Honestly, I feel trying to get in on him is not the best idea but this is also a tough match no matter how you decide approach imo.
I mostly use tip hit jump forward HK to gauge the range I want CD to be at most of the time. When he does shark missile from a distance, I try to either jump in with a max ranged jHK or do a late dive kick over the missile. When dive kicking over, I usually scout out Arm’s position and try to read for his next move but most of the time I’ll return back to the former position while attacking by using jump back early HK (keeps him from advancing). At closer distances, Jump Back HP is also good for stuffing rush in attempts and often trades or beats shark uppers clean!
A cool trick I use if I manage to score a down in the match:
Get into EPD MAX RANGE then input d, ub+lp+lk+hp
If you time it correctly to grab him as the throw invuln drops after waking up, you’ll either: 1) EPD successfully or 2) if he attempts shark upper reversal stuff it with a jump back HP. D, UB+lp+lk actually works a lot more consistently in stuffing the shark upper CLEAN but will score less damage. If you down him at midscreen, just hold uf after EPD to get easy timing on safejump jHK
Vs a blocked shark upper you have to learn how to judge the heights and distances properly. If you block a close HK upper, Arm will usually hover above and in front or just slip behind. In this situation, you just mash close HK for the knee lol. If you guard a Shark Upper from any other distance where too far for a cl.HK to come out, simply instant jump back+HK or HP (HK works really good when you get used to it). The trick in both scenarios is to hit him IN THE AIR BEFORE HE LANDS.
If he manages to knock you down up close…
…you’re fucked. The guess game is just not pretty at all and the payout is highly in his favor.
Also, who have you been playing at what are you guys using? I want to combat some turtles, dammit!
Zar I was just playing my friend over zsnes netplay who I’m trying to get into the game and I told him arm was brainless and top tier so he started using him.
I’m going to keep working on that match with the notes you provided but I’m probably just going to play mike in that match if I play TF at evo next year.
Don’t really have time to play this weekend, but I’ll be down to play next week as my interest in this game is spiking back up a bit.
Check the OP on pg1. The entry that has “I’m kinda ass at old school fighters” has what you’re looking for. As for the actual images being posted, that will probably never happen as Rithli has all of those cards on his HD somewhere. The vids should suffice though (I was even kind enough to throw up timestamps).
No shame in counter picking. Especially in this game lol. Even if you do manage to get comfortable with that match up, playing it safe with mike is probably a good idea. Other solid counters you could consider are Aska (aka “What’s a shark upper?”) or Don (st.HP and headspin for win). Raph for some reason doesnt seem as strong as Mike IMO. I really do prefer Mike’s FB over Raphs in this match up due to Dragon Breath having what seems to be a bigger hitbox and makes it a bit harder for Arm to headdive over. Mike also has a “better” far fierce for when Arm tries to get cute with the further spaced jumps.
I can’t play aska for crap for whatever reason. Don is solid cause headspin can cause issues and st.hp just takes up so much space, but I think the fact that mike can punish sharkupper so solidly and that as you said his fireball hitbox is huge makes Arm play super honest, while mike can cheat a bit himself with trying to spin over fireballs into a ridiculous amount of damage.
Yeah well, you kinda have to turn off your brain when using her. Just go random and be 100% confident about DP reads lol. I actually take back the “solid counter” comment from earlier because I think she has issues with getting over Shark Missile and one of her best normals, far HK, Arm can crouch under. An Arm who’s familiar with the match will try to stick to a strong zoning game since Aska getting in on him makes serious trouble for him. I’d have to say that match is either even or slight favor for Aska but not a complete blowup.
Completely forgot about how ridiculously easy and damaging reversal LP Rising Thunder is against guarded Shark Uppers. Also…that redizzy comes in handy against him too lol.
Check out the section about netplaying in the first post of the thread. That should help you get started.
Oh come on man, the game isn’t that demanding and has low to moderate execution requisites at best. If anything, you could just turn off the timer and create and load up save states via emulator. IIRC there’s also “game genie” codes for infinite health and super meter and there may some emulators that let you record inputs and play them back to simulate guarding levels, block strings, and whatever else you can think of.
…Just curious…How did you manage in fighters before training modes became the norm? lol
AND st.lp fffffff. Pretty annoying. I’d actually like to play a strong Arm in that matchup. I usually just run over Armaggons who try to auto-pilot mess all day.
I think it was on Wii Virtual Console at one point. Not too sure. Also, I’m not even sure of Konami still holds rights to produce a re-release sadly. XBL/PSN TF would be pretty damn funny though…Night of One Thousand Armaggons, Raphs & Shredders…getting bodied lol.
Edit:
Also, anyone want games? I’m free tonight and tomorrow.
@Veserius
Ever mess with snes9x netplay before? Wondering which emu has the superior netplay performance
I’m kind of tempted to start some sort of irc channel as a lobby for games rather than ask people to post here or pm me for matches. This way people can just lurk around and request matches on the spot whenever available.
In case anyone didn’t catch the hint of desperation…I really want some games in this lol.
I’ll have to take a look at this and try to figure out the rest of the damage values in this game, thank you so much for your hard work dude.
I kind of want to get back into theorycrafting this game. I found so much cool stuff last couple of times I did that, but I don’t know what to look for now, lol.
Well the hard part is already done in this game(Finding the Location for Health).
I remember seeing the place in the game where it was storing special motions(I wished I wrote it down) and seeing charge time for Shredder’s dash punch was 42 frames (with no turbo on) so it’s possible to make a script like Pasky’s ST Hud.
Edit: Decided to try Bizhawk another Rerecord emulator and it’s actually got a lot of tools like the Graphics Debugger but it requires a good computer to use it.
Took a break from other things and decided to do more palette work
The thing is a regular Snes palette editor will work
Locations
Title Tournament Fighters
4A814
Font Title Screen and in game
48140
Leo Player 1
487BE
I would love to tweak some of the bs in the game. But first 2 things: lower the stun in the attacks (not hit stun animations, stun/dizzy values) and nerf Shark Upper and Power Drill. Thats all
Uh actually the biggest problems with the game are the UNBLOCKABLES and the GUARD STUN THROWING. =/
Shark Upper really isn’t that bad (I managed to find solid counters using ever character) and the only reason Power Drill is good is because of GUARD STUN THROWING lol.
@Jedpossum
Stop fucking around with colors and do something cool like figure out/explain why guard stun throwing works or what in the system allows it to work. You could even throw up graph or piechart (or whatever) if you want.