Weekly Fighting Game Club - currently playing: Sailor Moon Super S

So… Week is up.

Since Emblems been such a driving force here, should we grant him his wish of Yu Yu Hakusho Final? I could go for some Sniper(if he’s in) or Youko Kurama action :wgrin:

And then we put up Asura Buster and Ninja Masters for the following weeks, because Asura is quality and Ninja looked good and I don’t think I’ve ever played that.

Man, if PS2 had netplay… Spectral and Rumble Fish would have been awesome.

I’m cool with that, yeah. Maybe we can get in some strat crunching this week.

I’d be down for Yuyu hakusho soon, although I’ve got some computer maintainance work to do first. Asura busters would be great, but unfortunatley emulation for those games is still terrible from what I’ve seen. If anybody knows how to run them decently though, I say we go for it.

Awesome! Then I proclaim this week officially started, since it’s 1:10 here!

I’ll be going to sleep soon though, but I’m gonna get the game and take a quick look at the characters first, see who I’d like to main :wgrin:

Played that game online before. There’s no problems.

Glad to hear that Martial Masters has emulation problems still. I thought it was just me, because there’s people running the game flawlessly on youtube. I guess they actually own a PGM board? loll

I think I’ll go with Youko Kurama because of his coolness, not sure yet though…

Some flaws with him:

  • seemingly no cross-up potential
  • his surround-with-flowers (stay in place SRK) seems punishable by projectiles on hit because the opponent gets out of it before he finishes all the hits and the animation (unless in corner)

Super basic combos:

LP - HP - Projectile

(charge db) c.LP - c.HP - Dash Punch (charge move)

Yeah, extremely basic.
Anyway, g’night all.

Has anyone played YuYu Hakusho for the Mega Drive? It also has a 4 player option…
[media=youtube]ANy2hzEVMrM[/media]

Short cmv:
[media=youtube]9YSwiXw7Yr4[/media]

Can…can it be?

*dies

Ok, so like just so you know…the game isn’t half as broke as you might think.

There are a few cool things you can do and in some aspects the game is ahead of it’s time.

I’ll let you guys mess with the game a bit though and see what you find out, before I talk about what I know.

yuyu hakusho final was da shit back in grade school.
didnt know this many people knew about it.

Yusuke, demon yusuke and sensui were my favorite characters.

Game is awesome.

Oh shit, everyone’s playing Yu Yu Final? I’m taking you all out! :o

N64 emulator netplay

How bout a tier list at least Emblem, so we don’t start learning crap characters? :bgrin:

Nice to know N64 has netplay too. We should run some tests with netplay on PSX/N64/other consoles some day.

Man, I forgot about how crappy the training mode is on this game. No option to set the opponent to dummy, but at least you can put the training mode to 2p and have the second opponent pick and just stand there.

Random notes for people who don’t know where to start:

You can cross over to the other side of people if you dash through them. A bit dangerous, but good to know.

The juggle system is kinda wonky with this game. A lot of people can combo after their sweeps, but recovering in the air to avoid juggles is almost random. If you are knocked into the air, press a button a bunch of times and if you’re lucky during some juggles, you’ll recover. If you hit someone with a normal when they’re in juggle state, they will recover and it’ll end the juggle. This is why you would want to juggle with special moves unless you’re trying to set up a certain pressure game.

All the characters have one move that is just a series of regular attacks (the FAQ on the front page actually lists these moves). These don’t do block damage but are vital to a few characters for block strings, while others are ass.

Clashes occur when two attacks collide (I forget the requirements) or two people dash together. At this point, both people back off then dash forward initiating a bunch of hits. The person who mashes harder wins. :stuck_out_tongue:

Some characters have transformations to different forms. I would avoid these moves personally since they drain your special meter until you run out, then your stun meter is brought up to full bar, which means one more hit will make you dizzy.

Speaking of the dizzy bar, if you get someone dizzy during a combo but still hit them during it, the dizzy meter resets to zero. (super lame, but the game’s damage output is pretty high so I can forgive this a little)

Desperation moves are available when you’re almost dead. You’ll know when you can do it when your special meter is flashing. A lot of these are invincible on startup and do shitloads of chip damage, so they can end matches if the opponent isn’t careful.

lol, I’m sure I have more but I think I’ll take a breather while people try to figure out stuff. Get hype! Emblemlord, lemme know when you’re available to play. I’m fiending to play this with someone who knows how to play.

So what emulator do you guys use for snes netplay?

ZSNES 1.42 worked good for me and Emblem. I think Snes9k worked good for others too, but I prefer zsnes non-kaillera.

What’s the point of Kurama transforming into Youko Kurama, when you can just choose Youko Kurama instead? :rofl:

Tried out Raizen some… He’s cool, but his “hold back, forward + spam punch” was to annoying to execute lol.

Edit: Oh snap, I think you can load Youko Kuramas charge punch while he’s doing the Leaf Surround move, and combo them.
Also, the weakness I mentioned about the Leaf Surround seems to be only for the HP version for some reason, and this combo thing is only with LP version. Need more testing.

Edit2: Oops, I meant to reverse those LP and HP… Fixed. Stupid mapping of controller.

Edit3: Fuck, it doesn’t combo at all. Man, I hate that old games don’t have a combo meter :rofl:
And LP - HP doesn’t combo either! Crap.

Ok! How about this one:

j.LK - (hold downback) c.LP - c.LP - Dash Uppercut(HP or LP) - (juggle)Grenade Throw

That should be a real one, since I’ve bound a trigger button to block for 2P and set him to crouch when I do. :woot:

Working on prolonging the juggle now… I can get another hit in between uppercut and grenade if I dash or jump after and do a normal.

Edit: Oh man, once you get them in the air there’s sooo much you can do. I can charge more Uppercuts during the uppercut for example.

I like regular Kurama over Youko Kurama. Mukuro’s my main in this game though (lol)

Jumping weak kick is a really good jump in, can be used as a crossup. I personally think crossups aren’t really that strong in this game due to the speed of jumps and the hitboxes being small, so I just use normals that stay out forever to keep people from doing an attack.

Leaf surround (dp) has a smaller hitbox, but activates the hits instantly. Great pressure tool in the corner and can combo it after a throw if in the corner for free damage.

Rose whip combos great after a bunch of cr. lps, I think it has slight invincibility (probably just has a hitbox that is hard to hit) This is good against people jumping in front of you.

Rose thorn is pretty shitty. Small hitbox, some characters can dash under/crouch and this move whiffs, should only use in combos, and preferably outside of juggles since you might not get the full hits. The dizzy meter goes up pretty high during this move.

His rush normal combo is ass. lol

lol, I just locked the cpu down in the corner with cr. lp. The blockstun in this game is a bit glitchy I’m guessing. With no timer, this tactic is pretty moot unless you’re trying to make people rage quit, which is funny since timers are better for more “serious” games.

haha :rofl:

But check this out… With Youko Kurama:

j.LK - (hold downback) c.LP - c.LP - Dash Uppercut - (juggle from here on) Dash Uppercut - Grenade Throw

= exact amount of damage to do dizzy(since you said if you hit more, it turns to zero again) and 50% damage on Kurama. No corners needed. :woot:

Current version for zsnes is 1.51. I think different versions will make the emulators desync during netplay, so update man!