I’m running a 1.4GHz Turion/1GB RAM/256MB GeForce 7600 Go setup, so the CPU is probably the bottleneck on my end. Tried out pSX (another emulator) but it wasn’t any better.
Does Hom terrify anyone else?
I love Tobal 2, it’s a slick game. But Hom terrifies me. A cheery robot who will kill you with Dhalsim-esque limbs.
so I tried this game on the bleemcast and it doesn’t work very well lol. The game play is VERY slow, pretty unplayable but it does work and does look much better than it does on the psx. If you read on the net about the bleemcast, you’ll read posts on developing software forums saying that the creators of bleemcast actually have a 100% working copy of the versions that they can’t release to the public. Hopefully, the source code will be leaked to the internet one day and if that ever happens, it means tobal 2 will be fucking god like on the DC.
my friend finally got a burnt psx game working after a few coasters. The stable frame rate on the psx is a blessing. Game still looks good IMO.
Now that I have a good version of the game, I plan to play it more frequently and hopefully post some useful tips here. Maybe some other people will pick it up.
On youtbe, there are videos of people playing burned psx games on a ps2. Doesn’t look entirely hard but only works for a slim ps2.
epon:
Played a good bit with her since she’s one of the first people I want to main.
fwd+H is a good launcher to use with her. You wont be able to use this starter on all characters since it only pops up certain weight classes. The easiest bnb I found with her after fwd+H launcher is, fwd+h, L, m, m, fwd+h, h, m, m, m. 109 damage on chuji.
fwd+H, L, m, m, fwd+h, H, m, fwd+m. This setup leaves her in BT and you can go for an oki trap if they tech immediately. The damage is still very good and you get a slight mixup off it. If they chill on the ground while you’re in BT because they don’t want to tech, BT, L will hit the off the ground for a cheap hit.
After KD setups and you want to try some oki, you can go for shit like fwd, fwd+M:H. The just frame after the flipping kick can bounce people off the floor where you can get the fwd, fwd+m:h:l just frame after it. Other things work like dwnfwd+L, bck+m. Shit turns off axis very very funky.
also for some reason, her L, M, M string will combo sometimes on the double mid part. I’m thinking if the the first M is a counter hit, the 2nd mid is free. From there, you can hit confirm into the fwd+H after that setup and get a combo into a launcher.
Her G+fwd+M on counter hit will launch and it gives you free combos. Good oki tool as well. You can catch someone flipping around on the ground with this move since it hits mid.
I love epons fwd+throw, M. She’ll mount you like the UFC and she can start doing that hi\lo mixup from that. Other characters have this and it looks pretty useful till it starts getting teched that is.
her m:H just frame is kinda useful. If the M hits, the :H just frame all combo if you’re close enough. It leaves her in BT.
Not quite sure whats up with the blocking in this game. The 180 degree rule from tekken\VF isn’t present because I’ve blocked shit that should of hit me if it any of the other good 3d games. Seems to be that the block radius is much further than 180 degree.
iirc, every character in this game has 256 pts of life. So when epons combo does like 109 pts, thats very close to 50%.
Tandem: That gren combo is nuts 155 damage??!!
gren combo on light weight characters. combo performed on chaco.
ws+m, L:bck+m, h m:m:L:m , bck+L
133 damage.
can also be done with ws bck+M or any other launcher of his.
I think this is his biggest combo off a pure launcher from the start and I’m not sure if I the bck+l is guaranteed @ the end of it. THe combo itself has very funky timing. The h m:m is delayed a little. If you do it to fast the H hits but the first M will miss. If you do it to slow, the :m hits OTG and that fucks the rest of the combo up.
this combo takes a little practice but it doesn’t look super hard on chaco’s weight class. Took a while to understand the combo mechanics though. This particular combo is also a quad just frame.
A simpler version that does 12 pts less is:
WS+M, L:B+M, G+H,L:M, B+L
This combo by comparison is much simpler but less life. Again, this combo only works on chaco’s weight class.
edit:: the 133 damage combo can be done on heavier characters like doctor V. You can go right into it without much delay. Looks a tad bit simpler because of that.
