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Galactic Wrestling Speedrunning Guide v0.1a

Apr 11th, 2022 (edited)
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  1. Table of contents:
  2. 1.0 OVERVIEW
  3. 1.1. Introduction
  4. 1.2. Resources
  5. 1.2.1. PCSX2
  6. 1.2.2. How to Get a copy of the game
  7. 1.2.3. LiveSplit
  8. 1.2.4. Keyboard Setup
  9. 1.2. Standard Route
  10. 1.3. General Tricks
  11. 1.4. Changelog
  12. 2.0 GAME MECHANICS
  13. 2.1. Health
  14. 2.2. Muscle Power
  15. 2.3. Extra Health
  16. 2.4. Chojin Power
  17. 2.5. Knockout
  18. 2.6. Pinning & Getting up
  19. 2.7. Damage Reduction
  20. 2.8. Hidden Effects & Multipliers
  21. 3.0 CHARACTERS
  22. 3.1. Character Types
  23. 3.2. Important Characters
  24. 4.0 MASK HUNT
  25. 4.1. Overall Strategy
  26. 4.2. Difficult Characters
  27. 4.3. Easy Characters
  28. 4.4. Techniques
  29.  
  30. 1.1. Introduction
  31.  
  32. 1.2. Resources
  33. There's only a few resources you need to start speedrunning Galactic Wrestling. PCSX2, A copy of Galactic Wrestling, LiveSplit, and a Controller/Keyboard. After you have all those set up, you should be ready to start speedrunning the game!
  34.  
  35. 1.2.1. PCSX2
  36. A very high quality PS2 Emulator, with support for Galactic Wrestling: Featuring Ultimate Muscle. Easy to download here: https://pcsx2.net/. You also need a PS2 BIOS file, you can find these anywhere on the internet. Just search on Google :^).
  37.  
  38. There's a lot of settings on PCSX2 you can mess with to make your game much higher quality. Go to Config > Video > Plugin Settings, and use these settings: https://i.imgur.com/uHiG2hY.png
  39.  
  40. You can also use save states as practice, or to start runs quicker. You can use F1 to save your game state, F2 to select your save state slot, and F3 to load your selected save state. I have a save state for most of the tag team tournaments, so I can practice them quickly.
  41.  
  42. 1.2.2. How to get a copy of the game
  43. Getting a copy of the game is very easy. You can find it on https://archive.org/download/RedumpSonyPS2NTSCU. archive.org is legally allowed to have downloads to old PS2 games on their site. More info here: https://en.wikipedia.org/wiki/Internet_Archive#Software
  44.  
  45. 1.2.3. LiveSplit
  46. LiveSplit is essentially for running. You can download LiveSplit here: https://livesplit.org/. Layouts & splits as well as memcards are found on https://www.speedrun.com/galactic_wrestling_featuring_ultimate_muscle/resources.
  47.  
  48. My LiveSplit binds:
  49. Space - Pause/Start
  50. Delete - End run
  51. Backspace - Go back a split
  52. P - Skip split
  53. =/+ - Toggle "Always on-top"
  54.  
  55. 1.2.4. Keyboard Set up
  56. If you don't have a controller, you don't need to worry. A nice keyboard set up is just as good, if not better.
  57.  
  58. Heres my binds:
  59. Enter - Start
  60. 1 - L2
  61. 3 - R2
  62. Q - L1
  63. H - R1
  64. W - D-Pad Up
  65. A - D-Pad Left
  66. S - D-Pad Down
  67. D - D-Pad Right
  68. T - R-Stick Up
  69. C - R-Stick Up (also)
  70. F - R-Stick Left
  71. G - R-Stick Right
  72. V - R-Stick Down
  73. X - L3
  74. R - R3
  75. I - Triangle
  76. J - Square
  77. K - Cross
  78. L - Circle
  79.  
  80.  
  81.  
  82. 1.3. Standard Route
  83. When you start a run, you want to make sure you put it on hard difficulty so you can get more tokens for toy collection. For some tournaments, its more efficient for tokens to set it to a 3-round match, on the last match of the tournament. You want to set every match to concrete. Each character has a specific set of moves that is most efficient.
  84.  
