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

If anyone has a netplay client that can work with volatile connections, I will be up for netplay on the new game this week.

lol, fine! Let’s do Battle Master then, since that’s the only game two people seem to express interest in :rofl:
Also, I have never heard of it before.

So Week 2 = Battle Master

Also, a list for future weeks using what was just suggested:

Week 3: Cho Aniki
Week 4: Double Dragon V
Week 5: Matsumura Kuni Hiroden

How’s that? Now we don’t need to worry for a while!

I claim the boss of Battle Masters as my first character. His name is Zero.

Sweet, Battle Master it is. You may want to update the first post and topic title with it.

http://www.gamefaqs.com/console/snes/file/570989/21297

A rather simple movelist FAQ.

Also, Zero is apparently unlocked by pressing L R X L R A in versus mode.

Whoops. I messed up. His name is Zeno.

There is no move list for him.

Dammit to hell. Imma try to fight him in 1p mode so I can see what the computer does so I can copy it.

There is also a way to boost the speed of the game, but even on normal speed the game is fast paced.

Some quick notes. Everyone seems to have at least one rapid fire combo that does no chip but is safe on block and does good damage when it connects. They are basic combo tools obviously.

But some of them, heck quite a few of them lead to instant dizzies. So I think several characters have very easy TOD ( Touch of Death) combos.

Also this game has air blocking. But unlike the Alpha series you can block ground based attacks with it making air blocking a little TOO good.

Fireballs are really good in this game. Quick execution and recovery. You can easily chase a slow fireball for pressure or just keep throwing out fast ones for zoning. Thanks to the air blocking system they aren’t OP but they are still really good tools for pressure.

You can tech throws and receive no damage.

I think there MIGHT be air throws. Thought I saw one in a high level match on youtube.

I really hope so because as it stands air blocking is really really good.

I think for now I’ll fuck with Watts. He impressed me in the vids that I watched.

First post updated!

Now to find the game.
Emblem makes it sound interesting.

Just a heads up guys. It seems several characters have more moves then listed in this FAQ.

So please experiment with w/e character you choose and mess with different buttons and motions. If you find a move not listed in the FAQ please post the character and how to do the move.

I know Zeno has a fireball, but I can’t figure out the motion to save my life. Can anyone help me out?

I tried Body first. He seems decent… Some problems with execution of some moves is making me think he’s not for me though.

Normals of note:

Jumping kick extends the kick, kinda like the nazi robot in World Heroes or Dhalsim.

Specials:

ā€œRising Tackleā€-style move

Anti-air diagonal extend arm punch

Teleport that doesn’t travel anywhere (??)

A spin attack that can be controlled, this is the one I’m having trouble with mostly. The input is ā€œforward, downback, forward + Pā€ and I have really low execution % on this. Maybe try another pad… Or use the stick perhaps.

A dash punch type move, the FAQ says ā€œchargeā€ but you don’t actually have to charge a certain amount of time. It’s just chargeable. I had some problems with this move too, not as much though. Sometimes the inputs for one of these would get me the other instead, they’re pretty close.

Edit: I think I’ll be going with Altia. I’m not usually a charge character type of guy, but in this game the necessary charge time is extremely small so you could actually use them as normal moves with odd input as well.
She has a dash uppercut, a somersault, a projectile and… another somersault. This other one is done with down, up+K and the FAQ says it can only be done close but that’s just not true. The trick is to not press up and K at the same time, allow a pause between them and it comes out everytime. Maybe he just messed up the execution and thought it was close only?

Teleport goes to different areas/distances depending on what button you use.

Anyway, Here are more gameplay notes.

Alot of shit can be done in the air. Specials I mean. So experiment. Dp’s can all be done twice. DP’s are really good. Most don’t knockdown, but no character commits to a DP. After they execute it the character goes back to neutral and they are able to block or attack on the way down. Way too good.

Characters can cancel certain specials into other specials.

Like Syoh can cancel his fireball recovery straight into a DP and from there he is pretty much 100% safe.

