
Kinnikuman Muscle Fight
#101
Posted 25 December 2009 - 12:14 AM
http://translate.goo...s...6%25A1%25CB ---> here you have some moves from most characters

Love Bomber HARMONY HARMONY oh love
#102
Posted 23 January 2010 - 06:22 AM
Set the system language to Japanese in the control panel, reboot when prompted.
Now, the file names should no longer be corrupted and it's much easier to replace charactesr, add bonus ones, etc.
Also, what the hell is Great's Hayate/Shippu (Dunno the reading) move supposed to do? It's <v>+S and results in him flexing his arm and shining. Doesn't seem to refill health or boost SP gauge.
Edited by Tubba, 23 January 2010 - 06:27 AM.
#103
Posted 25 January 2010 - 10:59 AM
1)Now, the file names should no longer be corrupted and it's much easier to replace charactesr, add bonus ones, etc.
2)Also, what the hell is Great's Hayate/Shippu (Dunno the reading) move supposed to do? It's <v>+S and results in him flexing his arm and shining. Doesn't seem to refill health or boost SP gauge.
1)
but it would be in japanese? because i don't understand it.. google!
2) it's a counter move against certain attacks, so far it seems it only counters normal moves aka punches and some kicks, like the counters of kamehame, but kamehame's counters are way better, because they last more time and counter some meele special moves too.

Love Bomber HARMONY HARMONY oh love
#104
Posted 25 January 2010 - 01:08 PM
#105
Posted 26 January 2010 - 12:44 PM
#106
Posted 26 January 2010 - 06:19 PM
Edited by shino619, 26 January 2010 - 06:20 PM.

Love Bomber HARMONY HARMONY oh love
#107
Posted 28 January 2010 - 10:07 AM
v>v> combos are really tough to pull off with a joystic though.
#108
Posted 28 January 2010 - 10:33 PM
Kamehame's Backflip... i'm sure it's a ohko, because it's also linked with the beefcake and gori special (and it's ''more reliable'' because you have the time to do it without being interrupted [the enemy is falling after the upthrow in the gori])

Love Bomber HARMONY HARMONY oh love
#109
Posted 29 January 2010 - 06:51 AM
Ah, so that people like Kinnikuman get a comeback chance?Great's Backflip is not an ohko, it take like.. 95-99% of enemies life (i'm not sure)
#110
Posted 29 January 2010 - 04:34 PM
about that there are some specials that even if you use it and it deplete all enemies life bar because he was already weakened he'll still have a chance to revive. One exaple is that once I did Neptune King's Mask the End to CPU's Super Phoenix in round 2 (i lost the first), he was like at at half life bar, so he should be insta-dead (mask the end takes like 80%-85% life bar or so... kinda lame if it's a 5 bar special but oh well), I saw how Phoenixman's life was at 0, He was dead, BUT he managed to do the revival anyway, and after that he killed me (GOD I WAS SO CLOSE TO END THE GAME WITH NEPTUNE KING)... on the other part there are specials like Camel Clutch that because it does a last hit of nearly no damage it ensures that the opponent will not come back if you deplete the opponent life bar. (most revivals do so, and also most specials, like the busters, that after the impact against the ground, they throw or release the opponent, and that counts like a little hit that kills the opponent) Note that with that knowledge if you see someone falling with his life bar at 0 but still you haven't win, two things can happen, he'll die when he reaches the mat, OR IF HE CAN he'll do his comeback (not nice), to prevent that (if you're near and ready to move, because it is possible that you had used a move with a large recovery time) try to hit him in the air with a normal move, he'll die.
yeah, i enjoy playing this