Indeed. Getting a blue hitspark during that part of the combo makes it easier, although I have no idea what causes it to occur. In Gren’s d+M~d,M:M, L:b+M, H,H,M:L~f~M, holding back after the somersault until you start the H,H,M… seems to guarantee the blue spark (and makes the combo much easier to finish).
Anyway, I’m starting a translation of the Japanese Tobal 2 wiki at http://www13.atwiki.jp/tobal2/pages/1.html so we’ll have something to fill in the SRK wiki with. Chuji’s page is done – Epon and Gren are next. In the interest of time, I’m not rewriting their input notations or translating the move names though.
CHUJI-WU
Notation:
H = high
M = mid
L = low
G = guard
J = jump
! = launcher
? = just
= high knockback
% = high stun/crumple
- = knockdown
Format:
[Name] [Input] [Damage] [<Active Frame>]
??? H 12[*1] <11>
??? H?H 12?12
??? H?H?*H 12?12?30
??? H?H?*M 12?12?25[S1]
??? H?H?*L 12?12?25
???[*2] H?H??L 12?12?20
??? H?M 12?20
??? H?*L 12?30
???[?] ?H 20 <14-15>
??? ?Hor?H 20 <17-20>
??? ??Hor??H 30 <19-20>
???[*3] GH 20 <14>
??? GH?H 20?20
??? ?GH 20 <16-17>
??? ?GH?M 20?20
??? ?GH?M??M 20?20?30
??? M 18 <14>
???[S2] M??L 18?20
??? M(LongHold) 30 <12-13>
??? M(LongHold)?*M 30?18
??? #?M 25 <18>
??? *?M 30 <18-19>
??? #?M?(Hold…Release) OUGI (Unblockable)
??? ??M 25 <16-17>
??? !?Mor!?M 20or24 <22-25or19-22>
??? #??Mor#??M 40 <18>
??? %?GM 20 <26-27>
??? ?GM?(ReleaseM)*H 60 (Unblockable) <38-39>
??? %?GM?!M 20?18
??? ?GM?*M 20?25
??? L 15 <16>
???[*4] L?M?*M 15?20?30
???[*2] L?M??L 15?20?25
???[S3] L?L 15?25
???[*2] ?L 25 <25-29>
??? !?or?or?L 20 <22-23>
??? !?or?or?L?#M 20?30
??? !?or?or?L?#?L 20?25
???[S3] GL 20 <22-23>
??? GL?#M (before attack comes out) 30 <23-25>
??? !?GL 18 <22>
???[S4] !?GL??L 18?12
??? CrouchH?M?!M 30?18?22
??? *RunningH 30 <19-20>
??? #Beginning RunM 25 <19>
??? #RunningM 30 <20>
???[S5] *RunningL 20 <16-17>
???[S6] BackTurnedH?H?H 15?12?25
???[S7] BackTurnedH?H??M 15?12?25
??? #BackTurnedM 30 <25>
???[*5] #BackTurnedRisingM or??M 40or30 <36-38>
*???[S9] BackTurnedL 15 <16>
*??? BackTurnedGL 25 <18-21>
*??? BackTurnedGL?!??M 18 <22-25>
??? Rising!M?!M 18?22
??? Rising!M?!?M?!M?!M 18?15?12?10
??? G after jump input ? with knees bent to maximum – (ends BackTurned)
??? Throw 50 (On break: P1, P2 face-to-face)
??? Pulling or MountPositionThrow 50 (P2 BackTurned, P1 on ground)
??? PushingThrow 50 (P1 caught in RightSideGrab)
?MountPosition Pushing?Throw
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? LeftSideThrow 60 (P2 BackTurned)
??? RightSideThrow 60 (P1 caught in LeftSideGrab)
??? BackSideThrow 60 (P1 caught in RightSideGrab)
[*1]From BackTurned, 15 damage, active frame 12
[*2]Hold ? to face back
[*3]From BackTurned, 25 damage
[*4]Hold ?or?or? to face back
[*5]Hold ?or? to face back
[S1]3 level charge: 25?%40?#55 damage. Shift from Lv. 2 with L.
