Although there’s nothing too technical about this, has anyone noticed that when you switch out using any of the methods that costs a super bar (DHC, V. Aerial Raid, Counter), the tagged-in partner maintains the same red health in his/her health meter (as opposed to losing it when getting snapback’ed, pressing 4P, first character dies)?
Wait what? If that’s true, then a combo might go something like ground combo > baroque to crash > ground combo > baroque > air combo > v.raid > crash? > baroque combo?
That’s nuts, the possibilities sound crazy now. You can probably extend the combo until you can do another v.raid.
yeah, you can do that. ground combo, baroque, air raid, partner, air raid, mega crash, corner juggle combo most likely, baroque, possible relaunch. the game allows it. did it with ryu chun. i didnt go as far as to relaunch, but the game does not stop your partner from baroque combos for any reason, as it shouldnt, but aside from being flashy, it probably wouldnt serve much purpose.
your using baroque for your character, which depending on the circumstances, is taking away possible healthy chunk of regeneration of that red life for you, then your sacrificing one bar to call in an assist, and then two bars and a chunk of health to megacrash, and then sacrificing your partners red life to possibly baroque again, or costing another super bar to finish with a super.
yeah, there is no reason to do that, other than to let the opponent know you got mad technical skills, and style.
I have a question about Viewtiful Joe’s assist. If you perform the assist, can you use it to guard against the bomb (the bomb itself… NOT the explosion) as the point character who summoned the Joe assist? If you could, perhaps there MAY be some uses (perhaps on offense).
Or perhaps even guard against the explosion for a safe distance away from the bomb but still enter block animation. Does that work?
The giants could have a use for baroque + megacrash combos, moreso lightan since he actually has some combo ability.However they can’t really afford to sacrifice that health and meter, being as frail as they are.
Wait. Dont the giants have the highest defense ratings though? Making their health extend even farther?
I honestly believe the giants, or at least lightan, should be all about offense. The kind of offense that karas has, except they can get hit without losing 40584305348530 points of health. It would be smart for them to abuse their plentyful super armor frames for red life so they can Baroque.
The Hp is pretty much the “defense” in this game. Every character takes the same exact damage. There is no defense factor in this game, at least not in the same way RPG’s work. The only thing that seperates Ryu from Karas (for example) is the HP in terms of resiliency to KO.
Ah. Well. Thanks for clearing that up.
Excuse my nub-ish-ness.
I participated in my first tournament today (3rd place - 18 man bracket) and I could use some advice.
My best two characters hands down are Roll and Joe, however, I don’t think Roll and Joe are a good team. In my opinion, Roll’s best partner is Casshern with my style of play, but I’m horrible using him 1 vs 1. I also decided to team my Joe with Polymer since Joe can land his Six-Cannon Shot with Polymer’s assist during a basic combo. Finally, I can use a Karas/Chun team very well.
So my dilemma is deciding on 2 teams to bring the best out of my Roll and Joe.
Who do you guys think are Joe’s best partner and why? What about Roll?
Any advice on anything in general would be nice. I would put this in a character specific forum, but I’m addressing several characters at once.
You’d think so, but the giants are actually very frail. While they may have decent HP, they are only 1 character while your opponent is 2. Your opponent still ends up having more staying power. The giants also have limited combo ability due to their lack of speed, wheras a team of normal characters would usually be able to deal more damage per combo (and combos that begin off pokes) than the giants would be able to deal per random hit (which are slower than most normal combo starters). The giants also can’t heal and they can be stunned if they’re attacked too much in a short period of time.
They definately are more tactical than they are rushdown. Actually, if you want to play the giants, I suggest playing Gleam of Force. The characters in that game operate with a very similar mentality.
As for Roll and Joe, I think Polymar is Joe’s best assist and Casshern is Roll’s. You can also try Karas with Roll, which seems a good combo, and also Megaman/Roll, Megaman/Joe (nice HC set up for the six cannon
Besides Polymar’s assist helping Joe land his Six Cannon Gun Special, why else are they a good team?
I understand Roll and Casshern being a good team. They have excellent chemistry with their combos. Why would Roll and Karas be a good team?
I believe the stun limit is 42 hits. I dont know the time duration, but unless its someone who can rack up alot of hits in a short time like Saki or Megaman, I dont think a smart giant will be stunned much at all.