From what I can tell about this place, if we double-post, we're supposed to say it's bad... so it's bad.
W, M, and S stand for weak, medium, and strong, respectively. If I use A, then any attack will work.
v = down
^ = up
->/<- = directions
Anyways, the start of the list
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Kinnikuman:
Fart: v, -> A.
Exactly what it sounds like. An attack with longer range than most normal attacks in the game, but otherwise nothing special. Stronger attack commands take more time to release, but do more damage.
Flying Kick: v, <- A.
Kinnikuman rockets forward across the screen, trying to hit the opponent with his knee. Rather fast, and the Strong attack knocks the opponent down... one of the moves I spam a lot. Can also be done in the air
Anti-air shoulder rush: ->, v, -> A.
Suguru's Shoryuken-esque move. Range isn't good, and I don't use it much.
Muscle Combo: ->, v, <- S.
Kinnikuman delivers a hook to the opponent. If it connect, he'll follow through with a few more hits before finishing with an uppercut. Each one counts as a hit, and you'll get more super energy for it
"Down moves": v, v, A.
Varies depending on button. Weak gives you a kick, medium has Suguru grab his opponent's legs, and Strong gives you one of several moves, depending on which way you hold the joystick while doing it. All the moves do the same damage, IIRC, so the follow-up move is purely cosmetic
Mexican Rolling Cluth Hold: <-, v, -> S.
What Kinnikuman used to beat Robin. Kinnikuman'll jump into the air, and if he lands roughly on top of the opponent, he'll put him in this hold.
Muscle Curtain: <- + W + M
Kinnikuman raises his defenses. Constantly drains your super gauge until you break the stance by hitting forward, or your opponent hits you. If they *do* attack you while in the stance, they'll lose some super gauge power and you'll get some back.
Rebound: Forward when knocked into a wall, along with an attack button.
Kinnikuman rebounds off the wall and hits the opponent with his elbow. Very nice in some cases
KKD: Tap ^ while being knocked down and having low health. Costs 2 super-bars
For the time KKD is engaged, you'll have unlimited health and super energy, and it is hard to knock you down. After a while, however, burnout begins and you'll constantly lose health. If you're *very* good, you can chain two KKD together, but it's hard.
Super attacks:
Gyuudon Song: v, -> X2, W.
Kinnikuman fishes out a bowl of his favorite food and then puts it on his opponent's head and delivers the Gyuudon song, complete with getting hit on the head in the end. Does a very small amount of damage to the player and a little less to the opponent. Mostly done so that it gets the Kinnikuman Sensation song playing in the background.
Megaton Punch: v, <- X2, W.
Kinnikuman needs to be below roughly 1/5th his full health to do this. Suguru pulls back for a punch and delivers it... hard. Not a fantastic move, but pulling back for it can fool more than a few players into thinking they have the opportunity to attack. Thankfully, the start-up time is actually very short. Blockable.
Jump Kinniku Buster: v, -> X2, M.
Kinnikuman does that shoulder charge thing, knocks the opponent into the air, and then delivers the Buster. Plain and simple... although more than a few enemies can counter it.
Grab Kinniku Buster: <-, v X2, M.
Instead of knocking the opponent into the air, Suguru grabs them and then jumps in the air and delivers the move.
Neo Kinniku Buster: Engage KKD, perform a normal Buster, and hold ^ while in the air, or hit ^ while Buffaloman does his Kinniku Buster reversal.
Honestly, not that great a move, except for going up against Buffaloman with. I'm currently trying to figure out how to pull a Double Buster.
Side Kinniku Buster: Perform a Kinniku Buster, but hold -> or <- on the joystick, whichever one is "forward" for you.
Costs two supers. Again, not that much stronger than the normal Buster... in fact might actually be slightly weaker. Only advantage to it is it seems the various counters out there, like Dirty Baron's, Buffaloman's, and Neptuneman's, don't work on this.
Aerial Kinniku Buster: When both you and your opponent are both in the air, ->, v, <-, W+M
The aerial version of the Kinniku Buster. Doesn't do much damage on its own, but it's a GREAT way to tack on extra damage to a Neo Kinniku Buster, since you and your opponent will be right next to each other.
Elbow drop: v, <- X2, S.
Kinnikuman runs backwards and up the side of the screen before dropping down on about the middle of the screen. Good damage for a one-bar super, and you can adjust whether you want to fall on the left or right side of the screen by pressing that key. To increase the damage for one extra bar, hold down as well, and you'll do that "Key" thing like Suguru did against Hell's Missionaries.
Jump Kinniku Driver: v, -> X2, S
Same as the Jump Kinniku Buster, but Suguru does the driver instead
Sweat Sparkle thing: ->, <-, ->, W.
Like what Suguru did against Black Hole, but it seems relatively useless. You also need low health for it. On further inspection, I THINK it migh strip Black Hole of his Supers.
Kinniku Bomber Attack: ->, <-, ->, M.
