple of options like there back to ropes your back to ropes and so on

B)dummy control - stand > cpu > 2p

c) this only works when you set the dummy to CPU mode, i'm 95% sure it's the diffeculty level

D) dummy commands remember when pressing right on this makes the dummy block > attack > throw> walk f> walk b dash foward > dash backwards > sidestep left> sidestep right, there's one more i think i cannot work it out it just does the same as attack

E) dummy ukemi> ukemi back> ukemi left> ukemi right> random ukemi

F) i have no idea what this does

G) again no idea what this does,

H) dummy defence, off >parry>throw escape> parry and throw escape (something like that

5) this one also has various choice when you go into it again i'll give a breif run down VERY BRIEF

A) life recover - (starts on off) > on

B) super meter - on > max > infinity

c) no idea

D) the amount of life you have or cpu has aka do you want flashing bars, now by this time i was getting fed up writing it down so i didnt pay much attention, but it's something like off > 1p > 2p > 1+2p

E) no idea

f) no idea

there's shit like key config exit and character change all of which are at the bottom, i think there was one more thing i cannot remember at this moment.

one thing i want to know is when you slect your character your given what looks like 3 different choices all in different colored writing, any clues?

To charge is F,B circle, hold circle to continue charaging (i'm 99% certain of this)
Parry i think is press block at the moment you get attacked, not sure about throw escaping, there's also another type of parry i think it's Back and block, it causes them to stagger backwards slightly i think you can only do PRE SET moves after this type of parry, which are in the moves list, it also has a miss attempt animation where as normal parry does not

5C is Custom Combo gauge.

Parry is Forward+Guard. Throw Escape is Back+Guard.

The 3 options when you select your character are:

Blue:You become strong as fuck when your health is flashing blue.

Red: Sentinel-like stamina.

Green: Lets you charge up meter like crazy.

vagabond07
09-26-2008, 07:59 PM
Thanks for the help. One more question: what are the advantages of the "heat up" mode?

Clear Sky
09-26-2008, 09:43 PM
5C is Custom Combo gauge.

Parry is Forward+Guard. Throw Escape is Back+Guard.

The 3 options when you select your character are:

Blue:You become strong as fuck when your health is flashing blue.

Red: Sentinel-like stamina.

Green: Lets you charge up meter like crazy.

Blue is more like a damage modifier. By strong, I guess you mean attacking. I thought you meant defense. :)

I forget the number, but you do insane amount of damage when your health bar goes blue. Level 9 with the damage modifier does enough damage to make your opponent's health flash, or very close to. Thanks to that modifier, my Terryman juggles actually did damage!

That's interesting about Green. I was would forget what it does. Doesn't help that I played blue (attack strength) exclusively.

Clear Sky
09-26-2008, 10:11 PM
Any faqs for this game anywhere (or the first one since I hear they're very similar)?

I never seen an English FAQ aside from Guardcrush, but that's gone since Superking took down his board, cuz he felt like doing it. Unless you plan on learning Japanese, your best bet is to watch match videos or give something nice to Festival, so he can help you out. :)

Heat up mode? My knowledge of this game is horrible. I really took for granted having info up on GCNET, so I never bothered to remember most things. I'm guessing that's the power up animation where the background goes black? If so, they all have different effects. One gets super armor, which I think that's green, blue gets custom combos, and red I don't remember. Maybe damage? Anyway, all of them have startup invincibility, so you see players whore that out, usually at the end of a round, since all you need is one level to activate it, and that's enough for one invincible grab that they can't tech out of if they threw out something.

ChopperMan
09-26-2008, 10:54 PM
Yeah I've seen people use it like a burst in matches.

but I forgot which each one does.


Yeah Guard Crush picked a shitty time to go down, lol

Clear Sky
09-26-2008, 11:46 PM
Yeah I've seen people use it like a burst in matches.

but I forgot which each one does.


Yeah Guard Crush picked a shitty time to go down, lol

Heh that's right. I forgot the burst feature.

That's also true. Too bad you didn't join much earlier than you did. ;)

I watched this old match (http://ca.youtube.com/watch?v=IZCgX02iCWE) and didn't notice this before. @ 0:35. LOL, I'm guessing that's not a glitch, but I never noticed that you get invincibility during the recovery phase of being counter throw teched. Makes sense why, but it just looks odd.