  85. 1. Win the Tournament Mode with Kid Muscle
  86. - Unlocks Shivano and Ricardo Lord of Darkness. As Kid Muscle, you want to use the Back Throw move (tapping Circle + direction) to lower their health, and use Chojin Lvl 3 special once. If your grapple gets damage reduced, then stand still and grapple at the same time your opponent runs into you. If your grapple isn't damage reduced, then pick them up and instantly grapple them. Once they seem pinnable, pin them (See 2.5 Pinning & Getting up). Make sure you set the last match to a 3-round match.
  87.  
  88. 2. Win the Tournament Mode with Robin Mask
  89. - Unlocks Neptune Man. As Robin Mask, you want to use the Schmitt Back Breaker (holding Circle). You only need to do this move 7 times to pin them, since it has no damage reduction. Make sure you set the last match to a 3-round match.
  90.  
  91. 3. Team battle: Ramenman, Beetle Bomb, Robin Mask, Neptune Man, King Muscle. Win lose win lose
  92. - Unlock Commander King Muscle. Set the Match Set Up to Concrete and High Voltage. When you're picking the characters to go against, the 1st character should be an easy character to defeat. 2nd, 3rd, 4th characters should be characters that have pin grapples. 5th character should be an easy character to defeat. Alternatively, instead of trying to get pinned for each loss, you can damage yourself to high voltage.
  93. - As Ramenman, use the Schmitt Back Breaker twice (holding Circle + direction), and use the Swing Neck Breaker Drop 3 times (tapping Circle with no directions). If they dont get knocked out on the 3rd Swing Neck Breaker Drop, then you can use The Great Wall Drop (Chojin Lvl 3 special) and pin them instantly afterward. If they do get knocked out, you will have to do an additional Schmitt Back Breaker. After you win against W1, you want to do the same thing against W2, except throw in another Schmitt Back Breaker and get pinned.
  94. - As Beetlebomb, grapple W2 and pin them. Next match, try to get pinned as quickly as possible.
  95. - As Robin Mask, do the same thing you did in the Robin Mask tournament: Schmitt Back Breaker them 7 times and pin them. Against W4, just die to ropes as quickly as possible.
  96. - As Neptuneman, Lower your health down past 30%. Then Schmitt Back Breaker (tapping Circle) twice and Arm Lock Suplex (holding Circle with no directions) twice, then using Quarrel Bomber (Lvl 3 Special) and pinning them. Against W5, Schmitt Back Breaker them twice, and then lower your health past 1 so you're using your Extra Health. Then Arm lock Suplex them twice and use your Quarrel Bomber. They should be able to K.O. you pretty quickly.
  97. - As King Muscle, simply use Mexican Rolling Clutch Hold (tapping Circle + direction), to pin them.
  98.  
  99. 4. Collect 200 Figures.
  100. - Unlocks Lomeinman, Sunshine Supreme, and Lord Flash. In this order: Use 20 Tokens on white machine, 10 Tokens on yellow machine, 90 Tokens on red machine, 90 tokens on blue machine, and 90 tokens on green machine.
  101.  
  102. 5. Win the Tag Tournament Mode with King Muscle and Lomeinman.
  103. - Unlocks Prince Lou Ow. Start as Lomeinman, use Tiger Fang Bite (holding Circle) and ground attack them until you're Chojin Lvl 2.5. Then quickly switch to King Muscle and use Technique 48 - Shoulder Throw (tapping Circle), until you're Chojin Lvl 3. Then use Double German Suplex Hold (your tag team special), and pin your first opponent instantly. Then switch to Lomeinman and Schmitt Back Breaker (holding Circle + direction) 2nd opponent twice, and pin them. Make sure you set the last match to 3-round.
  104.  
  105. 6. Win the Tag Tournament Mode with King Muscle and Prince Lou Ow.
  106. - Unlocks Blackhole & Lord Wrangler. Start as Prince Lou Ow, use Technique 48 (holding Circle + direction) until you're Chojin Lvl 2.5. If your move gets damage reduced, then your opponent will get up almost instantly, so be ready to time another grapple. After Chojin Lvl 2.5, switch to King Muscle and use Technique 48 - Shoulder throw (tapping Circle) until Chojin Lvl 3. Then use Muscle Docking (tag team special), and pin him. After that, switch to Prince Lou Ow and continue to use Technique 48 on 2nd opponent until Chojin Lvl 3 and use the Triple Beefcake on him and pin him, if he's low enough health then use Back Flip on him (Chojin Lvl 2). Do not set it to 3-round.