Watts and Syoh can also cancel into their SPD’s from block specials. Which is insane.

Syoh can do his spinning kicks and if it hits he can cancel into his DP which will dizzy. If the spin kicks are blocked he gets a free SPD because you can SPD during blockstun or hitstun and get the grab.

If he gets the dizzy he can do a re-dizzy combo.

Watts also has several redizzy combos.

Syoh and Watts are shaping up to be the god tiers of this game. I say God tier and not top tier because they can both kill you off one hit. Syoh has a good zoning while Watts has better rushdown.

I see… But I thought I tried different buttons, and always ended up in the same spot. Oh well, as per my edit I already moved on to Altia. :tup:

I have a good feeling about this game, seems fun :rofl:

Ok I found this website. http://www.geocities.co.jp/Playtown-Rook/3210/index.html

Apparently the Japanese played the fuck out of it. They also made a tier list and it was actually really close to what I thought it was too.

Despite the infinites and stuff apparently it had a thriving scene from what I can gather form the website.

But yeah from what I gather Syoh, Watts and Zeno crap on everyone like I thought. Syoh just has a shitload of glitches and cancels it’s insane.

http://www.geocities.co.jp/Playtown-Rook/3210/movie.htm

Yeah here’s the videos page…the match vids are in the section at the bottom if anyone feels compelled.

You can check out movelists too. I wish the translation was better so I could read how to do some of this advanced shit like Syoh’s SPD re-grab infinite and how to do that V-MAX special where he does all those attacks.
Also I would love to know how to tech throws.

yourmother can you get a japanese friend of yours to find some of this info and tell us how it’s done.

Apparently the SPD re-grab is a guard cancel and can only be done on the 2p side.

Here’s a write-up on one of the most broken dudes in this game.

Syoh

Pros

  • Has a projectile.
  • He can chase his projectile and use it for additional pressure as comes in with a dash attack.
  • Has a Dragon Punch
  • Decent ground speed
  • Has a command grab
  • Has alot of redizzy combos
  • Can win a round off one hit
  • Takes full advantage of the cancel system and his offense is very strong because of it.He can cancel many of his specials into others making his offense very safe.
  • Solid normals
  • Combos do alot of damage

Cons

None that I can see. He is basically perfect and he doesn’t seem to have any bad match-ups.

Notable Normals

His crouching kick series as well as his jumping kick series all have decent range and speed. Good for poking and pressure.

Close HP is good for combos as is Close HK.

Specials

Torpedo Fist: QCF + P - His fireball. Fast execution and fast travel speed. Good for combos and can cancel into pretty much any other special. It can only cancel into Izuna Drop on block. Syoh can chase this by dashing after it and then doing a kick to close in. Tough for an opponent to deal with. All in all a very powerful tool with no real weaknesses. A major component of Syoh’s gameplay.

Fist God: DP motion + P - His Dragon Punch. Can be done twice or can be cancelled into another special. When he does it once his direction is reversed so it’s best to do it twice so you end up facing your original direction. This way you can block an attack from the front on the way down. He doesn’t commit to this move. He goes back to neutral once it’s over so he can block or attack on the way down. Broken. Only flaw is that it doesn’t knockdown. Does no chip damage.

Leg Storm: QCB + K - Good for combos and one of the main components of some of his dizzy combos. Can be used to apply pressure and then cancel into another special. Namely the Fist God or the Izuna Drop depending on whether it was blocked or not. Does no chip damage.

Izuna Drop: 360 + P - Basically a spinning pile driver. Good range on this and great damage. The go to move after a blocked special for some free damage. There is a way to glitch this move so you can get a repeated ID’s FTW. Only works on 2P side, but I haven’t figured out the mechanics of it. Still the fact that it exist makes this move even more deadly.

Fist Storm: QCB QCB + P - A bunch of rapid fire punches that do good damage and alot of stun. Hard to implement this move into Syoh’s game because it can’t be cancelled into from another special and the motion is awkward to do after a normal. Won’t see much use at high level play. Does no chip damage.

