Hello all ^^ I just started really getting into MOtW and because I wanted to learn it, my bf got me the game for the Dreamcast. Now, I’m seriously getting to learn Jae Hoon, because he’s top teir, and even if he isn’t at the very top of the list, he’s way above the character I wanted to learn before (Hotaru).
So, does anyone reccomend some really good videoes or places where a lot of his basics are listed? I’ve currently been looking on Gamefaqs, but I’d like to look elsewhere if possible. And are any guide books around for the game at all anymore? If there are I’m sure they’d be really difficult to find, but anyway, if any of you know anything about those, please let me know. I’d really appreciate it. Thanx.
^^ Welp, back to practicing I go.
Blocking- Yes i said blocking. Not the " Oh I know how to hold the back button" shit. How to block strategically. Learn when to block high or low to open your opponents up for attacks.
Just defense- Similar to parrying but the window is Slightly larger that parrying in sf3s. Tap back in order to do this. Gaurd canceling is also important when just defending because it allows you to punish the just defended move. YOu can gaurd cancel in to supers and specials alike.
Guard breaking- IN this game if your attacked a certain ammount of time while under pressure, Your life bar will begin to flash red. WHen that happens that means your about to be guard broken. Keep on the look out for that
Throws- Throws are an inportant part of every game. Use throws to set up mind and mix up games. For example, I throw you once then i throw you again. After i have already thrown you 2 times your probably gonna expect another throw but this time I hit you instead. Keep this in mind when playing against good players
Frame advantage and disadvantage- This can get really complicated butill break it down easy. Frame advantage are moves that give you extra frames to attack after a bit or blocked move. For example, Im terry and i do f,f A which gives him +7 frame advantage. YOu attack and i attack at the same time using a faster move abotu the same speed. My move will beat Yours because I had frame advantage. The same applies for disavantage but in reverse.
Jumping- ONLY JUMP WHEN YOU KNOW YOU CAN JUMP!!! Do not jump around like a moron trying to score multiple hits in over and over. Against good players(such as myself LOL) It will get you killed. YOu have to be very careful when you move
Dashing- Dashing is very important because it allows you to move at a faster pace than that of a walk. Use this wisely you dont wanna dash in to a super. It hurts, I know
Footsies- less prominent in snk games but its still there. This is where you use low attacks to pain your oppeonent in to whiffing at a distance so you can punish. This is something you wanna keep in mind when you learn hit confirmation.
I believe that about covers the basics. If anyone has any questions post up or aim me whatever you wanna do it doesnt matter lol
I think it is an even split; half of the cast has dash, half has run.
The character sprite flashes red, not the life bar. Just to add a part you missed:
T.O.P.: When selecting a character, or before any versus match, 1/3 of your life bar is set for your ‘T.O.P.’ You can select the beginning, middle or end of your bar. When your life is within this range, you get the following benefits:
Your attacks do 25% more damage
All meter gained is 25% more than if you were not in T.O.P.
Attacks from your opponent do 25% less damage.
Your blocked attacks do 25% more ‘guard crush’ damage.
Life regenerates while in T.O.P.
Gain “T.O.P. attack”, C+D. T.O.P. attacks in general do good damage, great guard bar damage for easier guard crushes, knockdown on hit, and leave you pretty badly disadvantaged if blocked. They have the same cancelling properties as specials, so special-cancellable moves can be canceled into T.O.P. attacks, and make for easy guard cancels.
A major goal in most matches is to remain in T.O.P. for as long as possible, and get your opponent out of their T.O.P. as soon as possible.
When a characters enter their ‘T.O.P.’ range, either by taking damage or just defending, there is a slight pause of the game for the yellow flash. This pause can cause problems for an opponent relying on links. IMHO, middle rage T.O.P. is best for this reason for every character, with the exception of Grant, and a Tizoc going against a Grant (who should both have T.O.P. in their first section.) Very meter dependant characters, such as Kevin and Gato, can work equally well with T.O.P. in their first section, depending on the matchup; the more aggressive the opponent’s character, the more T.O.P. should be in the middle.