Virtua_Leon
09-27-2008, 08:30 PM
ahh i got the parry thing wrong my bad, thanks for clearing it up and explaining the different coloured options

Festival6667
09-28-2008, 12:55 PM
Just to sum it up correctly once for all

[color] : [when life bar flashes]/[after activation]
Blue : increases damage dealt/custom combos
Green : reduces damage taken/super armor
Red : tension builds faster/infinite tension

vagabond07
09-28-2008, 01:33 PM
Just to sum it up correctly once for all

[color] : [when life bar flashes]/[after activation]
Blue : increases damage dealt/custom combos
Green : reduces damage taken/super armor
Red : tension builds faster/infinite tension

Thanks.

Shishioh
09-28-2008, 01:54 PM
Snegator just went down on my list in favor of Ashuraman.

Ashuraman's strikes have to be some of the fastest in the game which tends to lead to unbreakable ground combos the take roughly 70% of life with only 2 bars of meter used.

Add a fireball that's hard as fucking hell to SS and punishing this guy seems like a big fucking risk. It also hits on the ground just for some extra damage.

deadfrog
09-28-2008, 02:04 PM
Wow, this game actually looks really fun.

Festival6667
09-28-2008, 02:12 PM
Unless they suddenly decided to break the engine, let me tell you your combo is anything but unbreakable. There were a huge fucking load of invalid combos in MG1 and I believe there are in MG2. Feedback from the arcade version leads to believe that the timings to make combos unbreakable or nearly so are often even harder than in MG1. Seriously to be unbreakable means you can force your opponent into medium stagger during all the combo, which afaik is completely impossible without some rope tricks. I might be wrong and since I'm away from home for work I can't play the game but if I'm wrong I want some solid proof.

Ashuraman is good though, which a few very good chains... as a lot of others do. but don't give me that his strikes are among the fastest. Fast, sure but waay far from nin-pirate level anyway.

And mind explaining me why on earth and everywhere else would someone want to SS a fireball when you can parry it ?

Shishioh
09-28-2008, 05:09 PM
Unless they suddenly decided to break the engine, let me tell you your combo is anything but unbreakable. There were a huge fucking load of invalid combos in MG1 and I believe there are in MG2. Feedback from the arcade version leads to believe that the timings to make combos unbreakable or nearly so are often even harder than in MG1. Seriously to be unbreakable means you can force your opponent into medium stagger during all the combo, which afaik is completely impossible without some rope tricks. I might be wrong and since I'm away from home for work I can't play the game but if I'm wrong I want some solid proof.

Ashuraman is good though, which a few very good chains... as a lot of others do. but don't give me that his strikes are among the fastest. Fast, sure but waay far from nin-pirate level anyway.

And mind explaining me why on earth and everywhere else would someone want to SS a fireball when you can parry it ?


Because parrying may get you killed+It won't be a counter hit and won't cause stagger.

ChopperMan
09-28-2008, 05:14 PM
Unless they suddenly decided to break the engine, let me tell you your combo is anything but unbreakable. There were a huge fucking load of invalid combos in MG1 and I believe there are in MG2. Feedback from the arcade version leads to believe that the timings to make combos unbreakable or nearly so are often even harder than in MG1. Seriously to be unbreakable means you can force your opponent into medium stagger during all the combo, which afaik is completely impossible without some rope tricks. I might be wrong and since I'm away from home for work I can't play the game but if I'm wrong I want some solid proof.

Ashuraman is good though, which a few very good chains... as a lot of others do. but don't give me that his strikes are among the fastest. Fast, sure but waay far from nin-pirate level anyway.

And mind explaining me why on earth and everywhere else would someone want to SS a fireball when you can parry it ?