Love Bomber HARMONY HARMONY oh love
#111
Posted 30 January 2010 - 07:04 AM
Do you use the keyboard or a joystick?
Speaking of Neptune King, what's the timing for hitting back during the Quarrel Bomber to turn it into a Cross Bomber?
Never mind, was pressing wrong direction.
Ugh, lost against Buffaloman. I hate playing against him.
Edited by Tubba, 30 January 2010 - 07:55 AM.
#112
Posted 30 January 2010 - 10:35 AM
yeah, after the Quarrel Bomber just hold ->, no need of timing.
Hard CPUs:
Buffaloman: Can beat the sh*t out of you and rack up great damage without being hit thanks to his hurricane mixer, and his teleport makes it hard for you to block them.
Ashuraman: He has not a very good AI but his bogus and kinda imbalanced moves makes him annoying as hell (aka you interrupt his special, for example a buster, with another special, and after you did he do the buster to you, or you hit him, and he attacks you as if nothing happened to him, still I enjoy playing him as he has plenty of specials and chain specials to do)
Neptuneman: He will probably spam his jump with thunders again and again, annoying as hell, and his 2 bar special maget crash is very powerfull (like all his specials. But indeed it's far difficult to fight against a human Neptuneman, as he can vary the spam of techniques, like the hell schuss, double leg supplex (ranged throw, but blockable), Quarrel Special, his quarrel bomber and neptune sliding. And what to say about his specials and that he can counter some specials with his Law breaking robin special... AND he breaks palo special.
Kinnikuman: he's not that strong and has a not that bright AI, but his revival is indeed annoying to fight against. (and you have to take care of his muscle docking)
Super Phoenix: His chain combos stacks damage quickly, hard to block and a very powerful special and a revival. (lucky it's just an AI, a human is far more annoying spamming his special draining laugh, both stand and after down down strong hold down)
others like warsman or akuma shogun are good chars, but ai just annoys you. warsman revives and can win a round but is easy. for akuma shogun ai you just have to play defensive and wait his uppercut and do your attack when he's falling.
special case is stecase king's AI. you have to watch out for his 3 minute death technique. and he sometimes do the kajiba kuso no chikara when has the kinniku cassete and he's just invincible for i don't know how much god damn time, but it's too much time.

Love Bomber HARMONY HARMONY oh love
#113
Posted 30 January 2010 - 10:43 AM
And I've figured out how to do the >v\ combos - Hit >, go back to neutral, go down, then diagonal.
#114
Posted 30 January 2010 - 04:35 PM

Love Bomber HARMONY HARMONY oh love
#115
Posted 31 January 2010 - 02:53 AM
No tips for the v>v> ones, though? Moving from stic to keyboard feels a bit awkward.
#116
Posted 31 January 2010 - 03:58 PM
#117
Posted 31 January 2010 - 07:51 PM

Love Bomber HARMONY HARMONY oh love
#118
Posted 01 February 2010 - 10:40 AM
#119
Posted 01 February 2010 - 01:33 PM
#120
Posted 01 February 2010 - 08:46 PM
on any big shop in almost every country in the world. I use the one that has the buttons of the PS2 Joystickwere could i find a controller?

