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

I forgot how good throws were in this game. @_@

Okay, since there is the corner block stun from cr. lps that are rapid and pretty dumb, you can do stuff with Youko Kurama like cr. lp xx dash uppercut for pressure and a shitload of chip damage. I think this is how I approached this game with a lot of characters, so this might be the key. :stuck_out_tongue:

Oh, and cr. HP for Youko Kurama is pretty awesome as anti-air.

They removed netplay from later versions, because they felt it was not good enough for some odd reason. :china:

video time!

[media=youtube]0iSUBi3ABto"[/media]

Not sure if you can recover in the air to get out of the juggle, but this one is a true combo as in not blockable at least. As far as I can test.

Yeah, that combo gets recovered by the cpu around the uppercut randomly. There’s still a chance they might not due to the system though.

Oh wow, I didn’t notice that this version of zsnes doesn’t have netplay, I haven’t played online since version l33t and zbattle.net was brand new. I had even held a tournament for it around then, :rofl:

I’m in irc fiending for fights lets go

Do you still use zbattle, and does it work well?

This game is surprisingly fun, on transformations, is there a requirement for them? Like desperation moves.

I might just be doing the input wrong, but I couldn’t get Sensui’s transformation to work in a regular match.

Also can more then one desperation move be used in the same match?

Hiei so far from what I seen, has some nice set ups.

I use zsnes without zbattle.

Just fought kemastersx a lot, he owned me constantly but it was loads of fun! :woot:
Didn’t cam anything because I’m still so sucky, no fun to watch lol.

Majin Yusuke seems powerful, like a super Akuma.

I haven’t used zbattle in 5 years plus, but it was a really good app back in the day. Website’s still up for it.

For the transformations, you have to have full meter to pull them off.

You should’ve recorded some of it at least, to show off the game. lol Maybe me and Emblem will later on or something.

I forgot how brutal this game is sometimes, random half life/full life juggles. XD

Been playing this for a bit and it’s pretty darn fun. Hiei seems to have a rather solid movelist and is my current favorite. Where do you think he stands, Emblem/kenmastersX? I might throw in a little write up later on.

Does anyone use these insta-dizzy attacks (f,b,f + HP)? I’m curious if they’re actually useful at all during matches…

Ah, I knew I wasn’t the only one who thought the juggling in this game is weird, especially when it comes to the corner.

Say, Yin, do you have MSN/AIM? Maybe we could try to arrange some games for this and Karate-bu a bit later tonight.

Okay thanks, the faq didn’t say anything about that, just that desperation moves required full bar.

So what do you use for netplay now? 1.42?

Anyone know if dizzy+desperation is a insta-kill?

I think Hiei is ass. :rofl:

But seriously, Hiei doesn’t have tools that you can abuse easily compared to the parts of the cast that do and his damage output is low. He’s a bit fast at least, but his counter doesn’t do much for him, and he doesn’t have much in the way of juggle setups. Low-mid at best, IMO

Instant dizzy attacks vary by character, but you can combo them all from a juggle like a sweep or something I’m sure. Some of them have pretty long animations while others are almost instant. I think Youko Kurama’s is a grab actually. It’s really good if you go for the kill and you meet the requirements for a cinematic fatality attack, since that’s the only time you can pull those insta dizzy attacks anyway.

1.42 was the version we were using.

Most desperations take off half life, so if you have about that much life against someone then yeah, it’s a free kill. It’s a lot cooler if you meet the requirement for the fatality cinema finish, though. :slight_smile:

Just hit up the IRC channel later :woot:

lol. kenmasters said juggles.

Hiei isn’t ass. Not at all.

You guys seem to be talking about air combos alot and I would rather you guys not waste your time.

You can air tech in this game.

At no cost.

When you are launched into the air by anything just hit forward then back on the control pad. You could just violently wiggle from forward to back and that will work too.

You will do a back flip and your character will be invincible until they touch the ground.

So with this, the game just got alot less broken and the metagame just shifted from easy to juggles to…well, I’ll let you guys mess around a bit more.

But Kenmasters got one thing right.

Frame traps are crazy in this game. Pretty much all normals deal alot of hitstun and block stun so characters with good c.lps and c.lks that have little block push back and can really abuse frame traps.

