It’s time for it’s own thread. Ever since the first Darkstalker’s Combination Cup (which had both Savior and Hunter) there’s been a bit of a revival in Japan. Now there’s an influx of new vids on top of the older ones that have been around for awhile.
There’s tons of vids on Youtube thanks to ToyRobotTerror, Soh85 and some combo videos from Taikoubou. G.O.T. is also working on breaking up the GameST video into single character tutorials.
For people wondering about the overall differences between Hunter and Savior:
Slower, more of an old SF pace compared to Savior’s fast marvel-style pace.
No tech push, guard cancel command is different for every character.
Jumping attacks can be linked but not chained, and they can be whiff “cancelled” for meter building.
Standard round/health bar system.
No Dark Forces, but power up supers still have startup invincibility.
Character specfic move changes (moves added/removed and changed commands).
This might be a noob question but when using donovans devil super move. How do you stop him from flying back?
Whenever I do it, Even if I try to hold forward as it starts, He always flies back. Thus I can never actually hit anybody with it as it always just gets blocked.
I want to be able to do what daigo does in this vid.
[media=youtube]CSVR7vPLWV0[/media]
Being able to use it against wakeup would make it hella useful but I can never seem to stop him from flying back before getting him foward.
anybody know what is up with that?
Donovan always flies back when you perform the Change Immortal super unless it connects in its initial phase. I don’t know the frame data but I believe its invincible at startup.
In the vid Diago nails the Lei-Lei player twice at Change Immortal’s startup frames by first buffering the command with a whiffed regular attack and counter-hitting Lei-Lei.
Notice at both times the super is landed you hear her shriek implying she is starting an attack.
Phobos seems like a mix of Sentinel and Storm, with some optic blasts thrown in for good measure. People use the bombs way more than the beams though since the beams are so slow. They’ll go through alot though.
His jump takes some getting used to, since if you hold up or let go, he’ll float. You have to guide him back down manually. This means you can jump back, then come down forwards again, or jump forward and come down back, etc. He can also air dash, and more than once during his jump. But it seems once you do 2 attacks or so, you start falling.
To IAD with him does take some getting used to, due to the speed of the game and perhaps a tiny delay in his jump. If it doesn’t work (UF, F or UB,B), you’ll just get a ground dash.
s.mp is a good anti-air, but s.hk has more range, a little slower though. j.hp seems to make a good crossup. Popular tactics include-
-c.lp…c.lk (not chained) xx LK bomb
-Bomb on wakeup and pressure (watch for guard cancels)
-Your usual IAD fun, except you can usually get off 2 dashes. so IAD back + poke, airdash toward again and poke…etc.
-Jumpback, fall forward j.mk
His throws (command included) seem a little slow though. You’ll somtimes see or hear it start, then he either gets thrown himself or gets hit out of it.
For those asking about the Saturn version as far as I can tell once you unlock the appendix and set the frames to full, it’s accurate.
Btw for info on the Appendix and Debug Mode (which lets you see the hitboxes), go to gamefaqs, look up the game under the Saturn version, and check KaoMegura’s FAQ. I can confirm that it works 100%