I see. Well thank you both for helping me. So far I’m mainly just working with cancelling normal moves into special ones and the dash-back 2wice+ B launcher cancel into a super.
(Hou’ou Kyaku!!!) But thank you so very much ^^
I actually entered the story mode the other day and realized after hours of practice I still made really foolish mistakes. I only reached the 3rd stage, which was against Butt/Marco and lost horribly again and again and again. After getting beat so much I recognized some faults and problems I was having: my timing is still about a second late when I goto execute a move when I see an opening, I still fall for the same uppercut-when-oppenent-jumps-into-the-air and the overhead-to-sweep-move after my character wakes up with a crouching block.
So then I took my time.
Still got creamed.
All this time, I kept continuing under normal statuses. There was only one time a handicap slipped in (full gauge) but that was because I didnt press any buttons, reflecting my getting beaten by this character and wondering if I should go back to practice mode to work on my execution time and normal cancels somemore. So the game automatically picked one. So, this probably sounds stupid, but because I didnt want a special handicap, I ended up not using the full gauge advantage in the next fight at all.
Stupid? Yes I know. But because I didnt want the handicap, I didnt use it.
Don’t worry SS, I’m not still obsessed with being ‘nice and dainty and plentifulus-mercifulnessus’ anymore.
I know my character’s aggressive but sheesh. I need to get a feel for Jae Hoon better.
Play good players in order to get a hold of a better grasp of your character. Practicing against the computer will only get you so far. Playing againt good players will show you your weaknesses as they exploit them to you while your playing. Also helps you stay on your toes and thinking out side the box.
I still need a better undeerstanding on ‘thinking outside the box’ actually.Its doing something you wouldnt normally do in a certain situation right?
But sure I’d be glad to play against a live opponent, but I need to get possible defeat out my mind, I suppose. I dont want to overwhelm a good player then get labeled as ‘rushing’ ‘mashing’ or ‘doing nothing’ or even 'not thinking about your moves’
My timing is off for a lot of things, and not just in the gaming world. ~_~
But hey.
Im sure I’ll get there sooner or later. I’d just hate for a match to be 100 to a big huge ZERO, with a line through it. (those kinds look fancy )
But Ive got to make it.
Regarding Jae’ B, B+LK move, keep in mind that this move is cancelable, BUT you don’t need to cancel it into his QCFx2+K. Just do the kick, & after they are juggled input the Phoenix Flattener. That’s how I do it all the time.
OK here’s something I usually notice when up against a CPU Jae- the CPU ALWAYS tries to get me with crouching attacks & QCF+Ks, what’s the deal here?
Also note that Jae’s :qcf:+P gives him auto-guard against all, but low, attacks.
Jae’s most damaging combos that I use are:
Corner: Jumping HK–>Crouching HP–>Charge D then U+K, Break–>QCFx2+LP–>QCFx2+LK
Corner: Jumping HK–>Crouching HP–>Charge D then U+K, Break–>QCFx2+Hold HP
The 2nd combo will do a great deal of damage if you’re in TOP.
Speaking of TOP, when asked where to set it in the life bar, press Up & Down.
BTW although I seem to be getting better with Kain I still thinks he suck, well must be me.
I don’t think Kain is all that bad, just not necessarily top tear. I used to think he was not too good either (fun, but not SOOO good), but after playing against Noc and seeing what could be done on http://howardarena.sakura.ne.jp/, I realized otherwise. Pay special attention to high pressure guard crush game tactics. Every single character in this game has potential. The only real thing that matters is a player’s skills. Your views over how good characters are will change as you come across different players.
I hear alot of people encouraging others to be random. I don’t see why that’s a good idea. React to your opponent, and if you aren’t, try to do as many safe moves on block as possible. Throwing out random risky moves is suicidal, and if you happen to land it, it doesn’t prove much about your own abilities, just that you took a wild guess and happened to guess right. It’s such a common sense thing, yet when I fight other players…they just don’t think about what they are doing in the match…I really don’t understand how players can be THAT bad.
