Sonic the Fighters

Well When you get everything up and running i might give it a shot…

I am a bit behind on the guides I wished to be making due to the recent lack of playing against my friends, and knowing I can not trust the CPUs to teach me too much. I havent been able to find many ways to pull off moves effectively the CPUs seem to do them against me pretty well but I still cannot figure out the timing to effectively do them myself so for now all I got is a little piece with one of Tails moves.

The Propeller Dash :p:+:k:~ A very interesting, and in many cases useful attack for Tails. Tails starts to fly towards his opponents and can break through their barriers. However the opponent can use the lag time after it to start a combo or grab you. There are ways around this wind down time though. The lag on the move cannot be cancelled out to my knowledge; however you have many ways to ensure the attack makes contact and many ways to make sure you are spaced so you cannot be hit afterwards.
By pressing :p: during the attack you can move slightly to Tail?s left. By pressing :k: during the attack you can move slightly to Tail?s right. By pressing :p:+:k: again it will send him forward again. This can be used to attack a dodging opponent or circle to avoid on coming attacks. If your opponent does not move you cannot circle and can only move slightly to one side or the other but if your opponent dodges you can move around in a circle and fly away leaving his attack opinions limited.
If your opponent stands with his barrier up, press :p:+:k: as you are about to hit the barriers, and press :p:+:k: again right away and you should break his shield and continue to run into him. But if you were just barely able to hit him with the distance of the propeller dash (which is a bit more than the starting distance between characters during the match) then you will not break through. If you know that you are not going to make this distance move start moving to the right with :k:, it will limit your opponents opinions a bit more.
If your opponent back dodges at start up, press to :k: to follow up and hit him, this should work at most distances, sometimes it might need to be pressed twice.
If we forward dodges, it is a bit trickier. I am able to be completely sure how to do this since I am testing all of these with me controlling both characters.

Now, Ive been really loving Tails’ Punch-kick (:p: :k:) and how fast you can activate a dodge after it. Dodge around into a Punch-kick is a good way to turn yourself from defense to offensive, if they do not land you can spindash (:d::p:). If they do land another dodge to Punch-Kick should keep you on the offensive. If they shield, you can try and throw in a grab right after sometimes too and you usually will have priority with it.

LOL this game. Hell…I’d play it if anyone else here would. I remember last year seeing this game in one of our arcades over here. I bet the game is still there since the same arcade that has it, took forever to get rid of the GGXX cabinet.

Lucky… as far as my research goes there is none in my state.

heh, did anyone know that honey from fighting vipers is in this game?

http://www.sonic-cult.org/dispart.php?catid=4&gameid=2&subid=1&artid=6

EDIT: it seems a lot of stuff is inacessible without rom or ram editing(gameshark). heres some more neat stuff:

http://www.sonic-cult.org/dispart.php?catid=4&gameid=2&subid=1&artid=9

Honey and those others are only available from hacking, as well as being able to play as normal metal sonic. From what I have seen of Honey she is just like a fast fusion of Amy and Knuckles. Honey’s model is taken out of the gamecube version making her even more unplayable even to hackers.

Alright when I was talking to some people about the game they requested making a match be 3 out of 5 rounds instead of the default two out of three since 3/5 is used in virtua fighter and other 3d fighters. However because of the barrier system in StF changing the amount of rounds could change the game drastically. Should we keep the matches to 3 out of 5 rounds or keep it 2 out of 3? If we do change it, should we up the barriers or leave them at 5?

i wish that the defensive teching options were more limited. there are like no guaranteed juggles outside of the corner. at least with hyper there are some inescapable ground based combos.

A Land Chased Rush Combo can be more damaging then some juggles though. Alot of moves that are good for chasing landing opponents do alot of damage and still have follow ups to perform on. Juggling is mainly for corners, Landing against most attacks will allow them to chase you into the corner quickly anyway. Knowing how to correctly chase a land and more quickly trap your opponent into the corner can take some effort and knowledge of what your doing (well maybe its pretty easy with Knuckles).

Hyper mode gives you weak, weak ground based combos, and the only way to make them really worth while is if you know how to end them correctly. Usually in a grab, or sometimes with the characters Hyper Special (in Knuckles case I believe), or try to continue a combo after Hyper cools down (which can be pretty hard if you arent Espio, Fang or Bean).

Yes defensiveness is easy in the game, so it makes you have to work harder to learn offensive tactics that will work. Generally you have alot of time to react to a Landing opponent, it shouldnt be too hard to do a land chased attack or at least something that would push them into a corner even more.

Although I have not gotten to play this game, I played as the chars from this game that appeared in Fighters Megamix. (strange that neither Sonic, Tails, nor Knuckles were chosen. It was Bean and Bark.)