[S2]Shift before 2nd hit’s active frames to (RisingM, M) or (RisingM, ?M, M, M)
[S3]Shift with ?M to (RisingM, M) or (RisingM, ?M, M, M)
[S4]Shift with ?M to (RisingM, M)
[S5]Shift with L on whiff or block to (L) or (L, M, M) or (L, M, ?L) or (L, L)
[S6]Shift with L to (L) or (L, M, M) or (L, M, ?L) or (L, L)
[S7] + [S8]Shift 2nd hit with M to (H, M) or shift 3rd hit with M to (H, H, M)
[S9]Shift with M to (L, M, M) or (L, M, ?L)
Combos?
Format:
[Juggle] [Down attack] [Valid weight classes]
[Launcher] [Damage] [<Damage w/ down attack>]
(GH?H)(H)(?GH?M??M)<?L>?LW?MW??
?(?GM?M)?DM123<135>?
?(?M)?? DM108<120>
?(?M)??? DM112<124>?(LW only)
(GH?H)(H)(M??L??M?M)<?L>?LW
?(?GM?M)??DM127<139>?
?(?Mor?M)?DM112?116<124?128>
(?Mor?M)(GH)(H)(M??L??M?M)<?L>?LW?MW?Doctor V
?(?GM?M)?DM127?130<139?142>?(Doctor V: ?M is more reliable)
?(?M)??? DM112?115<124?127>?(Doctor V: impossible)
(?Mor?M)(H)(GH)(M??L??M?M)<?L>?LW?MW
?(?GM?M)?DM127?130<139?142>
?(?M)??? DM112?115<124?127>
(?Mor?M)(H)(H)(M??L??M?M)<?L>?LW?MW + Doctor V
?(?GM?M)?DM121?124<133?136>
?(?M)??? DM106?109<118?121>?(Only Doctor V: ?M)
(M??L??M??M?M?M)?All weights
?(?GM?M)?DM101
?(?M)??? DM86
(?M)??? DM90?(Ill only: impossible)
(?GM?(ReleaseM)H)(?GL??L??M)
?DM96?
?DM124?((?GL??L??M) on confirmed dizzy)
Down attacks?
?Order of damage:?L?L>?GL??L>?L>GL>?L?
Bounce down attacks
M??L>?M>M (LongHold)>?M
?vs. Ill(?GM?M)(M??L??M??M?M?M) is guaranteed…
?..but if no quick recovery (?GM?M)(M??L??M?M)<M??L>
EDIT: (?GM?M) isn’t a true combo – it’s possible to mash out of the crumple stun and even interrupt the 2nd hit!
I think the blue spark has something to do with hitting the opponents head during a combo? I keep seeing\hearing it, I guess I need to look into it further.
WTF is up with 1 hit dizzies? have you figured what engine mechanics are causing that? ST programmers created the game with elements of random. I wonder if the tobal creators used the same concept a different way.
The one thing I’ve noticed is that this game doesn’t tell you EVERY MOVE. For instance, chaco can do g+h, tap fwd fwd and go into her m~g stance. However, when you initiate the g+h, the game doesn’t tell you fwd, fwd is an option. Don’t know whats up with that. Gren also has this gut punch I haven’t figured out since I mashed it out a few days ago. Maybe the game wants you to figure out SOME things on your own but I don’t know.
This thread has gotten hella views, I wonder if people are thinking about playing this game?
has there ever been a tournament for this game? I’ve read online that this game sold 318,000 copies the year it was released.
Tandem, check out the youtube video’s about playing this game on a ps2 with no mod chip. You can play a backup copy on this game on either a ps2 slim\fat. Its a shame this game doesn’t run 100% with the bleemcast. I got some ideas for that though, its so close to running perfect on the DC.
I still got this game in my closet somewhere. Case and all. The only caracters I remember is that fat wrestler and that nigga in a jersey. I might dust off the game and try to learn somebody. and that sombody most likely will be that nigga in the jersey.
if you learn anything about the game, please post in here. There is very little information about this game on the net.
when you run back with your character, they run standing up. However, if you constantly dash back instead of running back, your character will duck their head. This is also present in the fwd, fwd dash. I’m wondering if your character will duck high attacks while in that state.
