Alright guys I can’t beat Hard mode survival not alone that is so I came here to start a discussion that will collect all the tips to beating the Mode with each character.
To organize it will be set as:
In General (all characters can do so): tip etc.
Playable character: tip etc.
Also for in general be specifc so example (jumps work fine for 1-9)
I will keep adding what I didscover about this AI.
In General: Don’t worry about points. You’re presumably out to unlock colors, not be the top of the leaderboards. Use those buffs! Rounds 1-3 is safe to take the “half health for triple points,” but don’t screw around with them after that.
In General: Attack power of 145% or 130% is by far the best of the upgrades because it almost guarantees you a stun into an easy victory. Killing quicker means more health for you! Only pay to heal yourself if you’re below 66% health. Otherwise, easier stun is almost always better unless you have to choose between 115% damage or 140% defense, in which case, take the defense. Lastly, healing can be a points trap – 40% more defense is worth more in terms of usable health than 20% more life in any given round.
Well so far we know that Ryu and Ken can simply mash MP Shoryuken to beat all modes. I am working on Zangief right now and what is working for me is spamming charged S.HP at max range. Went through normal mode doing this, going to try doing it for hard mode. For Nash I have seen players have success abusing moonsault combos.
Vesper, is this guaranteed a safe way to win? I just lost at rnd 42 the other day so I’m a little upset but I have to beat this challenge…also, nice Ryu ranked gameplay video
In general: After knockdown you can do a meaty jump in which is easy to hit confirm; if the com blocks you can get a second neutral jump in and do a second confirm have your best jump in combo ready as you can knockdown again and repeat the pressure.
DP characters:
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[*] Mash DP (use Strong DP with shotos… Fierce DP works okay for Necalli atm… but didn’t test hard mode for him yet. RNG mode will be grapplers. Also, Cammy can apparently punish well sometimes on block/whiff.)
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Dictator:
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[] Devils Reverse spam (you can do Low Jab, Low Strong xx Devils Reverse repeat.) Just know that it’s RNG against Ryu. Karin might propose problem with her St.Fierce, as well as Necalli.
[] St.Roundhouse, Low Strong xx Forward Scissors Kick repeat (this loses touch near middle of hard mode… might be useful against Ryu since Devils Reverse trick is RNG against Ryu).
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F.A.N.G:
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[*] V-Skill into pressure? Unsure if V-Skill causes the opponent to freak out and stay still or neutral jump like crazy. Method was not tested in hard mode yet.
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Nash:
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[*] St.Strong xx (Short) Moonsault… repeat. May have to do Low Strong, St.Strong xx (Short) Moonsault if prone for whiffing (especially in corner). Method was not tested in hard mode yet.
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Rashid:
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[] Eagle Spike spam (use Roundhouse variation. RNG mode comes in when you face against Ryu or Laura… gets hectic at level 42 because that’s when Laura Ryu series comes in.) After Roundhouse Eagle Spike, you can do another one, and then do meaty St.Fierce xx (Roundhouse) Eagle Spike again. In some cases you could do (Short) Eagle Spike just after the Roundhouse one on block… just watch that some characters, like Ryu, can stuff it with a particular normal like Ryu’s St.Forward… while some characters usually just take the hit or block it.
[] Cross-up/safe-jump setups from QCF+Jab on crouching opponents or QCF+Strong on standing opponents. Necessary in dealing with characters that flat out are causing problems (Ryu Laura etc.)
[*] V-Skill Divekick (again, useful alternative to deal with Ryu Laura)
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Zangief:
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[*] Charged St.Fierce. Method was not tested in hard mode yet.
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He’s tough. Laura is too. QCB+Roundhouse attempt if you get the chance, the only HUGE issue is fireball. Really have to save CA meter for this, since you may need to use Air EX Divekick to bypass the fireball (you MIGHT have a cross-up/safe-jump opportunity… not sure).
Also, go for the vortex setup if you get the chance. Attempt a jump at a sweet spot, hit-confirm into QCF+Jab or QCF+Strong. Remember the “hit-confirm” off the jump, it should be “St.Strong, Low Forward” link. Have to make this link to reliably react and confirm (the opponent’s stand/ground state) into either QCF+Jab or QCF+Strong… make sure to mash the punches too in order to get the proper jump follow-up.
Once you land the QCF+Jab or QCF+Strong (mashed) accordingly… you should use the vortex setup… it should be instant Jump Forward, and if they do not quick-rise/roll, walk-up a bit, delay a bit, and then Neutral Jump Fierce as a safe-jump.
Seriously the make and break point has to be level 42. You have to deal with Ryu and Laura in series. Once you have them covered, the rest should be fine so long as the Health buff RNG has been grateful to you.