I am interested in this game, of course. I’ll pick up Gems one of these days. It is on PS2, right?

It was only released on PS2 in Japan and maybe Europe… but in North America its only on GC (I have no idea why).

Grr, the one system I don’t have. Well, I plan on buying a Wii one of these days.

PM me when you’ve figured time and date for this thing dude.

I’ll definitely be down and I might even take a friend or two to try it out.

Awesome Dander. I’ll get on to gathering for more players and get the date for this thing down. If I cannot get enough people. If my funds go down I might have to lower the prize to $50 but I am hoping to keep it at $100 and to keep it no entry. Well hopefully I will get some more videos and stuff unfortunately my old way of taking videos are gone.

Lately Ive been playing as Espio a lot so I may be able to give some tips on him soon. I need to try to find some more lead ins to kicks and such for him but so far I have just been practicing the Overhead Chop (:df:+:p:) approach more, and learning to combo into his Long Tongue (:hcf:+:p:). So far I haven’t been able to find much use for his aerials and I suck at Swat Punching. ><;

BTW, the move that was hardest for me to understand was Amy’s “Heads Up!” (:u::d:+:p:). Its very weird since you try that motion and it doesn’t work since you always would jump. You have to start it during lag time or when holding up a barrier. So :u: must be done during lag or barrier and :d:+:p: must be used right after. It is actually pretty for comboing if you are able to time it directly out of the lag from certain moves, especially her launcher (Uppercut Hammer = :df:+:p:). It doesnt do much damage and the usage may be hard to understand at first but it is actually useful, and is actually good in hyper mode if you got crazy fingers. Using it out of barrier isn’t very useful.

Fighting Vipers (another gem from Sega) also had a couple of weird :u::d: + :p: / :k: attacks.

The best way to perform them was just to hold Guard while you pressed :u:.

Its easiest to perform it that way here too, but alot less effective then pressing :u: as lag from an attack is about to end.

New Videos!
Giza (Espio) vs _jFK (Bean) [4/21/07]
[media=youtube]DOQL6ql7NOs[/media]

Giza (Fang) vs _jFK (Bean) [4/21/07]
[media=youtube]TQMz3VL4KKc[/media]

Giza (Knuckles) vs _jFK (Sonic) [4/21/07]
[media=youtube]Jri4IYnBXVM[/media]

Giza (Espio) vs _jFK (Sonic) Set [4/21/07]
[media=youtube]TsIOcBqOecc[/media]

Giza (Bark) vs _jFK (Sonic) Set [4/21/07]
[media=youtube]Rrj9QgBSLIA[/media]

wheres dem Jamaican Knuckles

Okay, screw all those old videos of me playing against other people. Those are some scrubby ass matches.

umm… NEW VIDEOS!
Laughing Otter (Amy) vs Giza (g. Amy) Best of 5 [7/06/07]
[media=youtube]6IwwZsY59zY[/media]

Laughing Otter (Amy) vs Giza (Bean) Set [7/06/07]
[media=youtube]dDFUVaudk-k[/media]

Laughing Otter (Amy) vs Giza (Fang) Set [7/06/07]
[media=youtube]lSPWePctgtE[/media]

Laughing Otter (Amy) vs Giza (Bark) Set [7/06/07]
[media=youtube]3gc3eIekVXQ[/media]

Laughing Otter (Amy) vs Giza (Knux) Set [7/06/07]
[media=youtube]I0mQcyZLV2g[/media]

Laughing Otter (Amy) vs Giza (Tails) Set [7/06/07]
[media=youtube]2nCf4h3u-FQ[/media]

Giza (Espio) vs _jFK (Bean) Set [7/06/07]
[media=youtube]4jH9uFbI6so[/media]

Laughing Otter (Amy) vs _jFK (Bean) Set [7/06/07]
[media=youtube]WCS2QGo4mmo[/media]

NwordTim has brought up the issue of the matches. He feels that 2 out of 3 is too short. However I don’t what to switch it to 3 out of 5 because of the barriers yet. Does anyone here think it should stay on default or if it should be changed to 3 out of 5 with 7 barriers?

Collection of Perfects from 7/06/07: [media=youtube]f_xJqUk4LaU[/media]

Wow…

You make this game sound so cool. I now am gonna have to grab me a copy of Sonic Gems.

EDIT: Just borrowed the game from a friend and I am lovin’ it. Question though; wouldn’t barrier reset make the game more fair perhaps? Yeah, matches are pretty quick, but it seems like a boatload of work to make a comeback if you had to use all your barriers in the first round and you lost.