The blue spark does seem to happen only on hits to the head. From what I can tell it causes slightly different knockback and makes some moves instant-dizzy (Chuji’s unblockable punch, even if it’s not a counter hit).
Trying to backdash under a jab will not evade it, although it will get you dizzied instantly. However, with a sufficient height mismatch (say, Fei vs. Doctor V) you can run under jabs some of the time. I know Gren can dodge Chuji’s jab by running at him at a certain angle too (start running with uf, uf, f or df, df, f so that Gren pushes him with his shoulder) but it’s worthless in actual play.
Epon section translation is done, but there are no combos to show… (the original wiki doesn’t have any, and it hasn’t been updated lately either. Actually, only Chuji and Oliems have any combos listed at all…)
EPON
??? H 7 <10>
??? H,H 7,7
???[S1] H,H,H 7,7,7
??? H,H,?H 7,7,25
???[S2] H,H,M 7,7,15
??? H,H,M,M 7,7,15,15(25)
??? H,H,L 7,7,20
???[S3] H,M 7,15
???[S4] H,M,M 7,15,25
??? H,M,L 7,15,20
??? H,M,?L 7,15,30
???[S5] !?H 20 <18-19>
???[?] !?H,?M 20,15
??? *??H 30(10)
???[S6] *?or?or?HorRunningH 15or25
???[S6] *??or??or??H 35 <22>
??? ?H 20 <16-17>
??? ?H,H,*H 20,20,20
??? ?H,H,*H,M 20,20,20,20
??? ?H,H,M 20,20,20
??? ?H,M 20,20
??? ?H,M,*M[*1] 20,20,15(15)[2]
??? ?H,M,L 20,20,20
??? ?H,%?M 20,30
???[?] ?H,?M 20,15
??? M 15 <14>
???[?? M,?H 15,10(10)
??? M,M 15,15
??? M,L 15,15
??? ?M[*3] 18 <22-23>
???[S7] *?or?or?M 15(15)[*2]
??? #?M?(Hold…Release) OUGI (Unblockable)
??? *??M 20(25)[*4]
??? ??M,?H,?L 20(25)[*4],15(15),20
??? ??M or??M(Cancel with G)30 <39-42>
??? *??M 20 <20-21>
???[?] *??M 30 <28-33>
??? L 10 <14-15>
??? L,M 15,25
??? L,M,*H 15,25,25
???[S8] L,M,M 15,25,15
??? L,M,L 15,25,15
??? ?L 15 <20-27>
??? ?L,*M 15,20
??? ??L 20 <21-27>
??? ??L,*H 20,15(25)
???[?][S9] ??L,#M 30 <24-28>
??? ??L,?,M 20 <21-22>
??? ??L,?,?M 20(35)[*5]<27-28>
??? ?L 25 <20>
???*RunningM 30 <29>
??? RunningL 15 <20-25>
??? *RisingM 25 <16-17>
???[S10] BackTurnedH 15 <15-16>
??? BackTurnedM 15(13) <19-20>
??? BackTurnedL 25 <22-24>
??? *Jump+L 25 <27-28>
??? ??M --(if successful, 45 or RightSideGrab)
??? when opponent is crouching ???M --(no damage ? land behind opponent)
??? Throw 50 (P1, P2 face-to-face)
??? PullingThrow 50 (P1, P2 face-to-face)
??? ?Throw 50 (P1, P2 face-to-face)
???[S11] PushingThrow 50 (P1 caught in RightSideGrab)
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? LeftSideThrow 60 (P2 BackTurned)
??? RightSideThrow 50 (P1, P2 face-to-face)
??? BackThrow 60 (P1, P2 face-to-face)
[*1]2nd hit knocks down
[*2]If 1st hit connected, 2nd hit does 25 damage
[*3]Can cancel with G to face back
[*4]If 1st hit connected, 2nd hit does 15 damage
[*5]2nd hit will not come out if 1st hit misses (but always connects if it comes out)
[S1]Shift with ?H to(?H), or shift with M to(??L,M)
[S2]Shift with L to(??L) or (??L,H) or (??L,M) or (??L,?,M) or (??L,?,?M)
[S3]Shift with ?M to (?H,?M)?will not knock down?