  107.  
  108. 7. Beat the Tournament Mode with Kevin Mask.
  109. - Unlocks Big Budo. As Kevin Mask use the Double Arm Suplex (holding Circle) until you're Chojin Lvl 3. Then use the Big Ben Bash and pin them. If your grapple gets damage reduced, then stand still and grapple at the same time your opponent runs into you. If your grapple isn't damage reduced, then pick them up and instantly grapple them. Make sure you set the last match to 3-round.
  110.  
  111. 8. Win The Tag Tournament Mode with Big Budo and Neptuneman.
  112. - Unlocks Poseidon & Starface. Start as Neptuneman, use the Schmitt Back Breaker 7 times and pin your 1st opponent. Then, on your 2nd opponent, use the Schmitt Back Breaker once, and use the Quarrel Bomber. Quickly switch to Big Budo and use the Megaton King Drop (Chojin Lvl 3), then pin him. Do not set it to 3-round.
  113.  
  114. 9. Tag tournament with Shivano & Sunshine Supreme.
  115. - Unlocks Rouge Shogun. Start as Sunshine Supreme, use the Hell Swing grapple (tapping Circle) until they're pinnable and then pin them. By now you should have, or are close to Muscle Power. Do the Giant Swing move (Chojin Lvl 2) once you have muscle power, on 2nd opponent and use the Hell Swing grapple 1 or 2 times and pin them. Do not set it to 3-round.
  116.  
  117. 10. 10 wins in survival.
  118. - Unlocks Lord Muscle, Comrade Turbinski, and Vance McMadd. Unfortunately, Survival is RNG dependent; if you get characters (See 3. Characters) that gain muscle power from health loss it'll take longer to get them to pinnable health. However, Survival will always be on normal difficulty as the difficulty in settings doesn't affect it. When starting, play as Rogue Shogun, use the Spin Double Arm Assault (tapping Circle) until you have Chojin Lvl 1, throw them into ropes that aren't too close (you can direct where you throw them with L) and use the Merry-Go-Round Nightmare when they're close to you whilst they're hurling back. If you do it correctly, you should be able to hit them 3 times with it. Then bring them to pinnable health with grapples and pin them. Since your Chojin Lvl is saved after every match, every once and a while you'll have Chojin Lvl 2 (or close to it). When this happens, its quicker to use use the Merry-Go-Round Nightmare for a 2nd time instead of lowering their health with grapples.
  119.  
  120. 11. Collect 300 Figures.
  121. - Unlocks Grandpa. Use tokens on the yellow machine until you unlock all figures in that. Then use 25% of your remaining tokens on the green machine. With the tokens you have left after that, use 50% of them on the red machine, and 50% of them on the blue machine.
  122.  
  123. 12. Complete the Mask Hunt mode.
  124. - Unlocks Street Scrapper and Ricardo. (See 5. Mask Hunt)
  125.  
  126. 13. Complete Toy Collection Mode.
  127. - Unlocks Gold Rogue. Every Mask Hunt win is 14 tokens, so if you still don't have enough for all of toy collection, you'll have to do some tournaments. The fastest tournaments are with Ramenman: Use the Schmitt Back Breaker twice (holding Circle + direction), and use the Swing Neck Breaker Drop 3 times (tapping Circle with no directions). If they dont get knocked out on the 3rd Swing Neck Breaker Drop, then you can use The Great Wall Drop (Chojin Lvl 3 special) and pin them instantly afterward. If they do get knocked out, you will have to do an additional Schmitt Back Breaker.
  128. - You can alternatively use Rogue Shogun or Kevin Mask (both pretty quick). But its not worth it in my opinion.
  129.  
  130.  
  131.  
  132.  
  133. 1.4. General Tricks
  134. There's plenty of tricks or occurrences that are helpful to be aware of.
  135. Match Set Up:
  136. - For the game modes Versus and Tournament, you can change the Match Set Up
  137.  
