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RESOURCES:
MATCHVIDS:
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OTHER RESOURCES:
WEBSITES:
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Creators of fantastic Matchvids.
http://home.att.ne.jp/sun/garousp-max/
The origonal FFS Supersite.
http://www.ii-park.net/~garosp/
http://www.geocities.co.jp/Playtown-Bingo/2308/bea-01.htm
The home of ‘Dirty Bear’
THE ORIGONAL POSTS:
Here I’m reposting the main parts of the origonal FFS thread, lost during the big
03 crash. Thanks to Josh, Middlekick, Chazmaru, Bonuskun and anyone elso who contributed. Starting with my initial Tung Guide:
The way I play him is at a medium close range, just outside most normals, he’s strong there.
Standing Fierce is awsome, its fast, has huge range(for such a small character)
and hit midrange! You can manouver just outsde sweep range and punish/snuff
a huge amount of what the opponent may throw out. Tung is espeialy suited to
this type of playsince he has a command body torpedo move to gain ground.
The Sen-Shippo lunge punch is like Cammy’s cannon Drill in ST, it has a long
recovery time. The key is to use it at a range where it only just clips the
opponent at the end of its motion, this will bounce you out to safety and score
chip damage.
Try to think of the Shou-Ha fireball as just a giant invunerable hit box you can
put infront of yuorself on command, kind of like a huge Yoga Flame. It will
blast most normals, does excellent chip damage, makes an excellent meaty attack
as the hit box hangs around for ages after you have thrown it, you can land
opponents on it who jump in at certain ranges and if you trade hits with other
fireballs you always come off better because it does almost double the damage
(this technique is especially usefull against Cheng).
The crouching Roundhouse has excellent range than it seems and can go under
many fireballs (including Jubei’s Cooki), this is especially usefull as most characters fireball throwing frames step forward slightly so you whack their feet out from under them for free. This can also be cancelled into the Shou-Ha to form a good push out combo if they block. *Mddlekick “I like to do:max range low dXX->A senshippo…this seem very safe”
Working at this close range rally pays off when you cand do Tung’s Super. Try to
tag the Super onto blocked attacks, it does huge chip damage and pushes the
opponent right back. When you get this down you can really put the pressure on
inclose (this technique is so usefull I often take an extra hit just to get the
bar flashing red).
The Gekihou (vertical spirit attack) is usefull with really early anticipation
(cause it takes soo long to come out, they should have made this a Flash Kick
motion not Hundred Hands ), once it is out though it can stop many attack,
especially dash attacks like Duck King’s Blanka Ball. It can also avoid most
fireballs, the other day Cheng threw one of his arcing fireballs on my head and
it fell right through me onto the floor! I’ll have to practice with this move
more cause I bet you can do some bizzare things with it.
When inclose try to get the RessenKyaku (grab and kick move) off, it seems to
have a little bit of suck in range like a SPD.
His standing double hit Roundhouse can be worked into combos for huge damage, you can cancel the second hit into a special and even the Super!
Finaly remember how small Tung is, very hard to hit.
I don’t really know how strong my Tung is cause I don’t get any comp on this
game , but the character just really appeals to me (I grew up on Shaw Bros kung
Fu movies).
That all I can think of right now, anyother Master Tan Players, please
contribute.
Posted by Crayfish on 07:21:2001 12:43 PM:
Cheng SinZan.
Cheng is my other main character in FFSpecial. I love the way the designers have
worked real TaiChi movements into his arsenal(like his Feirce punch) and come up
with a totaly individual and effective style. Obviously being a TaiChi adept,
there is heavy emphasis on Chi energy attacks, his Kirai Hoh is one of the most
unorthadox and usefull fireballs in the game. Other things of note are his
combination charge/motion playing style and acid warped Bruce Lee spirit shouts!
The C+D (knock into the back line) attack, the one where Cheng gathers Chi
around his fist is an excellent anti air for attacks coming in at 45 degrees,
the same attack on the back line isn’t
as good.
His standing “Hop Kick” Roundhouse is an excellent footsie weapon when used at
full range. Try to hit the tip of low attacks with it. If an opponent tries to
trip you with a long range sweep, kick his feet with the Hop Kick. Very
effective! This footsie will cleanly beat just about any low attack.
Experiment with this and the standing Short(when you need a quicker attack)
against other attacks. They can beat things like Tung’s lunge punch, I think
even Duck’s Ball . Incredible priority. Still
experimenting but I think this could be one of the best attacks in the game.
- Against Duck’s Ball attack the crouching Roundhouse is best and sets up a good
meaty fireball.
At closer ranges on the ground I like his standing Jab, its fast and has good
range also you can immediatly cancel into the Hegan Geki (roll attack) for two
hits even at full range.
