Yeah- this is definitely one of the few dojin games that I can play for more then 10 mins at a time…
speed def power respectively
for anyone interested:
managed to rip the music from the game. the sound quality is low, though! 87////
http://corel.leafo.net/images/etc/Blitzkampf.rar
man the final boss music is so awesome
So no-one has any clue as to why I could be getting the BSOD every time I execute the game? ;____;
Got a ton of new Wei stuff to post for anyone interested in him playing. First off, his normals.
5a - decent speed, shit range but you’ll be starting all your combos off of this obviously, chains into itself, as well into and out of 2a. Links into 5b/2b as well. Does about half a block of damage damage by itself.
5b - Average speed, great range! At max distance it covers around 2 1/2 char spaces away. Cancels into any special, great for 4-6a/b/c pressure(ie 2a 2a 4-6a 5b 4-6a…). Great poke.
5c - Slow speed but covers a lot of distance as well as moving Wei forward, knocks down on hit and seems to have good priority. On hit you get a free power up or 4-6a/b if they don’t tech. Seems to have good priority in overriding other normals. I use this a lot.
2a - Just like 2a, decent speed, shit range, but its your main combo starter/filler. Chains into itself like 5a, does about 1/4 bar by itself. Great for starting combos off a parry.
2b- An uppercut angled at about 45degrees upward, great as an anti-air, cancels into any specials. Works great in juggles like …4-3a 2a 2b 2-8c… , definitely his better Anti-air normal. Works especially well against characters with low jumps.
2c - Slow, long distance trip. Has nice priority in trading with 2a’s and 2b’s, like 5c you can also get a safe/free power up or a headbutt/headbutt super if they don’t otg.
7/8/9a - straight jab, not to hot on this myself but it has some uses.
7/8/9b - This is the definition of a solid cross up the move comes out quickly and stays out for a decent amount of time allowing you to get very deep cross ups. The front leg in this move causes nice hit/block stun, and can be useful if blocked as in an Air to Air situation since it holds them in the air in blockstun briefly, allowing you to land before they do which is a good throw setup. The back leg is what its all about, nice long hitbox all the way down to the tip of the boot. 5a/2a connects very easily off this when used as a cross up and is one of his best combo starter.
7/8/9c - Downward angled elbow, has a bit of start up but the hitframes are active for awhile. Knocks straight down on hit.
Jumping 6c - Similar to his ground 5c, but it pushes him backwards. Quick start up. Knocks opponent backwards on hit in Air to Air on if they’re on the ground.
Charge 4-6a/b/c: Shoulder/Headbutt charge.The A version travels about 3 char spaces, the B version travels around 5, while the C version seems to travel damn near 1/2 to 2/3’s of the screen. Slight damage increase from a to b to c. The hit frames don’t start until his leans his shoulder in. He has a pseudo block stringer with …4-6a/b 5b 4-6a/b. Generally safe on block, if not even. Cancels into the super version with b+c. Also cancels into both of his other supers as well as the level 3.
Charge 4-3a/b/c 6a/b/c - This move hits low and launches on hit. A version covers around 3 char spaces, B covers around 5, C covers the same amount of distance as his 4-6c. The hit frames don’t start until he’s covered the max distance of the button used. The 4-6a/b/c part recovers fast enough that you can juggle with it, with a 2a/2b. The 2nd hit, 6a/b/c can be done almost immediately after the 1st hit recovers but can also be delayed. The 1st hit can cancel into any supers, while the 2nd can’t. Although you can cancel into the super version with B+c I wouldn’t recommend it since all the hits don’t connect, since its generally better to go for the 2a/2b juggle starts off of it.
Charge 2-8a/b/c -> 6a/b/c - Two hit rising uppercut followed by a downward elbow. The A version starts right where you stand, the B version moves forward about 1 and a 1/2 character spaces, the C version moves forward about
3 character spaces. This part of the move launches on hit and can cancel into the super version by pressing B+C, and can also be cancelled into any other super. The 2nd hit can be started right after the first recovers, and can be delayed and activated until the 1st part recovers. You can also use the a/b/c version of the 2nd hit regardless of what strength the first hit is. This move comes out fast enough to punish some whiffs, and is decent as an Anti Air as long as you aren’t being crossed up.