Do you have any of your old guides saved from Guard Crush?

fliper
09-28-2008, 07:47 PM
yo i just got the game....I'm hoping someone makes a english faq so I could understad what is in options and training mode and also a beginners faq cause im a total noob at this game

Festival6667
09-29-2008, 04:57 AM
Because parrying may get you killed+It won't be a counter hit and won't cause stagger.Hey, parrying has always been more dangerous than just putting up a guard but the timings are not exactly as strict as in, say, 3s for example. But then again parrying will result in a counter hit and has no stagger, unlike guard... sure theoretically you could get out of the parry's invincibility frames before the end of the resolution of the fireball impact but iirc that's impossible in MG. And that fireball is only good from afar or to OTG, way too much startup to use up close iirc.

wait wait wait... you're not actually suggesting I proposed guarding the fireball, do you?:confused:

@ChopperMan: Yes, at least more or less, but I can't access it for a week or so since I'm away. And i still got my mook of MAX (actually I think I still even have another copy somewhere). But yeah I have most if not all of it AND anyway 'tis all in my head

devildigimon
09-29-2008, 11:28 AM
not only does this game look good, it's hella fun to play. i will be bringing this to sb3...i play ninja/ramen!

ggs...lmao

Festival6667
10-01-2008, 04:35 AM
Btw, does anyone know if the (irish whip>cross-up>ropes) infinite pattern is still in for characters like Sneagator? (well, providing you start from the good location and manage the timings)

chopa
10-03-2008, 10:04 PM
not only does this game look good, it's hella fun to play. i will be bringing this to sb3...i play ninja/ramen!

ggs...lmao

I should be showing up at SB3.

@festival: I would guess not, but my timings could suck too much.

Nocturnal
10-04-2008, 04:25 PM
After watching this vid I'm using springman for sure:

http://ca.youtube.com/watch?v=emJZjv2dKNY

Festival6667
10-07-2008, 06:32 AM
Okay boys, I'm back. No time atm but I'll give you my feedback asap. Quite hyped to finally play the game though I'm quite pissed that they didn't release it like 9months ago since the port must have taken like 2 weeks to acheive, and I'm including designing the manual and web site... But at least the game is here and good as ever.

P.S. Cool to count you in, Nocturnal.

chopa
10-07-2008, 08:57 AM
Quick question: Is there a specific way to do a grab after a launcher? is it universal?

Nocturnal
10-07-2008, 09:02 AM
Quick question: Is there a specific way to do a grab after a launcher? is it universal?

No only certain characters have specific grabs that are done during a juggle state.

chopa
10-07-2008, 09:37 AM
Know what Robin Mask's is off hand before I go and scour the movelist?
Thanks noc.

Festival6667
10-07-2008, 10:18 AM
Some grabs can only be done during the ascending phase of the juggle, like Kevin's Robin Special, some only during the descending phase like Kevin and Robin tower bridges

..but all of this is in the movelist, really.

fliper
10-07-2008, 10:32 AM
yo i just got the game....I'm hoping someone makes a english faq so I could understad what is in options and training mode and also a beginners faq cause im a total noob at this game

Can anyone help me on this question? I know someone can answer this! *sigh*

umgogo
10-07-2008, 10:32 AM
^^^
The command for the "juggle" Tower Bridge is forward, forward+Grab during the opponent's descent.

Festival6667
10-07-2008, 02:34 PM
Okay after looking a little in detail, my thoughts are:
- It's really cool to have MG2 and the game is excellent
- It really sucks that it took so long for virtually no added value save the practice mode
- This being said it's a life-saver to have a practice mode
- The game seems like a direct port of MG2, engine-wise.
- Even so I find it a tiny bit faster than MG2 from what I saw in all the vids during last year. But then again MG2 was already definitely faster than MG so it may just be that my lack of training has ruined my reflexes (I can't even consistently chain S>66 xx 214R with Kevin...)

ChopperMan
10-17-2008, 07:55 PM
Would you mind posting some of your guides festival

Really at a loss on what to do in this game

Festival6667
10-19-2008, 05:11 AM
Hmmm, I'm not gonna post anything and everything but that doesn't mean that I'm not willing to help a little. What do you want to know?

