The -Power Instinct Matrimelee 2: Liberation of Lust- Thread

(Edit: This is not a sequel but just a revision to the first Power Instinct Matrimelee. It’s for Arcades and has been ported to the PS2 since April '06)

So I just got this game and I was wondering if anyone plays it. If not, I’ll post some stuff and maybe a review for this funny game. Sorry if it seems jumbled, I’m playing as I’m editing.

First Impressions: This game is similar to the SNK fighters (has four attack buttons, rolls, etc.) and has the typical fireball/dragon punch moves. There’s even a guilty gear like BURST move, but it takes meter. The art isn’t bad, it’s not as pixellated as SNK games but the background(s) have a definite old feel to them. So far I’ve only seen ONE background stage, and it plays a strange playlist of music. The music is not your typical fighting music at all. It’s either a sad serenade (WTF?) and some traditional sounding song with some japanese vixen siging. The character designs are where this game really shine. They range from Goofy (Old People?!) to WTF? (Kintaro, a little boy wearing nothing but a damn apron who transforms into a giant Dog Cosplayer) to Usual (Ninja & Shotokan Character, seem familiar?) to Strange (A Gendo Ikari look alike, Female Body Builder) and Cute! (The mascot of the game, a little girl). One cool aspect about some of the characters is that they can transform into alternate characters. Another aspect to the game I haven’t tried out is something called ‘Lust Cards’. The Lust Card system is for bonuses, like BGM and “buddy” characters that come in midround and do something. I’m not entirely sure on this one but I -am- certain that’s what the mission mode is for. So far, I’d say this game is probably a lot more deeper than I think it is, and just the kooky character selection (over 16, plus transformations) itself make the game worth a try. PM for instructions on how to get this game if you’re strapped for cash.

Here’s a battle with the last boss:
[media=youtube]MHyUAN4mGyE[/media]
And some more background information on the series:
http://hg101.classicgaming.gamespy…werinstinct.htm

(following links from ClearSky on Dustloop, THANKS!:wgrin:)
Combo video and five combo clips for the game:

http://page.freett.com/oirobiks/a-betusabadouga.html

Music video from the game (was used in the combo video):

[media=youtube]ec7JCwez5IY[/media]

Bonus material - more music video material from the game:

[media=youtube]DiYRz9FwS2Y[/media]
[media=youtube]uhxa9DxtsB4[/media]
[media=youtube]zSeVhilYWD8[/media]
[media=youtube]UTfloAnyVxs[/media]

Any more information is welcomed!

Q. How’s the game system like?
A. It reminds me of SNK games alot (with it’s fair share of copied moves!) so if you’re a SNK fan, or a Rage of the Dragons fan, you will feel at home. SF players won’t have a hard time learning this game as most of the special moves are like fireballs, etc. There are however some crazy supers: Kinjite (one shot secret skill). This is NOT a SNK game, but so similar to it, I think it is.

Q. How’s it different from said SNK/CAPCOM game?
A. It has a BURST system similar to Guilty Gear. There are also some characters that transform with their own set of moves (some are similar to original characters). There’s also a Lust Card system where you can summon characters to do special moves (Sorta like X-men vs Street Fighter). I also heard the Referee dude (from Samurai Spirits?) comes in and helps you. There’s also an instant death mode where if your opponent taunts, counter with a taunt and a tv shows up with Letters (you push them, like Simon says), first one to push the correct letter, their opponents gets hit. Freaking crazy huh? Oh and, this game intentionally has the WTF?! factor; it was made to be funny/weird.

Q. Why the long ass name, Punk?!
A. If you wanted the japanese name, you could’ve asked me.
How about I rename the thread to…
Shin Gouketuji Ichizoku Bonnou Kaihou… huh?

Q. What the hell is Power Instinct?!
A. Wikipedia, my friend. Use it well.

Q. Why did I make this thread?
A. Besides being an obscure title, I thought this would also be a solid fighter. Despite not being too popular (I hope I’m wrong) there doesn’t seem to be any crazy broken shit in this game (AFAIK). With those that are hardcore gamers and game collectors might enjoy this first and possibly last Power Instinct incarnation on the PS2.