  138. Buffering:
  139. - During various actions, you're able to buffer certain moves or attacks, allowing you to do them on the first possible frame. This is extremely useful for grappling opponents after you pick them up; a lot of the time you're only really able to grapple them if you grapple on the first possible frame. This is also useful for air attacks so you can attack on the first frame you're in the air. Buffering grapples doesn't make choosing which grapple move you're doing, harder. It's easy to let go of Circle or use L directions right after you grapple if you need to.
  140.  
  141. Differences of Special Grapples:
  142. - When you special grapple, you have a shorter grapple range. Often times its best to not special grapple your opponent right after you pick them up.
  143. Its best to wait until you know for sure you can grapple them. The best way is to either wait for them to run at you, or to stand on top of them until they get up off the ground.
  144.  
  145. Infinite Ground Grapples:
  146. - There's a set of ground grapples that can go indefinitely. Normally, when you're on the ground, your Get-Up Number (See 2.6. Pinning & Get-Up) is set and you're able to be ground grappled. However, after you've been ground grappled, the game sets your Get-Up Number to 0 causing you to get up almost instantly. Sometimes when a player ground grapples, they get up faster than the other player is done with their animation, as well as being in a good spot to ground grapple again. When the Get-Up Number is 0, you can still technically ground grapple on this frame. With this information I've found that there's actually 3 different ground grapples that allow for Infinite Ground Grapples, most of them are shared between 12 characters. It's not useful to use Infinite Ground Grapples. However, its very useful to keep them in mind because the COMs tend to do it. If any of these characters ground grapple you once, expect them to do it again right after.
  147.  
  148. Name Orientation
  149. - Shivano Face Down
  150. - Robin Mask Face Up
  151. - Kid Muscle Face Up
  152. - Checkmate Both
  153. - Jeager Face Up
  154. - Hanzo Face Up
  155. - Ramenman* Face Down
  156. - Lomeinman* Face Down
  157. - Baracuda Face Up
  158. - Lord Flash Both
  159. - Warsman Both
  160. - Chojin Kid Face Up
  161. *Inconsistent (Depends on how close you are to ropes)
  162.  
  163. 2.0 GAME MECHANICS
  164. The game has several key components to it. Although many of them are visible onscreen, they're not indicated by any exact numbers. It's extremely important to know how each and every one of them works, in order to optimize your speedrunning. Understanding the game's mechanics will help you learn, the intuitive decision making skills.
  165.  
  166. 2.1. Health
  167. Each player has 2400 Health. This Health is lowered through various moves. Once the player reaches 0 Health, their character becomes invisible and cannot do anything. During Survival and Mask Hunt mode, you gain a bit of health. This shifts to 200, 400, or 1000 health; however, it's currently unknown what causes this shift. You also maintain Health during Team Battle mode.
  168.  
  169.  
  170. 2.2. Muscle Power
  171. At the start of each round, each player has 0 Muscle Power. This Muscle Power is gained through various actions depending on the character. Once someone's Muscle Power reaches 2400 or more, the game queues the Muscle Power animation and sets the players Muscle Power to 2400 decrementing by 1 every frame. At a steady 60 FPS, Muscle Power lasts for 40s (with the exception of Gold Rogue). The Muscle Power animation doesn't restrict your character at all, so you can cancel it with any movement/action.
  172.  
  173. Muscle Power is very important. Most characters have special buff's or resistances during Muscle Power. It also affects pinning greatly, and it sets the player's Extra Health.
  174.  
  175.  
  176. 2.3. Extra Health
  177. Extra Health is a hidden mechanic, and not many people understand how it works; but, its pretty simple. At the start of each round, each player has -1 extra health. Once the player reaches 1 Health, the game checks whether or not they have -1 Extra Health. If they have -1 Extra Health, then the game keeps their Health at 1, and changes their Extra Health to their (Muscle Power)/3. After the Extra Health is set, the game then subtracts any remaining damage dealt from their Extra Health. If the player doesn't have -1 Extra Health, then the game subtracts all damage dealt from their Extra health until it reaches 0, then moves onto the players remaining Health. Extra Health is ONLY SET ONCE, and its only changed by damage from that point on. A simple way to look at is that 1/3 of the player's Muscle Power is essentially their Extra Health, and is only set once they reach 1 Health, and only occurs once per round. Extra Health is never saved between any games through out all game modes. It will always be set as -1 at the beginning of every round. Extra Health also has no effect on Pin falling & Getting Up.
