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

theres ways to acquire PSX and DC game images without torrents

anyways i like this idea a lot :tup:

heres an interesting piece of abandonware i found

http://www.cdosabandonware.com/std_games_details.php?gameid=2173

maybe you can use it for week 2

Oh man, Ossu Karatebu. I downloaded that just the other day, it’s so bad lol.

I won’t be able to join anyone on ZSNES, but it’s not uncommon for me to play some SNES fighters with friends… I’ll try and get some matches down this weekend, lol.

Also: [media=youtube]Jm8Bvpke_ko&feature=channel_page[/media]

It has infinites, hahaha.

Yeah, I saw that vid too… But I don’t see that girl among the characters available from the start? If she’s a secret character we could just say that we only allow the standard ones, if she’s that broken…
Also, if things turn out to be broken there’s a team battle mode were you choose 5(!) characters each :wgrin:

Actually, I’m kinda starting to like this game. Sakuma ftw.

Well, time for me to sleep now.

Games that you can d/l as roms for SNES and Genesis are the best candidates. Let’s not make this TOO difficult. lol.

Also fuck all of you for not picking Yu Yu Hakusho Final for the game of week one. lmao.

Ah, well.

it’s too bad the yu yu 1v1 traditional 2d fighters aren’t that great because the cinematic ones are godly

P.S. I’m lookin for something to do so I’m all for this project :slight_smile:

Very much agreed. Tokubetsuhen ftw. A bit seizure-inducing at times though!

Yu Yu final is actually pretty damn good. It looks broke at first but once you discover a certain mechanic the game gets much better and more balanced.

HAHAHA, I just discovered another corner infinite.

With the dude in the singlet (bottom right corner in character select) he can do jab, walk, jab x n

Maybe it’s only on big characters though, I’ll have to test.

I’ve got Ossu, picked a character and unless he has 360s he doesn’t appear to have any special moves.

He’s the guy with a pipe in his mouth, wearing red.

Edit: Just checked the FAQ. Probably because I’m using a keyboard (I hope). I’ll try with a stick tomorrow and see how I get on.

Ok… it seems MANY characters can do jab, walk x n in the corner.

This game is fucking QUALITY.

EDIT: Ok, the big dude in the leather jacket as well as the fat guy who hits you with beads can’t do it. I will test more later.

You have such leniency when doing them.

This game is already poor within the first five minutes of play.

P.S. Combo video of this game: [media=youtube]q1-4w-qtfkM&NR=1[/media]

They’re all pretty much in the corner though. I wonder if human players wouldn’t be able to just avoid getting caught AND hit in the corner for the most part. Also, you pretty quickly get knocked down and rise with your ki, which is kinda a chance to get back in the game.

Anyone try ki-guarding while being comboed? Countering?

What does the faq mean with this…

That’s not very informative! Does he simply mean a throw? But he lists the throws among the moves. :looney:

You guys are being to hasty… Let’s see what happens when you actually try to have a real match in the game. Anyone with a human opponent of similiar skill easily available, please try it out.
Btw, you can set the game to best of three rounds instead of one in options(right most menu option).

Edit: Also, it seems that ZSNES no longer supports netplay past 1.50 version, but SNES9X does in the newest version and it seems pretty good. Havn’t tested yet though, but will try to later.
You can also record video with SNES9X(don’t know how well this mixes with netplay), but you get no sound while doing it(but the video will have sound)

Oh, most likely so. These infinites are just something to laugh at, really. But, because of the dashes, it is quite easy to move an opponent to the corner. I will probably spend most of my time with this game looking for cross up combos, or something, that will dizzy. Then hopefully that will set up the infinite(s). This is all starting to sound pretty fun, in a retarded kind of way :rofl:

I will most definitely try to get some friends over on the weekend, teach them how to play and get some matches recorded.

i’m in.

also. how the FUCK did you find a fighter so obscure i didn’t know about it? damn.

That’s the spirit! If Marvel has thaught us anything, it’s that a game can still be fun even with flaws. Looking forward to match vids! :woot:

I remember seeing screens from this game (ossu!) in a import preview in EGM when i was a little kid and it looked totally amazing to me. years and years passed and I got a computer and the internet and still remembered this game…hunted down the roms…totally disipointed lol

yeah this game has some corner mugen infinites that are quite apparent (by mugen infinite i mean, jab jab jab jab jab jab).

the engine does not let you combo into throw (do all characters have throws though? Ryuu-un doesn’t seem to have one or did i miss something?)

edit: is it just me or does ryuu-un not have any low attacks? the fuck?
edit: negative edge exists in this game
edit: are there any proper reversals in this game? if so tick throws are godlike. also, i think the ā€œcatchā€ in the faq refers to a throw
4xedit: are supers unblockable???

*All damage counted as pixels done on big-dude-with-military-pants(default 2P character) with full health.

I’m using the movenames in the FAQ on gamefaqs.
Note that Sakumas moves was mislabeled in that FAQ, all punches were switched for kicks and vice versa.

X = Heavy Punch
Y = Light Punch
A = Heavy Kick
B = Light Kick*

Sakuma (red clothes, pipe, ponytail)

far A [9 damage]

close A [8 damage]

air A [9 damage]
Seems fairly easy to cross-up with

far B [4 damage]
It’s extremely hard to hit an opponent with this unless they walk into it. The window of distance where this hits and before it turns into close B is very tiny.

close B [4 damage]

air B [5 damage]
Very similiar to air A, same cross-up potential

far X [8 damage]

close X [8 damage]
Looks just like far X, just two hits connect… Same damage though?
Each hit does 4 damage each.

air X [8 damage]
no good for cross-up

far Y [3 damage]

close Y [3 damage]

air Y [3 damage]
Looks just like air X, but seems to have much more cross-up potential. Maybe my imagination?

throw (forward+X) [13 damage]

Wall Jump Kick (downback,upforward+B, can charge downback) [10 damage]
Kinda like Sols move in GG: Jumps backward, then flies forward with a kick. Pretty obvious that it’s coming, so easy to block. But long reach.

Wave Kick (HCF+A/B) [11 damage(A) or 8 damage(B)]
Slides a long way forward, then comes up with a kick. Looks neat.
The FAQ on gamefaqs says it is safe from projectiles. It’s not completely invincible though, I can be punched out of it at least.

Flying Frankenstainer (down+A in air) [10 damage]
A dive that throws the opponent if it hits. Can be blocked high but not low.

[super] WAVE (forward,backward,down,forward+A) [43 damage]
Unblockable! Sakuma slides across the floor and grabs the enemy if he hits them.
Seems it wants you to not do a halfcircle for the back,down,forward part. Weird.

(didn’t have time to do the crouching attacks, I’ll get them later)

Seems so! And don’t forget, if you get knocked out by a super you won’t get to use your ki to heal yourself :rofl:

Also, good find on the negative edge! Could be useful.

Edit: Man, Sakumas specials all have so much startup… Can’t find anything that lets me combo into them. This is the best combo I’ve found so far…
cross-up B > close B > far X [16 damage (should be 17, but the pixels are of course not an exact representation of the number that is the health)]

Oh, and I forgot to get data for the ki-charged attack (hold attack button). It seems to instantly dizzy at highest charge btw.

Corner infinites aren’t that serious unless the character(s) have the tools to consistently push their opponent into the corner. So what you would be looking for is projectiles, fast safe rushing specials with good push back or knock the enemy back when they hit. You are also looking for characters that have good maneuverability.

These are the characters that will put that dangerous corner infinite to good use because they will be able to consistently put their opponent in a position where they can abuse it.