World Heroes Gorgeous

Thanks. Jack seemes like he’s pretty broken, but that’s just my opinion.

<-- American Best J.Max Representor. “Im so black im actually black.” although Keits argues that J.Max may not be black. SHIIIiiiiiiiiiiiiiiiiit

HA! He does say shiiiiiiiit when he dies! I wanted to believe that he said something else, I don’t know what, but something else.:rofl: I almost asked on here, but I thought it was too dumb of a question.:rolleyes: Dude is strong as fuck.

he def says shit on ko. very funny.

yes, c.mp with rasputin is the poke. another tip, future whp champions… learn two or more characters. counter picking is quite prevelent in whp. choose a 2nd character that may counter your mains counter characters.

being a rasputin player, i need a backup that can deal with ryofu. ::frowning:

(Starts playing Dragon)

Jin’s breakdown of the J-max izzle.

good
-Catch
-Commandthrow gets you out of lots of bullshit
-best DP
-Combo into DP = damage
-ridickyoulus Hard Punch and Hard Jump Kick and Hard Kick (HK breaks FB’s)
-Hits Hard
-Who needs combos
-retarded “its going to cross you up anyways” bullshit
-his Red bar move goes through Hanzo’s DP. and other DP’s
-Close HP is fastest overhead in the game.

bad
-No real combos.
-People who hit just as hard or can outzone him or whatever fuck his shit up.

bad matches
None. Okay im lying here, Genghis Kahn looking mofo, Ryofu, Eric, and maybe Muscle can give J.Max problems. Mostly cause I center J.Max’s game around just trading hits, but those guys hit just as hard as J.max. These aren’t really bad matchups, J.Max just has to adjust and beast some more and show the world that American Football is the best.

even matches
nobody goes even with J.Max, Period.

adv:
J.Max IMO has adv over everyone else, even Rasputin. CATCH

Best Combos ever:
6HK into DP
HP.

only 2 combos you’ll ever need.

Okay so this is actually a biased opinion, dont listen to me.

Lol…

KOFXI, NeoGeo Battle Coliseum, Samurai Showdown Tenka, KOF NeoWave, KOF Maximum Impact 2, KOF MIRA

Didn’t all of these games um… suck?

And generally, new backgrounds, same sprites. A rom upgrade?

Yagami spelled backwards is im a gay.

neg rep? so thats what those green bars meant. Oh well.

and once again, milking roms? Goodbye SNK…

Mi2 and neowave are meh inho, but the rest you named are great and popular games.

You are free to disagree, but why do it in a thread where people are trying to breath new life into an oldie but goodie?

is it really that important that we know your opinion is not the same as ours? thats hitlerific.

sorry mate i gotta disagree with a couple of your points

the main one is the lack of combos, J max have tons of combos in fact he has combos coming out of his arse, in fact during my time playing i have not found a character with more combos than j max especially in terms of varity

  1. down mk, DP, works ANYwhere on screen (you have to be close)

  2. down mk x2 qcf lk (works ANYWHERE) even if you fuck it up and they block the shoulder you’re safe

  3. cross up hk standing mp super

  4. down mk standing hk, super this works anywhere on ducking opponants and is pretty easy this takes 60% with just a normal super probably about 85% with your hero bar up

  5. on standing opponants you can do lp x2 standing hk super or qcf k

  6. you mention his overhead standing p which can also be canceled into a super or qcf k

all of these can be from a jumping hk or cross up hk which in my opinion is the easiest cross up to land in the game and maybe one of the best

Lets not forget his standing MP hit confirm into super, which has limited use but it’s there

his instant jumping mp overhead coupled with the fact he can hit confirm his ducking mk into DP or super makes quite a decent guessing game on wake up

actually it turns out i only really disagreed with one thing, i think you are definently selling his combo abilty short

Lol at hp being a combo and lol at hitlerific.:rofl:

Yeah, don’t take jin totally seriously. Some of what he said is true… but some isnt. J.Max does have some hard matchups he needs to worry hard about. Catch isnt the answer to rasputin at all… trading with him is.

Learned that when I read his Fuck Mountain.:rofl:

Someone give me Ryoko strats.

Please?

-----------Ryoko-
AUTOGUARDS: Low MK (low), f+HP (high), j.HP (high), far MK (mid)
GUARD CRUSH: Neutral HP (2nd hit)
PROJECTILE BREAKERs: Low HK, qcb+P

-The hopping knee is f+MK. At long range, this will give you frame advantage. One of her main pressure tools. Try her command throw after this at the right ranges.
-Good close-range combo: Low MP (2 hits) -> s.MP -> dp+HK. Also works with a dashing low MP.
-Close MP combos into qcb+HP. Major chip damage too.
-Dash+lp repeatedly is great presure, but you can be thrown out of it if you get to close. Mix in lows and throws.
-Her EX is much like Rasputin’s except she doesn’t move. Thus, it’s really really good.
-Her low mk autoguards. THIS IS AWESOME.
-df+hp or hk starts a long ranged roll. When she reaches the opponent, she does a crotch strike or a sliding sweep. These are nice, and even crutial in winning certain matchups.
-Wall jump goes REALLY far and can be done really low. I use mk or HP in the air. This can be one of your best ways in on certain opponents.

hit me with some of thos captain kidd strats

Strat snatch.:lovin:

Wow did mr troll Wai post? Ahh…didnt see it…

LOL.