ChopperMan
10-19-2008, 07:29 AM
I thought I remembered seeing a basic guide to approaching the game on your site. So wondering if you could repost as a friend of mine wanted to see it.(And was asking questions I really couldn't answer well)

but yeah can't blame you for not wanting to repost alot. I don't really have any specific questions though.

at least not yet. lol


Do you have any good sources for matches? I remember that huge topic you and someone else kept supplied with A-Cho shit. Wondering if you wouldn't mind dropping a few in here every now and then

fliper
10-19-2008, 07:31 AM
wow no offense but i ask a question and get ignored...but another guy comes and gets his questions answered and when i say something stupid y'all flame me? wtf :(

ChopperMan
10-19-2008, 07:48 AM
Well bro, you're basically asking for everything to be handed to you without even looking.

I mean right above your initial post was a training mode breakdown

http://forums.shoryuken.com/showpost.php?p=5584534&postcount=50


As for FAQ, I'd just ask specific questions if you have them. I can probably answer the most basic "How do you do...." questions and Festival still checks this topic apparently so she can probably help you with the more specific and advanced ones.

Festival6667
10-19-2008, 10:27 AM
wow no offenseNone taken, it must already be hard to be a gamefaq whore and be terrified by the concept of exploring things in a practice mode (to think I'm from a generation of players who actually understood everything only by trial and error during vs at arcades... I feel so old)
but i ask a question and get ignoredShit happens... I'm sorry that it hit you so hard.
...but another guy comes and gets his questions answeredI dunno, perhaps he's got bigger boobs than you?
and when i say something stupid y'all flame me? wtf :(welcome to SRK! (well, you admit yourself getting flamed after saying something stupid. Not to mention this place has become so friendly I don't think these were actually flames, more like a warm pat on the head)


I recommend a hot milk and a big hug.:tup:

Festival6667
10-19-2008, 05:15 PM
Well, back on the subject, here's a mashup of some basic knowledge from SuperKing's posts and mine on GC.net (most of this is in the booklet of the game though...)

Notation: usually we used the numpad notation because it's convenient and for buttons, about everyone serious about the game used the KRSG notation, KRSG meaning
打(K): Strike
組(R): Grapple
必(S): Special
G: Guard

Btw, the common button layout is:
KRS
G

movement:
- walk on 4 and 6
- hops (or steppings if yoçu prefer) using 66 and 44, dash being 66(maintained) as usual.
- sidesteps on 22 and 88.
- IIRC there's a Tekken-like 180°position change on 44G (on a sidenote, MG2 has corrected most of the weird camera angle/position changes from MG1/MAX)

Talking about guard:
- guard on G
- parry on 6G
- grab tech-out on 4G
(once again, as usual parry/ungrab gives you some frame advantage to counter, albeit only a little)
- Some characters have specific counters for a given throw. It's performed with 4G like a normal tech out but has different effects (these specific counters actually come from the Kinnikuman storyline)

About running moves : in MG2, on top of the running strike (K while dashing) there is now a running throw (R while dashing)

Special throws:
- every characters has throws specific to medium and heavy stagger, as well as a throw from behind and one when throwing a running opponent (like one irish-whipped into the ropes)
- some characters also have alternate version of those and/or throw when the opponent has his back to the ropes or the corner
- some characters also have air grabs that need to be input after any launcher either when the opponent is in the ascending or descending phase.
- last but not least, all characters have a hammer throw, which most players refer to as an Irish Whip (if you don't know what an Irish Whip is, just wikipedia it or something). It is performed by 4R and obviously throws the opponent running, hopefully to the ropes.

Tension:
The tension bar is what would be called a super meter in most other games, it can be filled up to 10
- You can build up tension using 64S (like in the EXTRA mode of KOF or a DBZ game, etc)
- Specials (anything that uses the S button, aside tension charging) consume tension (usually 1 to 5 bars), as do supers (9bars). Tension consumption ins specified in the movelists
- Charge Cancelling. Often referred to as CC, it consists of cancelling tension charging. If timed correctly it can be used to extend juggles or even ground combos.
- Activation is performed by pressing KRS at once, it acts as a GG burst and gives you specific advantages depending on the inner strength you have selected. The time of the activation is proportional to the meter you have when you activate. Supers can be performed for free during activation (but supers take a lot of time so activation is likely to end during it)

The Inner Strengths:
I won't go into full detail but basically
- Blue is offense-oriented, gives you a damage bonus when your life bar is flashing and activation allows you to string strikes by cancelling any strike into another normal or special strike (kinda like custom combos).
- Green is Defense-oriented, gives you better recovery and you take a little less damage when your life bar is flashing. During activation you are immune to medium stagger, so basically you have super armor against most strikes.
- Red is tension-oriented, makes you build up tension faster. Infinite tension gauge during activation.