[S4]Shift with M to (?H,?M)
[S5]Shift with ?L to (?L) or (?L,M), or shift with ??L to (??L)
[S6]Shift with L to (??L)
[S7]Shift with H to (any string beginning with H)
[S8]Shift with ?H(?H)
[S9]Cancel elbow with ?L to shift to (BackTurnedL)
[S10]Shift with H to (H,H) or (H,H,H) or (H,H,?H) or (H,
H,M) or (H,H,M,M) or (H,H,L)
[S11]Switch with ??M to MountPosition
OLIEMS
??? H 10 <12>
??? H,H 10,12
??? H,H,H 10,12,13
??? H,H,H,*M 10,12,13,37
??? H,H,M 10,12,20
??? H,H,M,M 10,12,20,20
???[S1] H,H,M,?M 10,12,20,35
???[S2] ?H,H,H,H,H 8,10,10,14,15
???[S3] ?H,H,H,H,H,M 8,10,10,14,15,28
???[S4] ?H,H,H,H,L 8,10,10,14,25
??? *??H 30 <24>
???[?] ??or??or??H 24 <15>
??? ??or??or??H,H 24,25
??? ??or??or??H,H,*M 24,25,40
??? ?H 20 <18-19>[*1]
??? ?H,H,H 20,22,24
??? ?H,M,#H 20,22,40
??? ?H,M,*L 20,22,25
??? ?H,*L 20,26
??? M 20 <17-19>
??? M,M 20,35
???[S1] M,?M 20,35
??? ?M 25 <16-18>
??? ?M,*M 35 <26-27>
???[S5] ?M,?,!M 35 <26>
???[S6] ?or?or?M,M 20,24
??? ?or?or?M,M,!M,M 20,24,28,32
??? #?M?(Hold…Release) OUGI(Unblockable)
DODO TACKLE [S1]??M 35 <21-26>
???[S7] ?or?or? from Dodo Tackle 4(?or?)or35(?)
??? !??M 20 <20-21>
???[S8] ??Mor??M 25 <40-41>
DEMPSEY ROLL ??Mor??M,M,M… –
?DEMPSEY BLOW ? from Dempsey Roll 20 <5-6>
?DEMPSEY SMASH ?,H from Dempsey Roll 20,25(Unblockable)
?DEMPSEY QUICK BLOW[S9] ?,M from Dempsey Roll 20,20
?DEMPSEY TRIPLE BLOW ?,M,*M from Dempsey Roll 20,20,20
SOUL UP - FRONT ??M[*2] –
SOUL UP - REAR ??M[*2] –
??? *H from Soul Up - Front/Rear 40(Unblockable)<25>
??? *?H from Soul Up - Front/Rear 50(Unblockable)<47-48>
??? L from Soul Up - Front/Rear 40(Unblockable)<25>
??? M from Soul Up - Front/Rear 20 <16-17>
??? L 20 <20>
???[S10] L,?L 20,20
???[S11] ?L 25 <20-22>
??? ?L,?M 25,40
??? #Rising?M 40 <27>
???[S1] *Rising?M (LongHold) [*3] 30+15?[*4]<40>
??? BackTurnedH 25 <18>
??? BackTurnedH,*H 25,40 <28-30>
??? *BackTurnedM 28 <38-40>
??? Throw 60 (P1, P2 face-to-face)
???[S12] ?Throw 80 (P1 caught in RightSideGrab)
??? PushingThrow 75 (P1 caught in FrontGrab)
??? PullingThrow 75 (P2 BackTurned, P1 on ground)
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? LeftSideThrow 70 (P1 caught in RightSideGrab)
??? RightSideThrow 80 (P1, P2 face-to-face)
??? BackThrow 80 (P1 BackTurned)
[*1]From BackTurned, active frames 20-22
[*2]Hold G to continue stance
[*3]Possible to control the movement with ?or?