Well, sometimes the big risk is worth it.
As long as it’s a calculated risk, and not just trying something out of the blue.
Like if me and my opponent are both at 1% life, he’s rushing me down and I get knocked down.
If I see that he’s really focused on keeping the offense up, then I’m probably going to take a chance with a wake up uppercut, and I find that 80% of the time it connects.
You’ll see a lot of risky wake-up specials done by top level Third Strike players if the other person seems to be really focused on pressuring.
No, dont press up or down. Changing it from the 1/3 life setting is only possible on console, and isn’t allowed for any tournament I’ve been aware off. MVS settings trump console settings.
Kain definitely has potential, but he isn’t top tier by any stretch. Step 1. Upkicks. You HAVE to master the broken upkicks. You should be successfully breaking them on whif, block, JD, hit, whatever. You need to get the timing down to do two broken upkicks in a row as fast as possible aspart of your pressure strings. You need to be able to know when it hits to do a unbroken upkick, and to do a broken upkick (juggle) unbroken upkicks when it counter hits. Those upkicks are the most abusable part of Kain, IMHO.
At least in my opinion, he only really becomes dangerous if he has the opponent cornered. Constant pressure with broken upkicks (which is wicked fast and good invulnerability. Done two in a row, first one blocked, it beats out any of Grant’s non-supers unless the first was JD’ed), short jump D (again, mad priority), and of course his throw (juggle) upkicks. He suffers from a lack of good combos starting with a low attack (I dont recall ever seeing any super combos starting with a low, Noc, please tell me if Im wrong). So you’re trying to force a mixup between upkicks (beats their attacks), throws (beats their guard), and strikes (just to gain meter, sj.D just to position yourself to continue the pressure). Unfortunately, you won’t see how good this against against the CPU, but against real players, its rough. In higher level play, his main problem is that he ends up using almost all of the meter he gets trying to guard crush, using a short jump D (land) d+AB > s.C xx B super as the start of it. While it does mean chip damage, it really limits the damage he can do once their guard breaks. And for some unexplainable reason, about 1 in every three times they do this, they do the kick super even when you JD the hit-confirm part of the combo (d+AB > s.C). I get so much life back that way, and it really nueters poor Kain for that round when it happens. JD’ing what should have been a hit confirmable super happens twice as often against a Kain as it does anyone else. This happened at least twice against Noc at Evo, and happened all the time against a really good Kain I played in Tokyo (He plays with the red/black colored Kain, and Im pretty sure he is the same guy that has been in a couple of Howard Arena vids.)
Please note, as a Grant player, these tactics were effective against me. Against characters with a good non-super anti-air like Dong, the pressure game in the corner becomes a bit more difficult.
Thanks Toodles, now I think I can use Kain more :).
Also before I forget:
Back-dashing makes you INVINCIBLE to any attack, i.e. any any attack thrown at you, even Butt’s QCFx2+P, will miss you if you back-dash.
BTW is it me or is Grant invincible when he does his supers?
You can combo of a crouch B into charge d, u + B or D…the timing for it is pretty simple once you get the timing. Besides that Kain also has his chain combo of crouch + Bx2, crouch + C…but you can’t do anything after it. You can also do it in the corner: jump D, stand A, crouch B, crouch C. Kains main combos are mainly in the corner but he does have some mid screen combos that can catch people off guard at times. Like the ones I posted before, but in the corner Kain can really dish out his full abilities and mixup options. Also you can Guard Cancel all his charge moves as well but I’ll let you guys figure that out ha.
Most supers have invicibility frames in them it just depends on how well they are timed. Though its possible to get hit out of all supers in the game, you just have to poke them at the right time just before the super comes out. Grants supers have great priority and are hard to punish most of the time, its all timing like I mentioned. Take care.