--
Festival still checks this topic apparently so she can probably help you with the more specific and advanced ones.Please please please DON'T tell me why you suddenly decided that I had to be a girl.

ChopperMan
10-19-2008, 08:53 PM
Please please please DON'T tell me why you suddenly decided that I had to be a girl.

It was a combination of your avatar and just a typo in general

My bad.


Thanks for the post though

umgogo
10-19-2008, 09:12 PM
The instant he enters the ring he is killed by Mammothman's Nose Fencing.

Inner Stength types

Blue
Flashing lifebar = your character inflicts more damage
Activation = anything can be cancelled into anything, i.e. Custom Combos
Activation at MAX Tension = as above + ”one-part attacks” (moves that are not part of a string?) become unblockable

Green
Flashing lifebar = your character takes less damage
Activation = normal attacks will not induce hit stun (though your character still takes damage)
Activation at MAX Tension = as above + even attacks that normally induce middle stun will not stun your character

Red
Flashing lifebar = your character can accumulate Tension at a very rapid pace (whether by manual charging or dealing/receiving damage)
Activation = for the duration of the mode, all special moves - except the Level 9 Super moves - can be done without Tension cost
Activation at MAX Tension = as above + the Level 9 Super moves become available (though connecting with one will usually use up the remaining Inner Strength time, as mentioned in the previous post)

Stun types

Middle Stun
Usually induced with lighter attacks and strings. Performing a single light attack on an opponent in Heavy Stun (see below) may lead to a Middle Stun, as will a light attack done after an Irish Whip.

Heavy Stun
Far easier to recognize than Middle Stun, Heavy Stun commonly occurs after hard-hitting attacks that do not knock down, such as dropkicks, rolling sobats and shoulder charges. Many running attacks and strike-type Level 1-3 special moves cause Heavy Stun. Landing another HS-inducing hit an opponent who is already in Heavy Stun will usually knock down said opponent.

Throw types

Front throws
Done from the front. Unblockable, but can be countered (escaped) with the b+Guard command. Near as I can tell, all basic front throws have the same range, which is to say, not very far.

Back throws
Done from the back. Back throws usually do more damage than fron throws, though not to the degree seen in most 3D fighting games. Unlike their Tekken/VF/DoA counterparts, they may also be countered (escaped), just like any other throw. Lastly, it seems that the “back turned” state overrides all other throw conditions, meaning that as long as your character is standing behind his opponent, any use of the Throw/Grab button will perform a back throw, regardless of whether or not the opponent is stunned or you do a command throw that is not a back throw (see below).

Middle/Heavy Stun throws
Front throws done against an opponent in Middle/Heavy Stun. These often do more damage than ordinary front throws, and a few HS throws launch the opponent into the air, allowing for juggles.

Rebound/vs. running throws
This type of throw is used against running opponents, be they running of their own accord or after being Irish Whipped into the ropes. Provided that the opponent is running, these are automatically performed when the Throw/Grab button is pressed. In other words, command throws cannot be done right after an Irish Whip. No character possesses more than one rebound/vs. running throw, and all of them drain approximately one level of Tension from the opponent when connected.

Interestingly, it would seem that these are also inescapable, unlike all other throws.

Command throws (front/back)
Command throws are done with a direction or controller motion + the Throw/Grab button (e.g. f+T or qcb+T).

Practically every character has at least one front command throw. (Barrierfreeman is the only exception that I can think of.) Front command throws may do more damage and (more importantly) have greater range than normal front throws; some, such as Kevin Mask’s hcf+T Mount Kougeki and dp+T STF, are even preceded by a short, tackle-like rush.

Back command throws are little more than alternate back throws, as they rarely do significantly more damage. They are also far less prolific than front command throws.

Air throws (rising opponent)
Some characters have air throws that must be done against a launched opponent, while he is on his way up.