Q. What are the controls?
A. SNK style, baby.
A- Lite Punch C- Hard Punch
B- Lite Kick D- Hard Kick

(moves are shown assuming facing right to opponent)
6AB - roll foward
4AB - roll back
2CD- launcher (like MvC2 &/or GG? NO!)
CD - attack that makes opponent slam against the wall you’re facing
When you land on the ground, press AB to roll safely.
Block->CD - Burst that will hit and knock opponent away.
You can double jump at the peak of your first jump!
You can Super Jump (2,8) and diagonal super jump; double jump at peak
BURST attacks happen when you fill 1 stress bar.
(info taken from several Gamefaq sources: shadow theory, syochan)

Oh and… I sure hope you’re familiar with numerical notation!
Credits:
Most information taken from this site with a few of my own stuff,
http://www10.ocn.ne.jp/~adaki/index.html

Reiji: Your dark-haired shoto-like character.
(WIP)

Key:
c.- close
f.- far
j.- jumping towards opponent

Normals:

A- Short and fast jab
C- Fast punch with okay range
B- low kick to the shin, fast
D- swinging high kick, head level, slow startup

Close:
A- fast jab
C- 2 Hit uppercut move, a bit slow on startup
B- standing head level kick, fast
D- jumping kick to grown area, fast & VERY good

Jump:
A- short elbow, you have to be in deep to use
C- 45 degree punch, has okay range on it
B- 45 degree knee, has crappy short range, must be deep in jump
D- 45 degree kick, great range and best for crossovers

6A - long startup uppercut like punch
3B - weird elbow like drop that is two hits, but you can cancel first
hit into something else, like Tsubame dance.

Specials:
Intense Palm - 236+P
Flame Ascent - 623+P (can dash into)
Tsubame Dance - (In Air) 214+K
Unclear Dispatch - 63214+D (command grab)

Supers:
Stress Attack - 632146+C
*During stress chute - 623+C
~Kinjite - 236236+C
(Takes 2 bars)

Simple Combos:
c.B > D
2C > 2C
c.D > 63214+D
You can do variations of j.D > weak attacks > command throw

2C (hit verification) > 632146+C
j.D > 2C > 3B(1hit) > qcb+K
j.D > c.C > 3B(2hit) > 623+P
j.D > c.C > 3B(2hit) > K rapidly
j.D > c.B > 632146+C (if in corner?) dash in P > 623P > 63214+D

Is this the PS2 vers of PIM, or a brand new arcade game?

ps2 version

Good info but There is an older thread on this.

For movelists go to www.gamefaqs.com and look under the Power Instinct Matrimelee section for NeoGeo or Arcade…

This game has Bobby Olgun in it but does not have the ROTD characters…they are in the NeoGeo versions and Arcade.

There have been some tweaks and I am a avid PIM player…so once I get it in I will put in my two cents about what has been taken out…and I can compliment with strats etc…

Because in truth this game is really NOT PIM2…its a basic add on to PIM1…which means that mostly everything remains the same.

But if Poochy’s Counterhit infinite remains I will see…or if Claras Hammer OTG Infinite remains we shall se very soon.

I bet Mr.Olgun is broken…

Hey Dark Geese, I’ve taken a lot of info from the gamefaqs movelists and such so I myself am not entirely certain that the little infos here are correct, and you are right about it not being PIM2, but for now that’s the best we’re going to get next to a real sequel. Thanks for reading this thread, I look forward to your input!

Sure thing man…I will input stuff as I go along and then be sure to add onto stuff as I go along.

I’ve taken notes on PIM1…and I could share that stuff with you guys a little later of course…I bet the most broken stuff has been taken out…

But yet still making this a very fun game…

Keith: Sorta like a Terry Bogard Wannabe
(WIP)

Specials:
Lightning Slash - 214+P
Knuckle Bomber - 4(hold),6+P
Rolling Cannon - 214+K (can dash into)
Spiral Kick (can be done in air also)

  • 236+B, D version adds extra hit
    *chained into 236+B, or D for extra hit
    *chained again into 236+B or D

Supers:
Stress Attack: 2141236+C
*chained into 2141236+C for extra hit
Kinjite: 236236C

Normals:
6B - Slow heel kick, hit confirms into kinjite
6D - Slow kick but with long range.