- Crouching Jab has better range, can snuff many attacks and can cancel into
Kirai Hoh also. Because its performed croucching you are charged for all other
sprecials. You cannot chain low jabs together though.
His jumping Jab has good range and priority for air to air combat.
The Crouching double hit Roundhouse is a good pushout move.
- And can be cancelled into the Kirai Hoh or Super after the first or second
hits.
For me Chengs strong suit is the Kirai Hoh fireball. Because of its arcing
motion its much more intimidating and harder to aviod than a normal fireball
plus it explodes on impact with the ground, this is very usefull. Opponents
jumping in at certain angles can be shot down with a well timed Kirai Hoh also
remember that if you are ahead on energy you can always trade hits with certain
fireballs (like Terry’s) cause it flies over the top. The explosion frames have
a number of uses, it is great as a meaty attack, allowing you to follow up with
an almost instantanious fireball or roll (Im the type of player who will score
any chip damage they can get). Opponents can’t (so well) do the traditional jump
straight up over the Kirai Hoh to negate fireball pressure cause they land on
the explosion frames. Opponents jumping in at long range can be landed on the
explosion frames as well as opponents who try the quick escape (double tap back)
to avoid fireballs. I like to throw a Jab Kirai Hoh short of an opponent when I
anticipate some sort of dashing attack from full screen distance, they will dash
into the explosion frames.
*Remember the Bakurai Hoh (Super) works just like the Feirce fireball so you can
use these tactics with it as well.
- The tactic I mentioned about trading hits with other fireballs cause Cheng’s
fireball flies over the top means that when you can do the
Super this totaly shuts down many characters long range fireball game! Remember also
Cheng’s must be the easiest Super in the game, also it only ‘seems’ to need the
same charge time as the normal fireball 2 secs not 3 as quoted in the FAQ.
The Short Hegan Geki (roll attack) is good for punishing whiffed attacks and
covering distance quickly. I also like to whiff the Short Hegan Geki just short
of an opponent and then throw them, just like Blanka’s whiffed Ball into
throw in SF2. The Roundhouse Hegan Geki is too slow and telegraphed to punish
anything other than the largest openings.
The throw is great cause you can follow up with a meaty Kirai Hoh and then have
options.
The standing Feirce, Roundhouse and short are all usefull for positioning,
especialy for setting up meaty fireballs after throws.
The hold and headbutt throw is usefull for putting alot of distance between you
and your opponent.
The Fierce Dai-Taikobarauchi (Flying Belly Blast) is great if you anticipate a
fireball and can be used as an anti air. The Jab version can be manipulated
heavily in flight to confuse your opponent like Bisons flying fist thingie in ST
(it certainly confuses CPU AI Billy Cane!). If you hold back with this you will
go back down the same as you came up after reaching the height of the jump, so
you can bait opponents into whiffing anti airs then punish them with a Short
roll. I will have to experiment with this move much more cause I’m sure its got
some really good uses. Anyone?
-
The great thing about both the roll and the belly blast is that they knock
down, this sets up Cheng’s meaty game which is very strong thanks to those
wonderfull explosion frames. -
Cheng, although he has a fireball motion should always be charging downback
unless you need to use a standing attack. That way you can go into Belly Blast
and Super at any time.
Thats all I can think of right now, anyone else please add. Overall I think
Cheng is a very strong character, although much of his fireball pressure game is
negated if you use the line system. He is certainly MY srongest character.*
*Just to add a little to my Cheng SinZan profile. After experimenting more with
the standing Roundhouse “hop kick” it seems more and more like DJ’s crouching
Strong in ST. Its strange, it can snuff alot of moves (even high ones) without
even seeming to make contact. Ofcourse proper vs play is essential to test out
its true uses but it seems really good.
Crayfish.
Posted by Josh-TheFunkDOC on 07:25:2001 04:35 AM:
Geese:
So I was pretty much left with just his normals. And he has some darned good
stuff. The standing B into Reppuken is a very good tactic, but from a distance I
find myself using sweep into Reppuken more often. The sweep in general is a very
nice move aside from its slow startup.
In the air, even though when you press C he does like 5 of those palmstrikes, I
still find both his jumping weak attacks better. Jumping B is, as you’ve seen in
the video, his crossup move. But most of the time I use jumping A. Seems to have
the same priority as B (Really good), but it’s at a downward angle. When I land
I follow up with a blocked move into Reppuken. It seems to me that the close
standing C into Reppuken only combos when they’re in the corner.
Low C: His only anti-air besides the high reversal (More on that later) and
Raging Storm (ditto). Hits twice if close. Another good move to cancel into
Reppuken, as the startup time is good. Priority ain’t bad; it trades with Duck’s
jumping B.