Air catches (falling opponent)
Air catches (which are slightly more common than air throws) are employed against opponents who are descending after a launch. BTW, Kinnikuman Big Body and Kevin are the only characters to possess both an air throw and an air catch.

Rope-proximity command throws
A few characters (Kinnikuman, Mariposa, Zebra and Kevin, and anyone I am forgetting) have command throws that can only be done when the opponent’s back is against the ropes. In the case of Kevin’s Royal Stretch, at least, a rope-proximity command throw will drain at least two levels of Tension from the opponent.

Corner-proximity command throws
Possessed by Atlantis, Kinnikuman Mariposa and Kevin + ? For all intents and purposes, these are identical to rope-proximity command throws (including the Tension-draining property), save that they are done with the opponent’s back to the corner.

Special moves

Special moves come in many categories, as outlined below.

Strike type
Average Tension cost: 1-3 levels
Typical commands: Special/direction + Special
Examples: Mantaro’s Mantaro Air, Super Phoenix’s Phoenix Straight
Comments: These consist of punching, kicking and rushing attacks. Many induce Heavy Stun or launch the opponent, and they tend to be effective as combo-extenders/finishers. Every character has at least one strike-type special move, and some (such as Ramenman and Mariposa) have a plethora of them.

Projectile type
Average Tension cost: 2-3 levels
Typical commands: qcf+Special/hcf+Special
Examples: The Ninja’s Ninja Shuriken, Ashuraman’s Tatsumaki Jigoku
Comments: Few and far between, projectile moves are blockable, but often fast and safe to use.

Hit-throw type
Average Tension cost: 2-3 levels
Typical commands: b, f+Special/f, f+Special
Examples: Warsman’s Bear Claw Finish, Kevin’s Daruma Otoshi Combination
Comments: These are basically strikes that lead into a short flurry of hits. Since they are blockable like strikes, and do not connect in full against airborne opponents, their use is limited to finishing ground combos.

Throw type
Average Tension cost: 3 levels
Typical commands: qcf+Special/qcb+Special/dp+Special
Examples: Kinnikuman’s Kinniku Buster, Ilioukhine’s Siberian Tarurana
Think of these as special command throws. Like command throws, their range may vary (e.g. the Kinniku Driver is a tackle-throw), as may the damage done. Though one may always escape a special throw (even if it is done in a combo), the cost/damage ratio is favourable enough to make them worth attempting.

Multi-throw type
Average Tension cost: 5-7 levels
Typical commands: hcb+Special/rdp+Special, then various inputs+Throw
Examples: Kinnikuman’s Fuu Rin Ka Zan, Terry the Kid’s Earth Clip Kick – Spinning Toe Hold/T. Clover Hold
Comments: Some of the multi-part sequences begin with a throw, others, with a strike. Most have two different follow-up routes, one being longer than the other by a step or two. I believe that any step (besides the last one in a longer chain?) may be escaped. While the Tension cost is relatively high, the damage potential of moves like the Fuu Rin Ka Zan and Mantaro’s Iroha Hell Tour is impressive.

Counter type
Average Tension cost: 3-5 levels
Typical commands: b, b+Special/rdp+Special
Examples: Pentagon’s Chronos Change, Mariposa’s Hishou no Technique
Comments: Counter attacks that are triggered by the opponent attempting to strike or throw your character out of a taunting pose.

Super moves

Tension cost: 9 levels
Typical commands: motion + Throw + Special/motion + Strike + Special
Examples: Jade’s Beefcake Hammer, Scarface’s Ultimate Scar Buster
Comments: Super moves have three basic variations: throw type (some require proximity to the ropes), hit-throw type (ditto), and counter type (only Pentagon’s Stop the Time and Mr. Kamen’s Kaikousen). Warsman’s Nitouryuu Screwdriver is an exception – either of the two hits may miss, depending on positioning.

In general, throw and hit-throw super moves have longer range than any other throw/hit-throw. However, it seems very difficult (or even impossible) to cancel anything into a super move. Hence, reliably comboing into one requires the use of a move that induces Heavy Stun, from which one may either go straight into the super move or do a quick-recovering move into it.