22a/b/c - One of his best assets. The A version increases his walking speed, dashing distance, and jump distance by almost 100%. The B version decreases the amount of damage he takes and also gives him 1 hit super(IE you can headbutt through Soldat’s special fireball), the C version increases his damage output by around 25%. Each of this causes a timer to appear under Wei’s life bar and provides 6 seconds of power up. The start up time is around 2 seconds. He is completely vulnerable during the start up.
charge 4-6b+c - 1 hit, very fast start up, causes wall bounce on ground, air, and juggle hit. Chains off his 4-6a/b/c by pressing b+c during their hit frames. Guarantees a 4-6a/b (or 4/3b 6b if you are close enough to the wall)after the wall bounce which can then be followed up by another b+c into whatever. Pretty decent super with nice follow ups. Punishable on block. Takes off around 1/3 of the opponents guard gauge.
charge 4-3b+c - 10 hit super that starts out low, very quick start up. It can be cancelled into off his 4-3 but it won’t connect. Very unsafe if blocked but its also his best move for draining the opponents guard gauge since it takes off nearly 3/4’s of it.
22b+c - GREAT SUPER. Gives him speed/defense/attack powers up for a 7 second duration. So he gets a 100% speed/jump distance boost, damage reduction/1 hit super armor, 25% attack boost/increased guard damge AND it can be used to extend combos. It is completely invincible on start up and is damn near instant, allowing you to activate through normal fireballs or as you wake up. You can combo 4a 4b 4-6b xx 22b+c 4a into whatever off of whatever. It is also very useful off a blocked 4-6a/b/c and lets you continue his rush down/guard break. His options after a blocked 4-6a/b/c are nasty, stuff like instant throw to cross up, or just as a way to extend his guard break chains to get those critical guard break openings.
A+B+C - His level 3 is nearly identical to his 22b+c but it provides a slight increase to the defense/attack power ups and also lasts 10 seconds. He is completely invincible on start up. I’m not exactly sure how much of an increase it provides to his power ups, if anyone knows how much of an increase it provides over 22b+c and if it provides any additional boosts I’d love to know.
Generally, you can omit the cross up from most of these combos and apply any sort of jump in or just connect them from ground chains. Also most of these combos assume you will be preparing the charge for his moves during the cross up and normal hits. I’ve notarized the hits with the direction you’ll be holding. I’m listing the max damage versions but I’ll usually add 2 4a/2a’s for additional time to charge/hit confirm.
Combos
Cross up B 4a 4b 4/3a 6a. Easy meterless combo that works everywhere.
Cross up B 4a 4b 4-6b xx b+c (followed by a 4-6b if you aren’t in the corner/too close to the corner). Basic BnB combo that works everywhere.
Cross up B 2a 2b 2-8c xx b+c , another basic combo that works everywhere on screen.
Cross up B 4a 4b 4-6b xx 22b+c 4a 4b 4/3b 2a 2-8c 6c. One of his nice power up combos that works everywhere on screen, if the opponent techs the power up provides perfect range for another cross up B.
Cross up B 4a 4b 4/3a 1a/2b 4-6b+c 4/6b(if you have the distance the meter you can cancel this into b+c then another 4/6b)
There is some other stuff I’ll list tomorrow but thats it for now. Hope it helps anybody looking to play Wei aka the best character ever.
Okay, I have got to ask, how do I play this game in Window mode (if at all possible)? I just like playing Doujin fighters in window mode, I dunno why…
THANK YOU YOU SEXY MOTHERFUCKER
if i could rep you i would
ps i will volunteer to do kanae combos
someone will have to take the replays to record though
dandy???
dude you know i am having people send me the replays
alt+enter
its because you are looking into a window to another world…
well i didnt UGH
A sexy answer with a not so sexy pun.
Thank you!
Man, I’m not sure if I like Fritz. Seems like the Aleksander of this game…
- Download the lastest Direct X for your graphics card.
- If your using XP make sure the capability is set to windows 2000
- Reinstall and try just renamimg the folder only into something in english not the actual exe file.
Those are the only things you can do. If they don’t work then I have no idea. Btw did you burn the game on to a disc or are you using a virtual image (if so then try burn the iso instead). Or double check the game downloaded 100% just in case.
Btw where’s the Sai love?
“im fritz bitch” - fritz
no dude fritz is actually good. play a decent fritz and youll see whats up :looney:
Sai was my main character in the previous games. I’ma whore Anonym, then I’ll go back to Electro-Soldat.
I will admit the guy has my fave level 3 super out of everyone so far…
Currently leaning towards learning E-Soldat though. He’s fun, if simple.
[media=youtube]pMbxAK6HSAI[/media]
Should give some ideas
lawl at second last boss.
i’m really liking how Murakumo plays, seems pretty balanced for a last boss i.e. Kain R Heinlein. pretty sure i’ll be dropping Anonym for him as a main.
and don’t cry about how supposedly good he is, Fritz / Marilyn rapes the shit out of him
im pretty sure he is in fact stupidly overpowered
Why do you think he’s overpowered? He doesn’t really do tons of damage, he’s not that hard to fight… I can’t see something that makes him broke.