*Also, the CPU Geese, when it’s on the opposite line, loves to jump to your line
and low C after. If all 3 hits connect, that’s a 40% damage combo.
Far away standing C: VERY important move. Actually, I can’t call it “far away”,
as you have to be almost on top of your opponent to hit his close version.
Anyway, this move has kinda shitty startup time, but it beats EVERYTHING that
isn’t completely invincible (i.e. Most anti-air specials at startup). It hits
Duck out of his ball easily, and beats any normal move I can think of (Except
Guard Attacks, of course. ). Just don’t use it too close to the enemy, or they
can react more easily.
Far away standing D: For me, his BEST normal move. It’s like having a dash that
hits them. Only prob with this move is that if you do it too close to the enemy,
the recovery time if blocked is bad. That’s only of you’re very close, though.
If you’re mid-range, it won’t be a problem. Anyway, this move actually has fast
startup, and travels quickly and far. After I hit one of these, I do blocked
move into Reppuken, then do another standing D and repeat for a little while.
This is a better tactic than you’d think, as the priority of this move is very
good. Hell, I once hit Andy out of his DP during its upwards arc with this.
Double Reppuken: This move has turned out to be more useless than I thought.
Just note that its startup is a lot slower than the A Reppuken, but the fireball
is larger and travels more quickly. In future games, it’s a better move up close
because it hits twice.
Reppuken: As I’ve said by now, I never use the Reppuken other than cancelling
normals into it. It becomes a whole different ballgame when you play versus with
a fellow line-switch hater.
Shippuken (Air fireball): With line switch this move is utter tripe. Without the
line switch, the A version is very useful. I don’t like the C version because it
travels more quickly and leaves him floating backwards in the air longer
(Translation: More time for your opponent to do something to you). Even the A
version has a nice long recovery. For that reason, never use this if you’re in
the corner.
Reversals (Don’t know their names): Geese can never seem to decide whether he
wants to have 2 or 3 reversals, as that number varies between games. In this
particular incarnation, he has 2. These are the high reversal and the mid
reversal.
The high one reverses all jumping attacks, and all specials and DM’s besides
fireballs and throws.
The mid one reverses all standing normals, including CD attacks. I’m not so sure
about Guard Attacks, but I would think it would work on them.
*And, it does reverse crouching attacks that hit high.
BTW, in the games when he has 3 reversals, the third one reverses all crouching
attacks.
And finally…
Raging Storm: I can do this move very consistently on a keyboard after some
practice. In fact, I can cancel the first hit of low C into it. The wierd thing
was that it didn’t connect afterwards, and I was doing this on Cheng. I think
it can only combo after a crossup, and maybe only on crouching characters or
something. Anyway, this is the move I was the most disappointed in after trying
it more. Weakness #1 being that its horizontal range is almost nonexistant. And
the other, more significant weakness being…you can get hit during its startup
(Which is a pretty large timeframe). Seriously. Even as anti-air, you’d have to
do it early because of the lack of invincibility. I would love to see what makes
this such an outstanding move, because right now I’m not convinced it’s anything
more than a poor man’s Power Geyser.
That has been all of what I have found about Geese so far. How I long for some
versus play. sigh
Josh the FunkDOC
Posted by BonusKun on 07:30:2001 11:26 AM:
Hm To coin a phrase, Skill is in the eye of the beholder.
I played a lot of Fatal Fury Special these past few days and came across a lot
of weird and interesting things with Jubei. I find that using him for cross ups
and then doing crouching ‘B’ or ‘A’ and following up with either a
Senbei-Shuriken or Nihon-Seoi Dash makes it very easy for a lot of other player
to get caught in trap. The Senbei-Shuriken I would recommend doing instead of
the Nihon-Seoi Dash seeing as you can keep adding more hits even after you throw
the heh Cookie.
Neko-Jarashi HCB+C up close is a cool command throw for just doing a fair
amount of damage. It’s like a Zangief’s piledriver but it’s esier to get results
with it.
The Ooizuna-Otoshi I only really use for stunned oppoents due to it being a
charge down/up move which needs to be done very close. I find that Jubei’s
abilites make him an excellent turtle fighter but he CAN be offensive if you
desire to go that route. A varity of jumping D’s can be used to do similar
combos overall and just make anyone facing Jubie have a bad day.
I don’t know if Jubei is really considered top tier but, I think he is up there.
The game is just too damn easy to win with using him. I think I’ll see what else
I can do with him seeing as I think he might have some other things I haven’t
tried yet. Either way, I hope what i said is worth the read. I don’t consider
myself an awesome player but, I stil love this game enough to play it.