  178.  
  179. Since Extra Health is only set once by Muscle Power, some tricks can be done. If you're at low health and full muscle power, its better to intentionally get hurt past 1 Health so you set your Extra Health high. This is especially important for game modes like Mask Hunt.
  180.  
  181.  
  182. 2.4. Chojin Power
  183. Every player in the match has their own Chojin Power. It starts at 0, increases through various actions, and its max value is 2400. Interestingly enough, Chojin Lvl's 1 and 2 both scale linearly, but Chojin Lvl 3 is increased by a bit: Lvl 1 is 720 Chojin Power, Lvl 2 is 1440, and Lvl 3 is 2400.
  184.  
  185. ATTACKS/GRAPPLES
  186. - Most grapples have their own arbitrary Chojin Power Gain
  187. - Gain 1.5-3 Chojin Power per damage dealt (depends on character)
  188. - Gain 2 Chojin Power per damage received (from non-special attacks).
  189.  
  190. SPECIALS
  191. - Lose 288 Chojin Power from getting hit by Lvl 1 Specials.
  192. - Lose 456 Chojin Power from getting hit by Lvl 2 Specials.
  193. - Gain 432 Chojin Power from getting hit by Lvl 3 Specials.
  194.  
  195. - Lose 360 Chojin Power from attempting to use any Specials.
  196. - Lose an additional 360 Chojin Power once, landing Lvl 1 Specials (after attempting to use a special, so 720 in total)
  197. - Lose an additional 1080 Chojin Power landing Lvl 2 Specials (1440 in total)
  198. - Lose an additional 2040 Chojin Power landing Lvl 3 Specials (2400 in total)
  199.  
  200. MISC
  201. - Lose 1 Chojin Power per frame from Shivano's or Buffalo Rampage's Muscle Power.
  202. - Some characters have increased Chojin Power gain when low Health or in Muscle Power, Gold Rogue gains 2400 Chojin Power instantly when he gets Muscle Power.
  203. - Gain 1 Chojin Power per frame when tagged out, in tag team mode.
  204. - Gain 2400 Chojin Power from Meat balls.
  205. - Gain 600 Chojin Power from receiving a Power Up.
  206.  
  207.  
  208. 2.5. Knockout Number
  209. Each player has their own Knockout Number; this is set to 0 by default. Every move against the player has a certain affect on the Knockout Number. Most light attacks don't change it at all, but heavy attacks and grapples to the player increases the player's Knockout Number. Once this Knockout Number is greater than or equal to 240, the player is instantly knocked out. Once they're standing up and in the knocked out position, the Knockout Number is reset to 0. Any damage done to the player (including moves that do 0 damage), removes their knockout effect. Lastly, anytime the player deals damage to someone, the players Knockout Number is reset back to 0. This means that in order to knock a player out, you must do a number of moves on them without them touching anyone.
  210.  
  211. STANDING
  212. Falling Phase: 45 frames
  213. Get-Up Phase: 60 frames (attackable & decrements by 1 per main input)
  214. Stand Up Phase: 95 frames
  215. Knockout Phase: 180 frames (attackable)
  216. = 380 Total frames
  217. = 180 frames vulnerable
  218.  
  219. ON THE GROUND
  220. Get-Up Phase: Continues your original Get-Up Number where it left off. (attackable & decrements by 1 per main input)
  221. Stand Up Phase: 95 frames
  222. Knockout Phase: 180 frames (attackable)
  223. = 275 Total frames
  224. = 180 frames vulnerable
  225.  
  226.  
  227. 2.6. Pinning & Get-Up
  228. It's extremely important to know how Pinning and Get-Up (time to get off ground) works. Getting a full scope on it is vital for pretty much every single match. Essentially, the game takes 3 values from the player: Health, Muscle Power, and Knockout Number. The Pin Number uses these numbers in a formula, and the Get-Up Number also has its own formula with these numbers.
  229.  
  230. Variables:
  231. HP = Health
  232. MP = Muscle Power
  233. KO = Knockout Number
  234.  
