Kinnikuman Muscle Grand Prix Arcade

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Mantaro Kinniku is the main protagonist of Kinnikuman Nisei, the sequel to the original series set some 30 years later.
He is the spoiled son of Kinnikuman, growing up in the comforts of Muscleham palace until he is reluctantly forced to fight the new generation of Evil Choujins.
Often lazy, cowardly and a massive lecher, he can rise to the occasion when his friends are in trouble. He slowly somewhat matures over the course of the series, he is a well-rounded character with fast buttons that accomodate an effective, aggressive rushdown playstyle.

MGP is a 4-button fighter, with a control scheme reminiscent to Virtua Fighter. So is a 3D fighting game, 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 the game.

Sidestepping is done by tapping 2 or 8 to sidestep towards or away from the screen, respectively. sidewalking is not possible.
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.

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

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.

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 MGP, 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 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.

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.
The side-switch throw, which switches sides, leaves the opponent standing and does no dam.age

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.

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.

Special moves are performed by pressing the S button in conjunction with directions/motions. 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.

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