Love Bomber HARMONY HARMONY oh love
#121
Posted 13 February 2010 - 04:59 AM

Neptune King
Neptune King is a bit slow, but also very diverse, and has some quite powerful moves. His power bar goes up to 5, and seems to fill up significantly faster than everyone else's, which is of course very abusable.
Note: \ means diagonally down + right, and if you can't figure out what \ means you're an idiot.
W = Weak
M = Medium
S = Strong
A = Any Attack
Basic attacks
W: What you'd expect. Has a pretty long range.
M: Pretty useful, actually. Quick, long range, etc.
S: Has a HUGE range, but is also very slow. Deals a significant amount of damage.
Crouching attacks are basically the same.
Special attacks
Sunset Flip vv+W: Very easy to pull off, and pretty fast. Neptune King launces into the air and tries to land on the opponent. Not very damaging. Useful for getting close.
- Sunset Flip Duet > during Sunset Flip. Costs 1 Power gauge: This gets better. Neptuneman jumps in and stomps the opponent. Pretty powerful, and very, very easy to use.
\+W: Neptune King slides and kicks the opponent. Very fast and has its uses.
\+S: Like the above, except slower and more powerful.
<+A: A quick jab. Not powerful, but even faster than his W, I think.
Weak Quarrel Bomber v>+W: Neptune King rushes forward and tries to land a Quarrel Bomber. Pretty easy to hit with, and launches the enemy backward.
Neptune Slide v>+M: Neptune King looks like he'll pull off a Quarrel Bomber, but... Slides forward at the very end! Not very powerful, but I suppose it's nice for faking.
"True" Quarrel Bomber v>+S: Similar to the Weak Quarrel Bomber, but slower and much harder to land. Deals a lot more damage.
-Cross Bomber > during True Quarrel Bomber. Costs 2 Power: After the Quarrel Bomber hits Neptuneman rushes in and the duo pulls off a Cross Bomber. Probably among the easier 2 power attacks to pull off. Deals a fair amount of damage.
Magnet Power Hand v<+W: A giant Magnet Power Hand launces out from Neptune King and reaches for the opponent before tossing it backwards. Not bad at all, and has an enormous range.
-Double Magnet Power > during Magnet Power Hand. Costs 1 Power Bar: Ooh, I love this move. Neptuneman rushes in and assists Neptune King, dealing even more damage!
-Full Throttle Double Electromagnetic Force Power (yes, that's what it's called) > during Double Magnet Power. Costs 1 power bar: It gets even better and deals even more damage! One of my favourite moves.
Thunder Sabre v<+M: Neptune King flies up and jabs Thunder Sabres into the opponent. Not a bad move, but the alternative moves are better:
-Throw Thunder Sabre v during Thunder Sabre: Damage is pretty meak, but it's very easy to hit with and knocks the opponent down.
-Thunder Sabre Crucifixion > during Thunder Sabre. Costs 1 Power Bar: GREAT move. Neptune King starts bombarding the enemy with Thunder Sabres before launching into the air and smashing them. Hard to dodge and deals lots of damage.
Magnetic Suplex v<+S: Neptune King lifts the enemy with Magnet Power and slams them into the wall. Not a bad move, and easy to hit with.
Storm Driver >v\+W: Neptune King charges his Magnet Power. Pretty useful.
Quarrel Up >v\+M: Neptune King launches the enemy into the air and beats them up a bit. A bit hard to hit with, but nice when you pull it off.
Budo Bakunetsu Kick >v\+S: Remember the move Budo used to kick through a mountain? That really powerful move? Oughta be awesome, right? Well, sorry, it sucks. Neptune King stands still for a moment, exclamating "BUDO BAKUNETSU KIKKU" and then jumps forward with a dropkick, and deals pathethic damage considering how tough it is to pull off. I don't find this move useful in any regard whatsoever.
Super moves
Earth Lift vvv+S Costs 1 Power Bar: Cracks the earth open, making the enemy fall down as long as they're anywhere on the ground. Not a bad move at all.
When done below 25% strength, it'll cost 2 Power Bars and deal more damage. Neptune King will also whack the enemy with an iron bar and Neptuneman will start whining.
Sword Board Coffin v>v>+W Costs 1 Power Bar: A bit in front of King, a magnetic storm starts. If the enemy is near this, sword boards will slam into them. Deals a decent amount of damage.
Perfect Dream v>v>+M Costs 1 Power Bar (unblockable): Neptune King rushes forward a short bit and attempts to grab the enemy. If successfull, Neptuneman rushes in and they try to tear it apart. A bit weaker than you'd expect, but unblockable.
Megaton King Otoshi v>v>+S: Neptune King and Neptuneman toss the enemy up into the air and Neptune King stands on their feet to squash them. A standard melee-range super move.
Perfect Megaton King Otoshi: When done during critical health (I think 10% or less), Neptune King will transform into his old self and perform the Megaton King Otoshi by himself, dealing 50-75% more damage. Exactly how losing 500 pounds makes the attack more damaging is unknown.
Mask The End v<v<+S Costs 5 power bars: Hard as HELL to hit with, above all else. There's a small box a bit in front of King which the enemy must be positioned in. If you pull it off, it deals somewhere around 80% damage and a BGM plays. If you use it on Kinnikuman, his arm is ripped off.
Earth Reversion Costs 3 Power Bars: When your health is less than 5%, you're lying down and press v, Neptuneman and Neptune King will reverse the earth, healing both you and your opponent. Note that if your opponent has more HP than you, their HP will go beyond 100%. A second chance is always nice, isn't it?
#122
Posted 15 February 2010 - 08:46 AM
#123
Posted 16 February 2010 - 04:14 AM
#124
Posted 16 February 2010 - 04:04 PM
#125
Posted 17 February 2010 - 07:16 AM