V-Max - HCF, QCF + P - A barrage of lighting fast attacks. This move does quite a bit of stun. According to that website, the japaneses players said that this move is very hard to do. I agree. I haven’t been able to do it even once. It can be cancelled into though and you can cancel into an ID while it’s hitting which makes it very useful. If you can pull this move off in the first place, that is. Does no chip damage.

Combos

J. HK to c. hk

S. HP to Torpedo Fist

Torpedo fist cancelled into God Fist - Dizzy combo

HK Leg Storm cancelled into God Fist - Make sure to cancel near the end of Leg Storm to get all the hits out of the move before going into God Fist. This is a dizzy combo.

J. hk, HK Leg Storm, Izuna Drop

Gameplay

He can do it all. Play defense or offense. Use fireballs to pin you down or use them to play keepaway. He can rush or he can run. If he runs then he has less options since air blocking means it’s alot harder to push someone back and force them in a position where they have to eat damage or take a risk of eating damage. So generally it’s better to play rushdown. In this case fireballs are still a powerful tool since he can dash after them and use them in his set-ups. He can rush in and attempt to poke and cancel into fireballs for pressure, chip damage and free Izuna drops if he is close enough. He could also use Leg Storm and whether it hits or is blocked is good for Syoh. On hit he can cancel into Fist God for a dizzy and then keep doing a redizzy combo until victory. If it’s blocked he gets a free Izuna Drop for great damage. And If he finds himself in a bad spot he can just Fist God his way out and be safe. He always has an answer to w/e his opponent throws at him and his offensive options are plentiful.

Overview

On the japanese tier list Syoh is number 1 and I concur. He is a monster. If he gets a hit in, then that will be the match most of the time unless it was a random fireball or something. He abuses the hell out of the engine and takes full advantage of it. He has no weaknesses and many powerful strenghts. Not only do I think he is the best in the game, but I think that Syoh is the type of character that goes beyond what most of the cast is capable of in a fighting game. IMO Syoh has earned the rank of God Tier. He stands high above the rest at a level that is beyond them.

Man, those japanese… :rofl:
So what do we do now, keep exploring and see if we can find something they missed, possibly changing the tier list? Try to learn the characters based on what they’ve found and just try to play competitively for the rest of the week? Play low tiers? Change game? I’m so confused.

I would say change games.

we should check for this kind of information before we settle on a game.

Yeah, it’s w/e. I saw their tier list and I agree with it completely.

I tell you this now though. There is a limit to how bad I will go. That Matsumura Kuni Hiroden game? Yeah I saw the vids. I’m not touching that game.

I mean what’s our goal here? To deliberately seek out horrendous games?

Fuck that.

I’d say we’d just see the cast’s potential for now, outside of uber broken Syoh.

If we can’t then eh well…off to Cho Aniki! :lol:

I was just typing down everything suggested, was it that bad? :rofl:

Well, Cho Aniki looks like quality at least! Weird and hilarious quality.
Guess I’ll go get that now then…
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See, it comes with a warning. That means it must be awesome.
FAQ about basic controls: http://www.gamefaqs.com/console/snes/file/563056/45383

u guys have fun. Im out of this one.

I’m trying the girl/armored ship with a muscleman crew, Mami 19 or something.

I couldn’t find a movelist, so I’m just trying things out. So far:

qcf+P = Short Fireball

qcb+K = Kick Spam

qcf+K = Kick Dash (tracking)

Using moves seems to deplete a meter, and when it’s at the bottom you get dizzy if you do a move. Odd.

You have punch, kick and dash button. And guard on L and R

If you fly up or down and don’t do anything, you start floating back towards the middle height again.

Edit: Diagonal up+K and diagonal down+K are different normals, attacking upwards and downwards respectively. Upwards seems to have a lot of reach. Up+P is also a special normal. I’m having fun already :rofl:
Finding moves ftw.