  235. Pin Number Formula:
  236. MAX(MIN(70 - FLOOR(HP/24) - FLOOR(MP/48) + CEILING(KO/20), 70), 0)
  237. Get-Up Number Formula:
  238. MIN(300, CEILING((2400-HP)/12) + CEILING((2400-MP)/24)) + 40 - FLOOR((240-KO)/2.4)
  239.  
  240. Pinning is simple, when you're getting pinned, your Pin Number decrements once per frame. Additionally, every frame you press a main input (X, O, △, ▢), your Pin Number decrements by 2 instead; this is also the case for Get-Up. Looking at the formula, every one of the 3 main variables are important to the Pin Number. The easiest to change being the Knockout Number. This means when your opponent is around 40% Health and no Muscle Power, you can pin them every time if they're close to being knocked out. The COMs can escape a Pin Number of 36 or lower.
  241.  
  242. Efficiently pinning becomes intuitive with practice. Just know that if they're around 40% (or less) Health and have low Muscle Power, as well as being close to Knockout, they're really easy to pin. It is important to keep this in mind during Mask Hunt too. One very important aspect of pinning will be mentioned in 2.7. Damage Reduction.
  243.  
  244.  
  245. 2.7. Damage Reduction
  246. Damage Reduction is a mysterious mechanic that affects several grapples. Most grapples have a slight chance to deal 2x, or 3x less damage, depending on the difficulty. For easy, its rare; for normal, its normal; for hard, its common. On 2 player, Damage Reduction does not occur. Additionally, Damage Reduction does not change the Chojin Power gain in any way.
  247.  
  248. Damage Reduction has a very important affect on the Knockout Number. When a grapple is damage reduced, it still contributes the same affect on the Knockout Number. However, it CANNOT increase the Knockout Number past 239. This means if you're opponent is close to being knocked out, it will never knock them out if you keep getting damage reduced. This can help in a lot of cases, actually; If you need to lower your opponents health, but want to keep their Knockout Number from resetting, Damage Reduction is perfect.
  249.  
  250. Grapples affected by Damage Reduction (incomplete):
  251. - Every Grapple
  252. Grapples not affected by Damage Reduction (incomplete):
  253. - Schmitt Back Breaker
  254.  
  255.  
  256. 2.8. Buffs & Resistances
  257. Many characters have certain Damage Buffs or Resistances when they're either low health, in Muscle Power, on concrete, or affected by Support.
  258.  
  259. Damage Calculations
  260. The way the game calculates the damage a move does is very important. It first has the base damage, then multiplies it by any resistance your opponent has active. It then runs through Damage Reduction. After that it multiplies that number by any Damage Buffs your character has active. Finally the Concrete bonus is applied (if the move is affected by concrete). After every single effect it runs through, it rounds down; this is the case for a vast majority of cases, though some times this line of logic doesn't work for some reason, I've been unable to fully figure out what causes slight differences between my calculated damage & the damage done in-game. I've tested whether it was character priority or player priority that could switch the order of effects around, but I couldn't find anything :(
  261.  
  262. Order of Effects:
  263. 1. Resistances
  264. 2. Damage Reduction
  265. 2. Damage Buffs
  266. 3. Concrete (50% increase):
  267. Formula:
  268. FLOOR(FLOOR(FLOOR(FLOOR(Base*Resist)*Reduce)*Buff)*Mat)
  269.  
  270. RESISTANCES:
  271. - Big Budo MP: 20%
  272. - Gold Rogue MP: 30%
  273. DAMAGE REDUCTION:
  274. - Chance of: 33.33%
  275. - Chance of: 50%
  276. - Chance of: 100%
  277. DAMAGE BUFFS
  278. - King Muscle LESS than 720 Health: 5%
  279. - Terry Man LESS than 720 Health: 15%
  280. - Big Budo LESS than 720 Health: 40%
  281. - Neptuneman LESS than 720 Health: 30%
  282.  
  283. MAT
  284. - Normal: 0% Buff
  285. - Ice: 0% Buff
  286. - Concrete: 50% Buff
  287.  
  288. CHOJIN BUFFS
  289. - King Muscle LESS than 720 Health: 45%
  290. - Terry Man LESS than 720 Health: 35%
  291. - Big Budo LESS than 720 Health: 20%
  292. - Neptuneman LESS than 720 Health: 30%
  293.  