[*4]Tramples the opponent from above for multiple hits; 25 damage before landing
[S1]Shift with M to (??Mor??M) or (??Mor??M,M,M…)
Shift with ?or? to (??M, ?or?)
[S2]Shift with L to (?L) or (?L,?M)
[S3]Shift with H to (?H) or (?H,H,H) or (?H,M,M)
or (?H,M,L) or (?H,L)
Shift with ?M to (?M,M)
[S4]Shift with ?M to (?L,?M)
[S5]Shift with M to (?M,M,M,M)
[S6]Shift with H to 3rd hit of (?H,H,H,H,H) or (?H,H,H,H,H,M),
or (?H,H,H,H,L)
[S7]While moving forward, return to start with ?or?, or shift with M to (??Mor??M),
or (??Mor??M,M,M…)
[S8]Shift with ?or? to (??M, ?or?)
[S9]Shift with H to (??Mor??M,M,M…,?,H)
[S10]Shift with ?M to (Rising?M (LongHold)
Shift with ?L to (L) or (L,?L)
[S11]Shift with ?M to(??M)???
[S12]Switch ??M to MountPosition
Combos
(Translator’s note: The lack of range on ?M makes them unreliable and the ?M at the end of the first juggle string is a one-frame just input. Don’t expect to land either launcher against anything but a dizzied opponent!)
Juggle (?M?M?H?H?H?L??M)
from launcher (?M?G?M) DM140?LW only
from last hit of (?M?M?M) DM133??all but Ill
???
(?M?M?M?H?H?M?Mor?M)
last hit of(?M?M?M) DM127?all but Ill
(?M?M?M?M)
last hit of(?M?M?M) DM103
(M??M)(?or?)(?)
last hit of(?M?M?M) DM96
Originally, these movelists don’t include the results of throw breaks, so I’m adding them in myself. (When reading, P1 is the person initiating the throw).
I’ll get the previous posts updated tomorrow*
GREN KUTS
???[*1] H 10 <11-12> (Translator’s note: original site says <10-11>; my game disagrees)
??? H,H,*H 10,10,25
??? H,H,*H,*M 10,10,25,25
??? H,H,*H,L 10,10,25,20
???[S1]H,H,M 10,10,15
???[S2] H,H,L 10,10,25
???&???[S3] H,M 10,10
???[S4]H,M,?M 10,10,20
???[S5] H,M,L 10,10,30
??? *?H 30 <25-28>
??? *??or??or??H 30 <24-26>
STRONG HIGH KICK[S6] GH 15 <15-18>
???[S7] GH,H 15,20
??? GH,H,H 15,20,35
???[S8] GH,H,?M,?M 15,20,15,20
???’[S5] GH,H,?M,L 15,20,15,30
???[S4] GH,M 15,15
???[S9] GH,M,M 15,15,20
??? GH,M,!??M 15,20,20
??? GH,M,!??M,*M 15,20,20,28
??? H from blocked Strong High Kick 28 <21-24>
??? L from blocked Strong High Kick 28 <21-24>
??? M 15 <16-17>
???[2] ?M 20 <17-18>
??? ?M,?,#?M 20,25
???[S10] ?or?or?M 15 <17-18>
???[S9] ?or?or?M,M 15,20
???A ?or?or?M,? 35 <33-35>
???B[S9] ?or?or?M,?or?,M 20,28
???or?or?M,?or?,L,?M 20,25,35
??? #?M?(Hold…Release) OUGI(Unblockable)
??? #??M or#RunningM 25or40 <22-27or19-24>
??[S6] *??M 35 <29-35>
??? *??M,*M 35,30
???[?] *??M,? 35 <29-35>
GOOSE STEP[*3] ??M or??M(HoldM) –
??? *H from Goose Step 40 <36-41>
???[S11] Release M from Goose Step 20 <11+5>
???[S12] L from Goose Step 15 <12>
??? ?GM 30(Unblockable)<39-41>
???[S12] L 15 <16>
???[S2] ?L or RunningL 25or40 <22-27>
???[S12] ?L 28 <27-32>
???[S4] ?L,M 28 <20-22>
???[S9]?L,M,?M,M 28,15,20
??? ?L,M,?M,?L 28,15,25
??? ?L,M,?M,?L,?M 28,15,25,35
??? ?L,?,*M 35 <11-12> (Translator’s note: this is a launcher against light/middleweights at certain angles)
???[S5] GL or??L 25 <22-27>
??? GL or??L,M 25,30
??? GL or??L,?M 25,35
??? *CrouchingH 28 <21-24>
??? CrounchingL 20 <22-27>
*??? *BackTurnedM 30 <24>
*???[S13] *BackTurnedGL 30 <26-31>