Keep in mind that a super move can be escaped as easily as any throw.

fliper
10-19-2008, 09:22 PM
Well, back on the subject, here's a mashup of some basic knowledge from SuperKing's posts and mine on GC.net (most of this is in the booklet of the game though...)

Notation: usually we used the numpad notation because it's convenient and for buttons, about everyone serious about the game used the KRSG notation, KRSG meaning
打(K): Strike
組(R): Grapple
必(S): Special
G: Guard

Btw, the common button layout is:
KRS
G

movement:
- walk on 4 and 6
- hops (or steppings if yoçu prefer) using 66 and 44, dash being 66(maintained) as usual.
- sidesteps on 22 and 88.
- IIRC there's a Tekken-like 180°position change on 44G (on a sidenote, MG2 has corrected most of the weird camera angle/position changes from MG1/MAX)

Talking about guard:
- guard on G
- parry on 6G
- grab tech-out on 4G
(once again, as usual parry/ungrab gives you some frame advantage to counter, albeit only a little)
- Some characters have specific counters for a given throw. It's performed with 4G like a normal tech out but has different effects (these specific counters actually come from the Kinnikuman storyline)

About running moves : in MG2, on top of the running strike (K while dashing) there is now a running throw (R while dashing)

Special throws:
- every characters has throws specific to medium and heavy stagger, as well as a throw from behind and one when throwing a running opponent (like one irish-whipped into the ropes)
- some characters also have alternate version of those and/or throw when the opponent has his back to the ropes or the corner
- some characters also have air grabs that need to be input after any launcher either when the opponent is in the ascending or descending phase.
- last but not least, all characters have a hammer throw, which most players refer to as an Irish Whip (if you don't know what an Irish Whip is, just wikipedia it or something). It is performed by 4R and obviously throws the opponent running, hopefully to the ropes.

Tension:
The tension bar is what would be called a super meter in most other games, it can be filled up to 10
- You can build up tension using 64S (like in the EXTRA mode of KOF or a DBZ game, etc)
- Specials (anything that uses the S button, aside tension charging) consume tension (usually 1 to 5 bars), as do supers (9bars). Tension consumption ins specified in the movelists
- Charge Cancelling. Often referred to as CC, it consists of cancelling tension charging. If timed correctly it can be used to extend juggles or even ground combos.
- Activation is performed by pressing KRS at once, it acts as a GG burst and gives you specific advantages depending on the inner strength you have selected. The time of the activation is proportional to the meter you have when you activate. Supers can be performed for free during activation (but supers take a lot of time so activation is likely to end during it)

The Inner Strengths:
I won't go into full detail but basically
- Blue is offense-oriented, gives you a damage bonus when your life bar is flashing and activation allows you to string strikes by cancelling any strike into another normal or special strike (kinda like custom combos).
- Green is Defense-oriented, gives you better recovery and you take a little less damage when your life bar is flashing. During activation you are immune to medium stagger, so basically you have super armor against most strikes.
- Red is tension-oriented, makes you build up tension faster. Infinite tension gauge during activation.

--
Please please please DON'T tell me why you suddenly decided that I had to be a girl.
ok thanx for the info homie :woot: it is greatly appreciated..now i know this sounds stupid but how exactly do u stagger someone?is it universal for all the characters or do I have 2 go in training mode and find out on my own?

Festival6667
10-20-2008, 03:27 AM
Thanks for the in-depth info on the inner strengths, umgogo, didn't have either the time or courage to cover it completely (well, actually inner strengths also influence slightly the number of frames of recovery after hitting/guarding as well as the hitstun time. Unfortunately I don't have any frame data -been looking for some for more than a year- but there are definitely modifiers, even if only a single frame or two)

...and I rather like the idea of using MS and HS as shortcut for Medium (hit)Stun and Heavy (hit)Stun

On a side note, I can confirm that
- only back throws or special throws can be done from the back (back throws can be simple or command though)
- only rebound throws or special throws can be done after an Irish Whip.


@fliper: Well, what I call stagger and what umgogo calls stun is the same and really is hitstun.