Kinnikuman does his own rendition of the Ashura Torpedo, and I actually like this move. Simple, straightforward, moves pretty quick, and is not something those grab-counter bastitchs can reverse
Grab Kinniku Driver: ->, <-, ->, S.
Suguru dives forward and tries to grab his opponent. If he does, he'll jump up into the air with him and deliver a Driver.
Aerial Kinniku Driver: ->, v, <-, M+S.
Same as the Aerial Kinniku Buster, but a Driver.
Choujin Hanging: Engage KKD, be in the air, ->, v, <-, W.
Sigh. I thought the move that almost made Neptuneman curl up and cry himself to sleep, along with all but kill VTR would hit harder in this game. In short, both you and your opponent must be in the air next to each other. Do this, and you'll do the Hanging... but it's not worth the one Super you'd hope for. Only consolation is that while KKD is engaged, you have unlimited supers.
Kinniku Buster Variation Part 5: ->, v, <-, ->, S.
Suguru call down Terryman, and then charge into the opponent. If it connects and is unblocked, they'll do their joint Buster on the opponent. In my opinion, a very good move. Does as much damage as a 2-bar super ought to, cannot be countered by the likes of Neptuneman, and comes out quick
Fu Rin Ka Zan: v, ->, v, <-, S.
Suguru runs forward and grabs his opponent before running through the first three steps of the sequence. At low health, the aerial hold is replaced with a Kinniku Buster. There is a way to chain this through to the entire New York Special, but I currently have only done it once by accident and don't remember how. 2-bar super, pretty reliable on turning the tide of battle when you pull it off.
New York Special: At low health, v, ->, v, <-, S. While performing the move, hold down v.
Damn, when I finally pulled this off consistently, I was pleased with the results of it. Anyways, Suguru goes through the usual hoopla of the Fu Rin Ka Zan, and provided you're holding down v, he won't do the Buster. Instead, he'll put the opponent in the aerial hold again. Now, you'll get a little bit of health back as you do this, but provided your health is still low enough, Suguru will then carry through to deliver the Kinniku Driver, and then the Kinniku Buster. Costs three Supers total.
Muscle Docking: Engage KKD and then begin burnout. ->, v, <-, ->, S.
The mother of all one-hit kills in the game, which can literally win you a fight against an opponent you've been unable to land a single hit on. There are few, if any character at all, in the game that can counter or survive the Muscle Docking. It works the same as the Part 5 Buster too, which is nice in how Part 5 is carried through quickly. Geniusbob told me you can can change who you do the Docking with, either Terryman or Kinnikuman Great, but I've yet to be able to have Great show up while doing it.
Magnet Power Recharge: v, v, v, M+S.
This can only do when yo uhave low health. Suguru'll charge up with Magnet Power and then regain about 30% of his health and his theme song (Legendary Comeback Fighter Kinnikuman) starts playing. Costs two Supers, but it's a great way go find a second wind if the KKD isn't your style
And now...
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Suguru w/o the KKD. He's probably my favorite character to use, which is ironic since he's weaker due to replacing the KKD mode and all it's awesome moves with the far-les-reliable 70 Million Power Muscle Spark. Anyways...
Taunt: v,v, W.
Arguably where Suguru really shines in this mode. The finger-point itself does very little damage, but it builds up super energy for you, and if your enemy is a little uncompetent and doesn't attack you before you finish, they'll lose about half a bar of super energy. Takes about 3 seconds to get through.
"Down Attacks": V,V, M/S
Varies. If you use the Medium Attack, Suguru will just use a basic leg-breaking move. Very fast. Using Strong, however, has Suguru hop in the air, land on his opponent, and then put him in a rather painful looking hold. Only problem is it takes a little while longer to connect with. At low health, however, you'll chain the hold to another one, doing damage slightly less than a Buster or Driver.
Roll: ->, ->, W.
Suguru dashes at the opponent and then rolls past them. Not too shabby when you're cornered.
Leglock: v, ->, A.
One of Sugur's staples in this mode. Suguru leaps forward a short distance, and if you connect with your opponent, Suguru locks his opponent head between them and slams them to the ground.
Drop Kick: v, <-, A.
Another solid move to spam a lot. Suguru shoots across the screen and hits the opponents with both of his legs. A nice sequence is to chain a crouching strong to this, then do a strong Down Attack.
Aerial Throws: ->, v, <-, A.
Throws made in the air for enemies in the air. You have to be close, and I honestly never really used them. The Strong one, however, drops you right in front of your enemy again, giving you the opportunity for another hard-hitting hold.
Surface to Air grab: ->, v, ->, W.
Another relatively usesless grab. Your opponent needs to be in the air and in front of you for this to connect. Not that great, but it works well against acrobatic enemies that spend lots of time in the air, like Ramenman and Satan Cross.
Counter grab: <-, v, ->, M.
The cousin to the Muscle Curtain. Suguru raises his guard for about a second, and if an opponent hits him during that, he'll instantly counter. Pretty sure it works even on super moves like Mammothman's drill attack.