  294. MUSCLE POWER GAIN BUFFS
  295. - Neptuneman LESS than 720 Health: 100%
  296.  
  297. SPEED INCREASE
  298.  
  299.  
  300. 2.9. Movement Speed
  301. Takes 25 frames to do first dash, and its the same for every character
  302. frames per dash after that varies per character.
  303. Every character has same distance per dash.
  304. Kid Muscle: 25 frames
  305. Terry Kenyon: 25 frames
  306. Wally Tusket: 32 frames
  307. SUPER FAST
  308. FAST
  309. MODERATE
  310. SLOW
  311. SUPER SLOW
  312.  
  313. 3.0 Characters
  314.  
  315. 3.1 Various Character Types
  316. 3.2 Important Characters
  317.  
  318.  
  319. 4.0. MASK HUNT
  320. Mask Hunt is by far the most RNG dependent part of the run. Any of the 3 COMs can ruin the match at any time.
  321.  
  322.  
  323. 4.1. Mask Hunt Characters
  324. In Mask Hunt, there are 23 different characters all of which have specific attributes. Slow and aggressive characters are basically free masks, passive characters and quick characters (if they're aggressive its when they're low on health) require air attacks to keep them in place, and the various Muscle Power gain serves an issue since Muscle Power is Extra Health (See 2.3. Extra Health). Characters that gain Muscle Power from damage received, you'll have to damage them to around half health or so (even more if you want to play it safe). For characters that gain Muscle Power from low health, you'll have to lower them past 1000 health (41.66%) if you're utilizing Neptuneman's rage mechanic.
  325.  
  326. List of characters & their attributes:
  327. - Kid Muscle: Slow, aggressive, MP from DMG dealt
  328. - Wally Tusket: Slow, passive, MP from DMG dealt & received
  329. - Kevin Mask: Quick, aggressive, MP from DMG dealt
  330. - Hanzo: Quick, aggressive, MP from DMG dealt
  331. - King Muscle: Quick, aggressive, MP from DMG dealt
  332. - Robin Mask: Quick, aggressive, MP from DMG dealt & received
  333. - Warsman: Slow, aggressive, MP from none
  334. - Shivano: Slow, aggressive, MP from DMG dealt & received
  335. - Manitoban: Slow, aggressive, MP from DMG dealt
  336. - Specialman: Slow, passive, MP from DMG dealt
  337. - Starface: Quick, aggressive, MP from low health
  338. - Rogue Shogun: Quick, aggressive, MP from DMG dealt
  339. - Lord Muscle: Quick, aggressive, MP from DMG dealt
  340. - Lord Wrangler: Quick, aggressive, MP from DMG dealt
  341. - Lomeinman: Quick, aggressive, MP from DMG dealt
  342. - Barracuda: Quick, aggressive, MP from DMG dealt
  343. - Poseidon: Slow, aggressive, MP from DMG dealt
  344. - Commander King Muscle: Quick, aggressive, MP from DMG dealt & low health
  345. - Grandpa: Slow, passive, MP from DMG dealt
  346. - Vance McMadd: Slow, passive, MP from DMG dealt
  347. - Comrade Turbinski: Quick, aggressive, MP from DMG dealt & low health
  348. - Chojin Kid Muscle: Slow, aggressive, MP from DMG dealt
  349. - Lord Flash: Quick, aggressive, MP from DMG dealt
  350.  
  351.  
  352. 4.2. Overall Strategy
  353. The absolute best strategy is utilize Neptuneman's rage mechanic; 3.5.X states that when Neptuneman is under 720 Health (30%), he gains a 30% damage & Chojin Power Gain increase, as well as getting 2x more muscle power from dealing damage. You can lower your Health by pressing L3 to throw the Power Up move. This lowers your Health by 300 (12.5%), so you should only need to do this 6 times; however, this counts as your opponents (Last fighter you've come into CONTACT with) damage dealt, which means that if they're a character that gets muscle power via damage dealt it can cause issues. Additionally the Health you gain every win shifts to 200, 400, or 1000 health; it is currently unknown what causes this shift. One more thing is that Mask the End deals 1871 damage with Neptuneman, and 2015 damage with Big Budo, when below 720 health.