Combos:
c.C > C
2C > C
2B, 3 > A Knuckle Bomber
j.D > c.C (2 hits) > C > 6D > A knuckle bomber or stress chute > 214236+C

From the sounds of it, some of the weirder motions might have changed- which is a good thing. Have any of you tested to see if the infinites still/no longer work?

Also, can you burst while being juggled? That would solve the infinite problem right there.

Infinites? This is my first time playing a PI game…
Burst while being juggled? I think so, since when you’re hit you gain meter and when you gain meter you burst I would think, but I’ll try it out.
EDIT: Weird thing is, when you gain a meter while doing a combo, you burst. However, you can finish a combo while your opponent’s meter goes up. Until they get back up, they can’t Burst.

Okay this is what I have gathered so far…

Everything is the same from PIM one as far as tweakes are concerned meaning all the double counterhit mess and Poochys corner semi infinite to 100% etc are all there…meaning also now Claras OTG is there and many other things are now in the game that I can dig up and post back up tomorrow.

Only thing different is that now transformations have returned and also that more stuff has been added…so I would call it the “Complete PIM” instead of PIM2.

Whew, so there is some more broken stuff huh? Mind posting some of it? I wanna try them out. Also, is there like a tier list for the first PI?

Sure thing…I will post some of it Sunday morning…

I’ll be postin’ some more character specific combos later perhaps.
I also wanna know the tier list for this game. Clara and Poochi are probably S-tier. :sad:
Also, how the heck does kintaro transform into poochi? Push A,B,C rapidly?
I want to make sure I got this right:
Clara’s Guardcrush
Dash in B, 214+A, c.B, C, 214+A, then guard breaks then go into super… etc.

That is correct…I will try this weekend to post some PIM1 match vids of some people playing myself included…it won’t be from PIM+ as we call this game…but it will be to let people see more of how it is played and some matches…

The transformations are really weird however…

The tier listing? That is a good question…I will have to look into it…yes Poochi was pretty damn good in PIM1…and so was Clara…

so no surprise…

You play ROTD at all??

I will also play ROTD Lynn etc in the NeoGeo game so you see what they are like…and I will also post ROTD match vids in the ROTD thread…

ROTD? Nope, don’t have a neo geo. :sad:
I heard it was pretty good and I’m interested in seeing how it’s like though.

Well sure If I can I will post up some PIM matches in this thread…first one on NeoGeo though…from what I can gather you will be surprised to find out just how much is EXACTLY THE SAME…

Well, I just started playing this and it seems pretty good to me. Has anyone finished all of the missions? I got stuck on B2, not sure what the win condition is on it (my kanji skills aren’t too great)

Poochy is a transform so will an infinite work? (you just turn back after a certain amount of time as far as I can see…)

One thing I don’t like is how ‘clunky’ the controls feel after playing something very leinient like KOFXI, especially considering some of the supers in this still seem to be on fairly wierd motions.

Currently playing Shintaro, Olaf and Hikaru. Going to take me quite a while to unlock enough points to get all the cards. Not that many of them are actually battle cards, it seems. There’s some for the character endings (the block of cards that cost 250 - can only get after you beat single mode with that character), and some for stages (the block of cards costing 100 - useful for a kind of sound test mode for the awesome music). Of the battle cards, numbers 1-4 seem to be just colour changing ones. Found one other which let you press r1 to raise super guage a bit, I’ll post again with more details when I test out the others.

edit: to do a transform you just have to land a throw with the character. Opponent goes dizzy while you transform. Kintaro’s A+B+C super on the movelist is hold A, then while doing that hold B, then while doing that hold C (took me a while to figure that out). It is actually a super where the big dog thing he rides in on in his intro comes across the screen.

Poochy has like a semi that if you have a super can link into a 100%. I have still yet to get the upgrade/ps2 version…so I am still backtracking…not ignoring this thread I assure you.

I will test some stuff Saturday and tru to figure it out…the NG version does not have transformations.

The controls are based off old school NeoGeo…so yes even though.