Giant Gram 2000: All Japan Pro Wrestling 3 (GG2K) | |
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Developers |
Sega AM2 |
Systems |
Arcade (ZN-2) |
Sega Dreamcast JP: December 9, 1999 NA: April 2000 PAL:August 25, 2000 | |
Online Play |
Rollback (Flycast on Fightcade, PC) |
Community Channels |
Introduction
Giant Gram 2000: All Japan Pro Wrestling 3 was made by the Sega/WOW developing house in Japan. This title features wrestlers from the All Japan promotion, and also a wide variety of legendary figures. Giant Gram 2000 focuses on the sport aspect of professional wrestling. All of the western stuff you would expect to find in a wrestling game, such as: Steel chairs, steel cages, ladders, tables, and all other unnecessary weapons are left out of this release. The game also features an overhauled “burning” fan system. This system let’s the player build up a meter on-screen, that fills up according to all of the reversals and other moves he or she is performing on an opponent. Once the meter is filled the player then enters a “Burning Rage” which allows for the he or she to initiate devastating combos and other moves to defeat opponents.
Basic Mechanics
Giant Gram 2000 is a wrestling/fighting hybrid game that marries Sega's Virtua Fighter sensibilities (guard button, VF3-esque move button) with wrestling mechanics. GG2K uses the "Rock, Paper, Scissors" wrestling method to determine the priority of moves and attacks:
Strike beats Throw Throw beats Grapple Grapple beats Strike
So if you were to attempt a Grapple and your opponent attempts a Throw, your opponent's move will have priority and you'll be Thrown. But if you attempt a Grapple and your opponent attempts a Strike, your Grapple will have priority and you'll Grapple the opponent. It seems like a simple method, but the unique ways each character interacts with these mechanics is complex in a way that feels right at home with anyone that's played a Sega fighting game before.
The difference between "Grapple" and "Throw" is one of speed, range, and utility. "Grapples" function as offensive stances of sorts in the form of "Hold Stance"--the player in control jockeys for position to setup big damage moves, while the opponent currently being grappled tries to guess the reversal window (shown at the bottom of the screen with the words "REVERSAL") to escape. This mirrors the chess-like, highly technical "chain wrestling" AJPW is known for, and is one of the defining characteristics of high level play.
Combos
Yes, this is a wrestling game with combos. No, they do not work the way you might think.
Because you can parry/block during the hit stun of normal attacks in this game (and because you can tech off the ground or reversal many different situations) it's a little harder to define combos the way you would a traditional fighting (or wrestling) game. The only -true- combos are back turn combos as they cannot be reversed (and some select chain throws with no reversal windows.) Instead, we'll mark combos as anything that cannot be escaped -aside- from a reversal window. We'll also avoid moves into Hold Stance being listed here, as Hold Stances are a separate mini-game of sorts.
Combo states include:
BACK TURNED- Because you cannot parry/block during back turned, these are the most powerful combo states.
STAGGER- Some moves cause STAGGER STUN and allow some Front Hold techniques to be combed into, usually things like 6T/4Ts, but ultimately its character dependent.
CROUCHING-Some moves cause CROUCHING STUN and allow some Front Hold techniques to be combed into, usually things like 2Ts, but ultimately its character dependent.
ATTACK THROW- Some attack throws in hold stance, such as Gary Albright's F.H. 2A, have so much hitstun that you can link a normal off of it.
PICK UP- If the opponent misses the reversal window when picked up off the ground by the generic 5H, they are stunned long enough for some things to link. (most notably, Burning Techniques)
OTG- Some OTG options are instant and cannot be mashed out of once the opponent enters knockdown, only reversaled.
As you can see, GG2K offers a rich and unique take on both wrestling and fighting game conventions... and combos are only a small part of that.
Versions and Playing Online
Giant Gram 2000 is played primarily on Fightcade/Flycast. There are two versions worth noting: the arcade/NAOMI version (listed as "GIANT GRAM 2000 (FLYCAST) (NAOMI) FLYCAST_GRAM2000") and the Dreamcast version. While the Dreamcast version has more characters and a training mode, it has a truly unfortunate complete lack of custom controller settings in-game, and is currently quite unstable, making the Arcade version the currently preferred version.