- Engine Compatibility
- MUGEN 1.0
- MUGEN 1.1b
- IKEMEN-GO (Stable)
- IKEMEN-GO (Nightly)
- IKEMEN-GO-Plus-ULTRA
- V-IKEMEN
- IKEMEN-Void
Plays in a CVS/POTS style
=====<Movelist>=====
U - up x - light punch a - light kick
D - down y - medium punch b - medium kick
F - forward z - heavy punch c - heavy kick
B - back p - any punch k - any kick
s - start 2p- two punches 2k- two kicks
(Air) - Move must be performed in the air.
(EX) - Move has an EX version, performed by pressing two punch/kick buttons.
(MAX) - Use two punch/kick buttons when performing a Super move to power it up.
-IF YOU DON'T WANT CHAIN COMBOS GO TO THE CONFIG AND CHANGE THE VALUE UNDER VAR 55
TO 0 AND SAVE.Turning off the chain combos will give the character more of a
cvs-ish type damage for normal attacks.
<THROWS>
.Punch Combo Throw F/B + 2p+2k (near opponent)
.Air Punch Throw F/B + 2p+2k (near oponente, air)
<UNIQUE MOVES>
.-
<SPECIAL MOVES>
.Coconut Throw (EX) D, DF, F, p
.Banana Throw (EX) D, DF, F, p (Air)
.Big Punch (EX) D, DB, B, p
.Ball Tackle (EX) D, DF, F, k (Air too)
.Mega Stomp (EX) F, D, DF, k
.Quick Lariat (EX) D, DB, B, k (Air too)
<SUPER MOVES>
<LEVEL 1>
.Mine Cart Barrage (MAX) D, DF, F, D, DF, F, p
.Gigaton Blow (MAX) D, DB, B, D, DB, B, k
.Rising Double Lariat (MAX) D, DB, B, D, DB, B, k (Air too)
<LEVEL 3>
.Jungle Rush D, DF, F, D, DF, F, 2k
=====<System>=====
.Forward Dash F, F
.Run -> hold
.Backward Dash B, B
.Low Jump tap U
.High Jump tap D, U
.Long Low Jump tap D, tap U
.Sidestep x + a
.Sidestep Attack -> p / k
.Forward Roll F + x + a
.Backward Roll B + x + a
.Parry High tap F
.Parry Low tap D
.Air Parry tap F (Air)
.Power Charge hold y + b
.Guard Cancel Roll F/B + a + x (during standing or crouching guard) (1 power bar)
.Zero Counter (New Input) F + 2p / 2k (during standing or crouching guard) (1 power bar)
.Zero Counter (Classic Input) B, DB, D + p / k (during standing or crouching guard) (1 power bar)
.Custom Combo z + c (Air also) (1 power bar)
.Fall Recovery 2p / 2k / a + x (while falling and allowed)
U - up x - light punch a - light kick
D - down y - medium punch b - medium kick
F - forward z - heavy punch c - heavy kick
B - back p - any punch k - any kick
s - start 2p- two punches 2k- two kicks
(Air) - Move must be performed in the air.
(EX) - Move has an EX version, performed by pressing two punch/kick buttons.
(MAX) - Use two punch/kick buttons when performing a Super move to power it up.
-IF YOU DON'T WANT CHAIN COMBOS GO TO THE CONFIG AND CHANGE THE VALUE UNDER VAR 55
TO 0 AND SAVE.Turning off the chain combos will give the character more of a
cvs-ish type damage for normal attacks.
<THROWS>
.Punch Combo Throw F/B + 2p+2k (near opponent)
.Air Punch Throw F/B + 2p+2k (near oponente, air)
<UNIQUE MOVES>
.-
<SPECIAL MOVES>
.Coconut Throw (EX) D, DF, F, p
.Banana Throw (EX) D, DF, F, p (Air)
.Big Punch (EX) D, DB, B, p
.Ball Tackle (EX) D, DF, F, k (Air too)
.Mega Stomp (EX) F, D, DF, k
.Quick Lariat (EX) D, DB, B, k (Air too)
<SUPER MOVES>
<LEVEL 1>
.Mine Cart Barrage (MAX) D, DF, F, D, DF, F, p
.Gigaton Blow (MAX) D, DB, B, D, DB, B, k
.Rising Double Lariat (MAX) D, DB, B, D, DB, B, k (Air too)
<LEVEL 3>
.Jungle Rush D, DF, F, D, DF, F, 2k
=====<System>=====
.Forward Dash F, F
.Run -> hold
.Backward Dash B, B
.Low Jump tap U
.High Jump tap D, U
.Long Low Jump tap D, tap U
.Sidestep x + a
.Sidestep Attack -> p / k
.Forward Roll F + x + a
.Backward Roll B + x + a
.Parry High tap F
.Parry Low tap D
.Air Parry tap F (Air)
.Power Charge hold y + b
.Guard Cancel Roll F/B + a + x (during standing or crouching guard) (1 power bar)
.Zero Counter (New Input) F + 2p / 2k (during standing or crouching guard) (1 power bar)
.Zero Counter (Classic Input) B, DB, D + p / k (during standing or crouching guard) (1 power bar)
.Custom Combo z + c (Air also) (1 power bar)
.Fall Recovery 2p / 2k / a + x (while falling and allowed)