Stationary throw: ->, v, <-, S.
Another throw, this one actually very decent. It comes out quick, and gives you enough time for a good Down Attack.
Supers:
Global Spin: In the air, v, ->, S.
Suguru needs to be in the air, and will shoot down a little. Provided he hits his opponent, he'll land on the guy's head and do numerous rotations around him, for a 52-hit attack. Very effective.
Counter Kick: v, -> X2, W.
Suguru's countermeasure he did against Zebra's punching attack to redirect it. Works to stun the opponent, at which case you can roll behind them and do another, more complicated, attack.
Kinniku Buster: v, -> X2, M.
The ol' Buster is back for one last tour of duty. Unfortunately, lacking the KKD means Suguru has a little bit of trouble with it and you'll fall to the ground slowly, giving enemies with counter moves more than enough time to counter. To get around this, hold down v, at which case you'll add on extra speed for the cost of half of a super-bar.
Kinniku Driver: v, -> X2, S.
Same as the Buster in most regards. Like that, the Driver is sluggish but you can increase the speed and power to avoid Mixer Taite's damn VTR counter by holding down v at the cost of half an extra half bar.
Face Flash: v, <- X2, M.
For a long time, I hadn't a clue what this did. Now I do, and I'm impressed. If the standard taunt isn't your thing for draining enemy super power, do this instead. First, knock down the opponent and get close like you would for a Down Attack, and then input the command. Suguru will crouch and deliver the Flash, taking off about a whole super bar while at the same time raising the opponent's health by about 25%. This might sound bad, and in some cases, it is. HOWEVER, keep in mind certain attacks such as Robin's Ice Chariot thing can only be done at low health, and the Flash raises their health just enough that they are then unable to deliver those hard-hitting attacks. At which point you end the battle with a move that an extra 25% health means nothing to, such as...
Anglo/Nippon Cross Bomber: v, <- X2, S.
The first of Suguru's true workhouse supers. The Cross Bomber obviously lacks Budo and Neptune's Magnet Power to bind them down, but inputing the attack command will summon up Robin onto the screen about five body-widths away from Suguru. Provided the enemy is near that location, they'll be pinned down and Suguru will deliver the bomber. Very effective, in my opinion, especially if your opponent is trying to get some space.
Muscle Spark: ->, v, <-, ->, S.
And the move that is probably the strongest solo move in Suguru's arsenal storyline wise, and also seems to be that way in the game as well. Suguru will bend backwards and knock the opponent into the air with his belly, then bounce them once more as they begin to fall. If you don't do anything, it'll be the incomplete one Suguru used on Zebra; painful but not worth the 2 Super cost.
*To perform the complete version, wait through until Suguru bounces the opponent into the air the second time. The *instant* he jumps up into the air after them, perform <-, ^, ->, S. The animation will differ from the Incomplete version, and it will *hurt*.
Throw Muscle Spark: 360 Degree circle, S.
For a while, I hoped this game would have these. Oh well, life sucks. And it's not too terrible. Essentially, this is version of the attack that is easier to connect with, but harder to perform. A way around this is to input the circle while doing Suguru's Strong Dash attack. It's lengthy enough thtat if you start inputting the command as he strikes the opponent, by the time you press S, the attack is finished. Suguru will stand there, and if the opponent is close enough or attacks, Suguru grabs them and begins the Spark sequence.
*To perform the complete version of this, wait through just like the normal time. However, this time the command is ->, ^, <-, S. Make sure you don't mix up the two.
70 Million Power Muscle Spark: Similarly to the KKD mode, hold ^ when you are defeated by a move such as the Muscle Revenger or any other technique you will "get up" from before falling back down again. You also need all 3 super bars full for this.
Hard, hard, hard hard. But worth it. Like the dreaded Muscle Docking, this will win a fight you had previously been unable to land a single hit in. In short, if you are beat and carry through the first part of this, Ataru, Neptuneman, Robin, and Geronimo will unseal Suguru's KKD, and which case he'll start up the Muscle Spark again while that cheery music start playing and your health is restored to max. Your enemy will be blown to one side of you, and it's important to remember which side. Most importantly, DO NOT LET YOUR GUARD DOWN, THE ODDS OF YOUR VICTORY ARE STILL ABYSMAL WITHOUT LOTS OF PRACTICE! You have on chance at this now, in which the enemy will fall down to the ground. As SOON as they begin descending, input v, ->, S, provided your enemy was to your right when the Spark began. Provided you did it at the right time, your enemy will slam into Suguru's belly and be bounced up again. The rest of the sequence plays out automatically, ending with your enemy's defeat, presumably. Keep in mind if you mess up on the beginning of the Spark, you lose automatically.
Next up will probably be Terryman. Anyone familiar with Robin Mask would be appriciated, because figuring out all his crazy moves is going to take forever.
Edited by Dai Makai, 15 June 2008 - 10:02 AM.