Oh yeah btw.

[media=youtube]ebVna-wpHHI[/media]

Like I said, Hiei doesn’t suck.

:rofl:
This game is actually pretty badass.

Is Hiei the only one discovered with a infinite, or are there others?

Back when I played the game about half a year ago, and I found that vid I got really hyped up.

I treid to see if anyone else could do that.

But so far as I know only Hiei and Majin Yusuke can do it.

Hiei can do it because he walks so fast and Majin Yusuke can do it because his walk speed is pretty good and his lp’s have VERY little pushback.

Also because of this Majin Yusuke can abuse the shit out of frame traps. Just lp walk up and now guess between another lp, grab, sweep, or Air fb for a retreat.

Actually, Majin Yusuke can do mid screen walking lp infinites on several characters.

He is very silly.

He is also my main.

Wow, Hiei’s double Dragon of the Darkness flame takes a full health bar down. :wow:

I also wanted to suggest a game for another week.

Mighty Morphin Powers Rangers: Fighters Edition

I think people would enjoy it.:woot:

That game was already covered by Team Best From Now (search on youtube, too lazy to dig up link).

Ok, time for gameplay notes.

  • Most projectiles can be ducked which limits their usefulness a great deal.

  • Every character has a rush combo. This combo consists of rapid fire normals. All rush combos are safe on block and take no Ki to use. They also do no chip damage. This makes comboing very risk free since you can just do a normal and cancel into rush combo and you are safe on block.

  • You can dash cross up. Just dash twice towards your opponent when you are close and you will dash past behind them. This move has invincibility frames.

  • Only a few characters have invincible reversals. So this means tick throwing, frame traps and wake-up games are very strong.

  • Wake up in general is hard to set up for thanks to air teching. So characters with throws that set up for wake up have a good tool at their disposal.

  • Projectiles seem to have priority behind them. Energy based projectiles will pass through physical projectiles. So Yusuke’s Rei gun will always overpower Kurama’s plant seed.

  • Some characters can combo off their throws or OTG combo off of them. Some of these combos only work in the corner, on specific opponents or both.

  • Slide kicks are very good. A good way to get past projectiles while still advancing or applying pressure.

  • This game seems to have follow the anime/manga in some aspects. Fighters with S class power levels push down their dizzy gauge incredibly fast while fighters with lower class powers lose stun alot more slowly. So guys like Raizen and Majin Yusuke can be a little more aggressive because it’s much harder to dizzy them overall.

I wonder if the S class fighters re-charge their ki faster or have higher defense? Something to test out for sure.

Well I’ll be damned. I thought the recovery command was a button, hence me thinking juggles were good. Ahahahahaha, good shit man.

Mukuro’s my main, are you up for some games now? :slight_smile:

I would say ggs to Emblem, but he told me it was insulting for him not having earned it. :frowning:

Still, I can tell he actually is knowledgeable in the game, and I look forward to playing him when he’s back in shape.

Everyone else, level up so I can not sit around at home bored. ;.;

Frame traps are soooooooooooooo good.

Throw range is soooooooooooooooooo good.

People with strong wake up games are soooooooooooooooo good.

My thoughts on Hiei since Lolerskates asked.

He is like Nakai in Karatebu.

Very solid normals and basic gameplay. But his special moves are lacking and so is his wake-up game.

He has trouble with strong pressure and tight frame traps. Of course good projectile zoning will also give him some problems.

He is the fastest character in the game though and has some solid normals to fall back on. One thing that sucks is that his sword counts as part of his hitbox so if someone hits it he will take damage.

Which is really ass.

I would say he is high tier.

A solid character, but there are certainly better ones to choose from.

I was playing some YYHF earlier, been playing w/ Majin Yusuke and Sensui. I was practicing variations of this one combo for Sensui:

corner SP, DP+LK, HCB+LKx2

I’ve read that someone mentioned Flying Dragon for the N64. I should also mention its superior sequal, SD Hiryu no Ken Densetsu. This game is not easy finding, took me a while to get it myself. The game can be runned on emulation, but the menus are very laggy.

When you guys begin talking about Flying Dragon and SD Hiryu no Ken Densetsu, I’ve got a lot of stuff to talk about for those games.