Theres plenty to archive apparently for WHG…and as you all post it I will continue to archive it…

josh should post kid strats. his is much better than mine.

Here’s a neat trick I just found!

If you’ll notice, some moves specifically require you to charge B or D, no diagonals. Examples include Shura’s tiger kick and Kidd’s wheel kick. However, there is kind of a way around this, and it’s very simple:

After charging D/B, just move the stick to B or D then execute the move.

Captain Kidd, eh? Definitely a top tier character IMO, and here’s why!

  • The loops (not TRUE infinites, actually) have been posted on here already, learn them! One tip I didn’t mention before: ALWAYS start with low HP -> hop. This gives you time to see whether they’re standing or crouching, and use the appropriate combo. So since low HP hits both standing and crouching, he is always a threat to land these loops at close range. And if you’re having trouble with them, remember that you have to buffer moves a bit later in this game than in most others.

  • To expand on why these combos aren’t actually infinites, the opponent does get pushed back very slightly each time. The s.HK one dizzies them in a few hits, and you can do it again to kill them, but the low HP version does not dizzy and stops after around 11-14 hits. That’s still well over half their life even in the worst-case scenario, and if you see them getting pushed back you can finish the combo with a sweep.

  • His forward hop can also be performed with d+ABC. Makes his low HP loop even easier, as you can just hold down the entire time.

  • hcb+K is a pretty interesting move, combos from low MK/low HP/etc. Many characters can crouch underneath it, but the LK version is quite abusable on the ones who can’t. If you’re feeling really ballsy, it even works as an early anti-air! And another good general use is during his hop rushdown - after a few reps of low HP/HK -> forward hop, cancel into backward hop instead, and then hcb+K if they do anything.

  • Both of his projectiles are great, with a large hit area and good recovery. If you have the charge ready, always use the shark - the jab version is almost as slow as sonic booms, which often allows you to get in for free.

  • The wheel kick or pirate kick or whatever it’s called is something I need to experiment with more. IIRC it’s safe, it does nice chip damage, and it has some sort of invincibility - maybe just upper-body, I don’t know. A good anti-air and general offensive option, but remember…if you’re charging d/b, you have to use b,f+K to get it!

  • Jumping MK and HK are both great ambiguous crossups which lead right into the infinites/rushdown, nice priority too. He can jump cancel almost all of his normals, so combining that with the j.HK makes for a pretty annoying offensive pattern on characters without DPs. And one more thing: j.MK autoguards all other air attacks during its startup!

  • Far MP, far HP, and f+HP are all decent pokes which autoguard standing attacks during startup. Low MK does not have autoguard, but is longer-ranged than any of the others. You don’t really want to fight at mid-range with Captain Kidd, but these are some of your best bets if you ever get stuck in that spot.

  • Far f+HK is a leaping kick similar to Guile’s f+MK, hops over low attacks and knocks down.

  • As I’ve been alluding to his pressure a few times here, I should probably go into a little more detail on that! Well, mainly, you’ll want to repeat low HP -> hop or low HK -> hop; low HK has more blockstun, I think, and any move besides these two will just give the opponent a free throw. So once you get the opponent used to this, you can go for tick throws, or backward hop baits. It’s also a good idea to mix in his jump-cancel -> j.HK patterns on characters who can’t beat it, as mentioned earlier. And one last option, very strong on certain characters, is to jump right after a hop. Reason being, players will often try to counter-throw you here, and if they whiff they get a heavy attack…and with some characters, these attacks are so slow that you’ll get a free jump attack into loops of death.

  • The EX shark is awesome. Completely invincible, same as the regular shark except it freezes the enemy in place…setting up the s.HK loop! Wait a little bit before you combo them, as the shark gradually drains their life.

  • Reversal backdash = civilization! Really, with every character, I can’t stress this enough, but Kidd relies on it even more than most. His only other reversal that’s at all safe is EX shark - the shark upper has horrible recovery and almost no range. The backdash, on the other hand, is extremely difficult to punish and often nets you a free throw - sometimes even a loop depending on what they do!

  • His super is one of the best in the game. It’s a command grab with a MUCH shorter motion than M.Power or Ryoko’s. Not much range, but it fits into his rushdown very nicely and can be used as a reversal. If it whiffs, you’ll get a taunt, but don’t worry - you can hit jab to cancel it!

Overall, Kidd is a character who is at his best when pressuring the opponent and also very strong from far away. Mid-range is where many other characters dominate him, so stick with one extreme or the other. To use him to his full potential, you must practice his loops and be very creative - his options on offense are just mind-boggling, and it’s difficult to remember them all. Thanks to the variety in his game, he has no truly bad matchups, but he may be at a slight disadvantage against the likes of Ryofu (ridiculous pokes & air game, way too much damage) and Hanzo (even better rushdown, better normals, great reversals). I could even see J.Max beating him, with good normals and huge damage and the best DP in the game. I can’t think of any other characters that would have a clear advantage over him, though…he can even fight Rasputin very well, as his playstyle effectively shuts down the low MP.

Hope this helps,
Josh.

Josh is right on the ball here esp about how his playstyle shuts down the low MP…