Medium hitstun:
Basically the opponent is in medium hitstun after
- light strikes
- short strike chains
- CC'ed strike chains
- strike chains in the ropes
(the ropes break the usual physics of hitstun, allowing longer chains without knockdown by keeping the opponent in medium hitstun even when long strings are performed)
Hits leading to medium hitstun only have the small kinda-tekken-like spark on contact.

Heavy hitstun:
The opponent is in heavy histun after
- special strikes (I can't recall any exception atm)
- some command strikes
- the last strike of a good share of hard-wired chains
Hits leading to heavy hitstun have a big, character-specific spark when they connect.
Outside of ropes and custom combos, any succession of two heavy hitstun will result in a knock-down. So after an opponent has been in heavy hitstun once, any heavy hitstun-inducing strike will knock him down, as stated in previous posts.

fliper
10-20-2008, 05:16 AM
Thanks for the in-depth info on the inner strengths, umgogo, didn't have either the time or courage to cover it completely (well, actually inner strengths also influence slightly the number of frames of recovery after hitting/guarding as well as the hitstun time. Unfortunately I don't have any frame data -been looking for some for more than a year- but there are definitely modifiers, even if only a single frame or two)

...and I rather like the idea of using MS and HS as shortcut for Medium hitStun and Heavy hitStun

On a side note, I can confirm that
- only back throws or special throws can be done from the back (back throws can be simple or command though)
- only rebound throws or special throws can be done after an Irish Whip.


@fliper: Well, what I call stagger and what umgogo calls stun is the same and really is hitstun.

Medium hitstun:
Basically the opponent is in medium hitstun after
- light strikes
- short strike chains
- CC'ed strike chains
- strike chains in the ropes
(the ropes break the usual physics of hitstun, allowing longer chains without knockdown by keeping the opponent in medium hitstun even when long strings are performed)
Hits leading to medium hitstun only have the small kinda-tekken-like spark on contact.

Heavy hitstun:
The opponent is in heavy histun after
- special strikes (I can't recall any exception atm)
- some command strikes
- the last strike of a good share of hard-wired chains
Hits leading to heavy hitstun have a big, character-specific spark when they connect.
Outside of ropes and custom combos, any succession of two heavy hitstun will result in a knock-down. So after an opponent has been in heavy hitstun once, any heavy hitstun-inducing strike will knock him down, as stated in previous posts.
ok thanx

chopa
10-20-2008, 12:09 PM
MGP2 was ran as the final game for the mystery tourney
Buk got 2 wins with Snigator, Keits pulled one with The mountain.
Had no space for vids though.

Josh-TheFunkDOC
10-21-2008, 01:17 AM
This game looks SO fun, too bad I can't play Japanese games though =/

chopa
10-29-2008, 07:40 PM
Vid dump: old stuff from Kohatsu 2on2 and 2 1on1s
http://www.nicovideo.jp/watch/sm3602714
http://www.nicovideo.jp/watch/sm3610683
http://www.nicovideo.jp/watch/sm3611089
http://www.nicovideo.jp/watch/sm3620969
http://www.nicovideo.jp/watch/sm3621313
http://www.nicovideo.jp/watch/sm3621874
http://www.nicovideo.jp/watch/sm3621947
Thats the end of the 2on2 ^

http://www.nicovideo.jp/watch/sm3627515
http://www.nicovideo.jp/watch/sm3628458
http://www.nicovideo.jp/watch/sm3627692
http://www.nicovideo.jp/watch/sm3627830
http://www.nicovideo.jp/watch/sm3627897
http://www.nicovideo.jp/watch/sm3627981
http://www.nicovideo.jp/watch/sm3628298
http://www.nicovideo.jp/watch/sm3628389
http://www.nicovideo.jp/watch/sm3628570
http://www.nicovideo.jp/watch/sm3628759
http://www.nicovideo.jp/watch/sm3628837
http://www.nicovideo.jp/watch/sm3628919
http://www.nicovideo.jp/watch/sm3629017
http://www.nicovideo.jp/watch/sm3629530
http://www.nicovideo.jp/watch/sm3629807
http://www.nicovideo.jp/watch/sm3629908
1on1 ^

and a playlist for another 1on1
http://www.nicovideo.jp/mylist/8105451