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

Also, if you’re going to focus on the tactic of getting the infinite going, be sure to pick a character who can combo that infinite into super - because if you finish his lifebar with a super he won’t be able to get up(you can get up like 2 times or something, and while doing that the opponent jumps away thus spoiling the infinite) and you win the round instantly instead. But that also means you need to build meter (ki blocking an attack seems good at this, but you still take damage).

Without a comboable super you need to get the infinite several times to win one round. Although maybe it’s most important the first time, after getting up the opponent will have less health and maybe the infinite won’t be needed.

This game seems pretty broke though.

It’s gonna make it harder to tier.

So what’s the basic criteria for who is top and who is bottom.

Supers are unblockable and characters have infinites. So I guess characters with slow supers that can’t be comboed into and have no infinite would be a good candidate for bottom tier. That and the usual unsafe specials or bad pokes.

Yeah, that sounds about right. :wgrin:

As for Sakuma then…

Super: Havn’t been able to combo into, but has good reach and is fairly quick too.

Infinite: I think he has one, it’s though to test when you’re playing by yourself… Oh snap, I should map a button on the controller to block with 2P. Anyway, the AI didn’t seem to be able to get out of jab-infinite so I think he has one. I don’t trust AI’s though.

Other:
Few anti-airs (possible crouching HK or standing HP) but two of his specials begin with dodging (one jumping back, one sliding low forward) and this might be usable against jump-ins.

His air-dive-throw can be used as an air throw.

No pokes that stand out as super good.

Can go through fireballs with the wave kick, or just jump and dive-throw on reaction to fireball if close enough.

His specials seem pretty safe on block, but again it’s hard to test alone.


Anyone tried messing with the “counter” move? Pressing a button while blocking, making you dodge and attack. Not sure how useful this is.

Or holding a button to charge a ki attack? Sakumas take him like half a screen forward with a burning kick. Maximum charged move dizzies. Obviously not comboable because of the time it takes to charge.

This is a really cool idea. :tup:

Fuck… i want to be in the US now, fuck lag… and the idea is excellent =(

Wouldn’t it be a good idea to start up an IRC channel for this?

Seriously, I’m down for this idea but IRC is the best way to communicate. So I decided to make a #FGClub on the Efnet server.

Holy shit.

Anakron for president.

I used the counter move a bit playing boxer mirror matches. I would try to counter x jab x corkscrew until I realized that his corkscrew is totally useless. Claw’s j.HP seemed to always hit as crossup for me when I hit it late. I still don’t really get that blue bar under your lifebar thing. I played as the old man and got knocked down once and it was over while every other game I was able to get up 2 or 3 times.

Has anyone gotten the secret code for more characters to work?

If so, how?

Awesome :tup:
It could be useful for setting up eventual netplay too!
I’ll try coming by later then, even though I’m not that IRC-savvy :wgrin:

Anyway, I tried another character for a bit:

TANAKA (fat dude with a club)

Corner Infinite: Yes, but a redizzy combo. Does not seem to be able to do the jab-walk-infinite.
Edit: THE REDIZZY DID NOT WORK

Comboable Super: I don’t think so, because of slow startup. But since it’s unblockable and covers such a large area in front of him, it’s hard to get out of anyway in the corner. You have to time a counter to avoid it in that situation.

Normal notes:
crouching A is a slide that knocks down.
Y seems like a good fast poke.
jumping punches are very bad at cross-up, kicks are so-so.

Club Hammer (HCF+A/B) [19 damage(A) or 14 damage(B)]
No combo potential imo. Too slow start up, pushes too far away. B version knocks down. The A version has good damage though, so not entirely useless move.

Club Spin (HCB+A/B) [10 damage(A) or 13 damage(B)]
Good for combos, B version knocks down.

Club Press (charge down, up+A) [see notes]
Fast. Hits one hit on ground, then he jumps up and comes down with a second hit. If close enough, the second hit crosses over! This means you have to first block the first hit normal, then block the second hit in reverse. Tricky!
damage:
first hit connects, second misses = 15 damage
both hits connect = 24 damage
first hit blocked, second hit connects = 19 damage

[super] IMPACT (QCF+X) [42 damage]
A kinda simple super, he hits in front of him and does massive damage.
Unblockable.

COMBOS

A/Y -> Club Spin [B spin knocks down, A does not]

B -> Club Spin [only A spin works here]

A -> B -> Club Spin -> c.B [corner only] = re-dizzy infinite
Edit: THIS DIDN’T WORK, SORRY

A(hold down) -> Club Press [this is not a true combo, the club press can be avoided by dashing backwards or blocking the wrong way, since the club press does a cross-up]

Yin this thread is gold. Wonderfull idea! Im of the few that are "sick: enough to play obscure fighters hehe!

This could mean a “rebirth” for a Primal Rage scene uh? haha

PD: Some one show a bit of love to Battle Monsters (Van Batle in Jpn) for the Sega Saturn.

The Ki bar works like this, as far as I know so far:

You can increase it by holding L or R while holding backwards(this increases it really slowly), this also makes you ki-block. When you ki-block an attack, you still take damage but you get a shitload of ki too.

Ki is used for:

Regaining health if your healthbar is depleted but you still have a “get up again”-thing left, don’t know how many times you can get up. I think 2. By spamming a button, you use up Ki to heal yourself, you can decide the amount.
If you get defeated by a super, you cannot get up. Also, if you have no ki at all you can’t get up.

Super, those cost one full bar.

Charged special move, hold any attackbutton to do this one.

Okay guys, I’m going to add a list of potential games to the first post. If you want something added or feel something doesn’t belong(too well known or something), just say so.
I’ve tried to add the things people suggested here and in shitty tiers thread, also I found a lot of werid stuff while surfing around earlier today. :tup:
(for example, did you know there’s a werid Cho Aniki, that crazy muscledude shooter series, “fighter”/shooter for SNES?)
Added Battle Monsters, but Primal is a bit too well known and explored I think, hehe. Sorry.

If we can’t decide on a game to play, this list could be used to pick one at random too.

I’ve got a couple FGs in my head floating around now. IMO we should keep it at pure FG so stuff like Digimon Battle Arena is ruled out. I think the PSX is a great platform to work with. Although there isn’t netplay, the games are pretty obscure and they look good.

I would definitely be down for some Digimon Rumble arena.

I think Fighter Hybrids should be allowed.

I think u guys should stick to SNES for now since Netplay is available and strats can be tried and observed. This seems fun. I might jump in on it.

I think PSX has netplay actually. And save states too.

Anyway, just realized that redizzy combo for Tanaka doesn’t work… Forgot to block low for the slide attack. It’s hard to block for one player and fight with the other at the same time! :rofl:
Without a corner infinite, this makes Tanaka pretty crappy til we can find another one. Let’s put him as low/lowmid for now.

Allowing fighter hybrids opens up for Cho Aniki (kinda like Senko no Ronde), that Digimon smash-alike and Yu Yu Tokubetsuhen (cinematic fighter). It’s up to you guys to decide, it’s either way for me.

True. I second this.

EDIT: I have LOTS of info on Justice League Task Force on Snes wich I LOVE. Can I post it here up soon?

For convenience it’s best to stick with SNES.

Anyone got the code for secret characters to work?

Well, we can stick with SNES until we start running out of games there.
The only problem with SNES is that the games are so old they don’t have practice mode :rofl:
But state save fixes that somewhat.

Havn’t tried the code at all. What is it?