??? !RisingM 20 <17-18>
??? *Rising?M 35 <17-21>
??? !Rising?M 20 <15-17>
??? !Rising?M,*M 20,28
??? Landing from jump *H or M,L 30,40
??? Throw 50 (P2 BackTurned)
???[S14] PushingThrow 50 (P2 BackTurned)
??? Pushing?Throw 50 (P1 caught in LeftSideGrab)
??? PullingThrow 50 (P1 BackTurned)
??? LeftPullingThrow 50 (P1, P2 left face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? LeftSideThrow 60 (P1 down)
??? RightSideThrow 60 (P1 caught in LeftSideGrab)
???BackThrow 60 (P1 caught in RightSideGrab)
[*1]From BackTurned, 15 damage, active frames 11-12
[*2]Hold ? to face back
[*3]When not held, 30 damage, active frames 23-27
[S1]Shift with ?L to (?L) or (?L,M) or (?L,M,?M,M),
or (?L,M,?M,?L) or (?L,M,?M,?L,?M)
or (?L,?,M)
[S2]Shift with ?M to (?or?or?M) or (?or?or?M,M) or (?or?or?M,?) or (?or?or?M,?or?,M)
or (?or?or?M,?or?,L,?M)
[S3]Shift with ?H (all strings from GH)
[S4]Shift with ?L to (GL or??L) or (GL or??L,M) or (GL or??L,?M)???
[S5]Shift with ?M to (Rising?M)
[S6]Shift with L to (GLor??L) or (GL or??L,M) or(GL or??L,?M)
[S7]Shift with ?H to (GH) or (GH,H)
[S8]Shift with ?H to (GH) or (GH,H)
Shift with ?L to (GL or??L) or (GL or??L,M) or (GL or??L,?M)
[S9]Shift with ?M to (??Mor??M(holdM))
[S10]Shift with L to (GL or??L) or (GLor??L,?M)
[S11]Shift with M to (??M,M)
[S12]Shift with ??M to (Rising?M) or (Rising?M,M)
(Timing is strict but it can combo)
[S13]On hit, shift with M to (GL or??L,M)
Shift with ?M to (GLor??L,?M)
[S14]Switch with?GM to MountPosition
*Tomorrow means 13 days later, as it turns out.
i rike it! :lovin:
thnx for that dashing stuff, I needed to know that.
I forgot to post this the other day when I tested it out. Say the opponent side stepped you and is @ your back now. If you hold guard right here, the game doesn’t auto correct itself. You have to tap the direction of your characters back+guard for an instant block I THINK. What happens with the sprite is that there’s actual turn around frames. When you bck+guard and actually block something, it leaves you facing off axis.
I gotta fuck with it a bit more. Its kinda of hard to test that solo. The times I tested it, I didn’t get the off axis block every time. There was also something funky about ducking dwnbck+guard.
So I just found out that there are 100+ match replays (of fairly high-level play) included on the game disc. From the title screen, pick the 5th option, then 4th, then 3rd, then 4th (technically the 5th row; the top row is just the menu title). Choose a fight file and match, then take the 1st option for the last three windows.
For anyone with too much free time, beating Tournament mode (normal single-player) with the 10 starting characters at each difficulty level unlocks the “S-FIGHT” file (which contains just 10 more matches) alongside FIGHT00~FIGHT13.
yo those were pretty cool, you need to send me your saved file so I can watch the rest of them. I’ve never beat the game so all I have are 10 matches, is it supposed to be like that?
sounds like to me that you have japanese version, you need to dl-ed the translated version!