  354.  
  355. So, with this information the overall strategy is to damage the opponent you don't want a mask from, THEN lower your Health by throwing Power Ups. This will keep the mask you want from gaining too much muscle power. Next, quickly damage the masked character you want (you can switch targets with R), and get Chojin Lvl 3 by doing the Schmitt Back Breaker 4 times, and the Arm Lock Suplex once. This should also knock them out, and put them at the perfect health. If Big Budo wastes his Chojin Power, then you have to Schmitt Back Breaker your opponent a few times and throw Power Ups every time they're down. After your first mask of the streak, the preceding masks are different since you don't have the same starting Health. The strat when at lower Health is actually faster at times. The strategy is to do the Schmitt Back Breaker 4 times, and the Arm Lock Suplex once, as per usual. Then whilst they're knocked out, quickly throw 2-3 Power Ups at Big Budo, and then do Mask the End. If he doesn't have enough Chojin Power, then you'll have to do more Schmitt Back Breakers.
  356.  
  357. Make sure you're very wary of the other COMs; they often switch targets A LOT (including Big Budo). Whenever any of them change targets, try to "keep busy" by grappling opponent and grappling opponent on the ground too. Be careful when you're throwing Power Ups; try to do it when the other opponent is on the ground or in a grapple.
  358.  
  359.  
  360. 4.3. Techniques
  361. 1. Utilizing Air Attacks
  362. For any characters that are passive, you want to be very careful when you're picking them up and grappling. Often they'll escape you and fight back. The best way to circumvent this is to pick them up and then instantly try to air attack them, THEN try to grapple them. This is more safe and effective. This also goes for characters that are quick and aggressive, but only when they're at low health. Air attacks are also very useful at the start of the match, if you're at really low health. Its important you're very careful to avoid getting grappled to the ground, as you can get pinned very easily.
  363.  
  364. 2. Avoiding pins
  365. There's 3 instances where you can keep pins from happening: Big Budo getting pinned, you getting pinned, and your target getting pinned. To keep Big Budo from getting pinned, you can actually air attack the pinner to stop them. As mentioned earlier, the best way to get out of pins is to spam at least one of the 4 main inputs (X, O, △, ▢) per frame; with practice I was able to do around 17 inputs a second, or about 1 input every 3.5 frames. Lastly, you can get your target out of pins by preventing them from getting pinned in the first place. Keeping them from targeting Big Budo, and keeping Big Budo from targeting them is key to prevent this.
  366.  
  367.  
  368.  
  369.  
  370. Changelog
  371. v0.3a Apr 14, 2022
  372. v0.3a Apr 13, 2022
  373. Added 2.9. Movement Speed
  374. Changed 2.8. Hidden Effects & Multipliers to Buffs & Resistances
  375. Changed indenting style
  376. Moved Changelog to bottom
  377. Finished writing all of 1.2. Resrouces
  378. Added 1.2.1. PCSX2
  379. Added 1.2.2. How to Get a copy of the game
  380. Added 1.2.3. LiveSplit
  381. Added 1.2.4. Keyboard Setup
  382. Added 1.2. Resources
  383. v0.2a Apr 12, 2022
  384. Finished writing all of 2.0. GAME MECHANICS
  385. Added 2.0. GAME MECHANICS
  386. Added 2.1. Health
  387. Added 2.2. Muscle Power
  388. Added 2.3. Extra Health
  389. Added 2.4. Chojin Power
  390. Added 2.5. Knockout
  391. Added 2.6. Pinning & Getting up
  392. Added 2.7. Damage Reduction
  393. Added 2.8. Hidden Effects & Multipliers
  394. Added 3.0 Characters
  395. Added 3.1 Character Types
  396. Added 3.2 Important Characters
  397. Finished writing 4.0. MASK HUNT
  398. v0.1a Apr 11, 2022
  399. Finished writing 1.2. Standard Route
  400. Added 4.3. Techniques
  401. Added 4.2. Overall Strategy
  402. Added 4.1. Mask Hunt Characters
  403. Added 4.0. Mask Hunt
  404. Added 1.4. Changelog
  405. Added 1.2. Standard Route
  406. Added Table of Contents
  407.  
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