I’m actually playing on a Japanese PS2, so I can’t run backups on it (or copy saves without a cheat device). All of the replays from sections FIGHT00 to FIGHT13 should be available from the very beginning though – I can view them even with no memory card inserted.
Anyway, I found a couple of infinites that work in sudden death (activated after a double KO/RO in the final round): Oliems’ (H, H, H) and Udan’s (?M). With Udan you have to cancel the (?M) just after the hit to avoid getting (?M, M) instead, but still quickly enough to combo. It should look like he’s floating on his back while constantly flip-kicking the enemy. On block Oliems’ string can be ducked under between repetitions, but Udan’s seems 100% inescapable (eventually, it pushes you out of the ring.)
With everyone else, the best strategy seems to be spamming mid/low mixups. If you get locked down, taking a mid counter hit intentionally is one way to (possibly) escape.
The easiest way to practice sudden-death mode seems to be to start a mirror match in VS mode and have both characters step backward for a simultaneous RO. But for some reason, it doesn’t work with Doctor V (P2 side falls out of the ring first).
I never realized there was a sudden death mode. I’m usually practicing this game @ home by myself.
Maybe describing a characters game plan might be beneficial for new players? Some characters have natural mixups that’s pretty identical to tekken.
For instance, chaco has a H,H strings thats a natural combo. From her H,H string she can go low or mid for her mixup. This is where it starts to resemble tekken. On hit, I’m pretty sure you have to deal with her mixup after the H,H. However, on block any followup after the H,H looks like it can be side stepped. The M follwup after the H,H is a crumple stun that leads into a free launcher into a combo. The poke low is just a cheap hit. Its very tekken like in that aspect.
All of chaco’s launch combos revolve around f~m xN LOL. Very little combo potential with her outside of that. However, it seems she has some pretty good oki tools. She has the double low on oki, G+L~m for a mid strike. Fwd, fwd+low for an alternate low mixup and I think if this hits, its another oki setup. Typically, players stay grounded @ this point and if they do, L, L is free. Once your opponent starts respecting the oki, it looks like you can start exploiting her m~g stance. The m~g stance also looks like its a high crush ducking stance. Maybe its possible to use it in her H,H game plan. Possibly something like H,H, opponent retaliates with a high attack and you can counter with m~g stance.
I think the damage scaling is as follows, 1st hit = 100, 2nd hit = 80%, 3rd hit = 70%. I need to fuck with it more tomorrow but that should be pretty close. Its really easy to see with chaco because the same move is performed 4-5 times in one combo. Just gotta crunch the #'s a bit better, I don’t exactly remember of damage points I was getting.
for new players, I suggest chuji\epon. Very easy character design, good mixups, great normals, great combo’s, great oki and neither are EXTREMELY technical. Chaco\gren personally are very technical currently. I haven’t messed with the entire cast yet though. Gren’s combo’s are so hard to perform consistently and his 2nd best combo doesn’t hit every character which really sucks. So you either get the chunky damage or some shitty life from a bobo combo.
Tandem, do you have anyway to record video? I have a capture card here and I wouldn’t mind making character FAQ’s about this game. Like a tutorial for each character. Combo’s, good normals, counters, etc…
For shits and giggles, gren’s green outfit can be made to look like goku’s DBZ outfit. Thought that was kinda cool since the DBZ creator made the character designs for this game.
man i haven’t played this game since I was a kid
bump
this game needs to be played more!
I’m going to try to identify the extra moves some characters have. Maybe even try to run a tournament or something for it amongst friends.
I played 1 and loved it. Also pissed to hear that the sequel never did come here seeing how I loved it. To make matters worse, Japan just got a greatest hits version released not too long ago. (sometime last year IIRC.)
Kinda suprised this hasn’t made some type of movement to be ported or brought to the states. But then I keep forgetting that Squeenix are too high and mighty trying to do anything Final Fantasy and ignore their better games.
I honestly didn’t have a main in this game. This was before I got really serious into fighters so I kinda fooled with everyone.