World Heroes Gorgeous

Sorry for the double post, but here’s some more high-level stuff!

First off, autoguards are not punch/kick dependent after all, just high/mid/low (like Geese’s counters in CvS2). Our FAQ already has all of the autoguard information, but a couple corrections need to be made.

Now, perhaps more importantly, something new…

SAFE MEATY ATTACKS

Through experimenting, I have found three types of safe meaties in this game. The first two will be familiar to SF2 and Guilty Gear players, but the third type is unique to this game.

The first type is the extremely deep jump-in. A common advanced tactic in 2-D games, you time your air attack to hit the opponent as low to the ground as possible; if they perform a reversal, you will land and be able to block it. Simple to explain, but difficult to execute.

The second type is moves with very low hitboxes. GGXX people certainly know about this, with normals like Sol’s sweep and Axl’s low K being able to duck under Ky’s DP, and this game has some similar moves. J.Carn’s low MP, at max range, is safe from a few reversals (e.g. Mudman’s leaping thing). This is something that needs more investigation.

The third and final type comes from jump canceling. In this game, you can jump cancel normals even if they whiff, which leads to a low-upside but low-risk form of meaty attacks - time your move to hit the enemy right as he gets up, then jump cancel either backward or straight up depending on the opponent. This will hit meaty, and the jump will allow you to avoid the enemy’s attack. Probably most useful with Muscle Power & Capt.Kidd’s sweeps.

Enjoy! =)

-Josh

It wont shut it down as bad once i learn to backdash. But, id call it an even matchup.

Heh, I’d like to see you try. =)

Just a little note this time…

I think Keits may have mentioned this before, but Shura’s super CANNOT punish extended limbs. He’ll land the first hit, but the second will whiff.

J.Max’s super, on the other hand, punishes quite a few things that are usually safe (Capt.Kidd’s wheel kick, for example). When in doubt after blocking something, just try it, it’ll probably work. =P

That super is also completely safe on block, which is a great complement to his high/low game - you don’t have time to hit-confirm anything from his close HP overhead, but with the safety of qcf+K and the super you don’t need to. The 2-hit low MK, on the other hand, gives easy hit confirms, so if you see it blocked you can just pressure them.

Come to think of it, I wonder something…if you’re up against Kidd and he’s doing the hop rushdown, you might be able to super after a hop and hit him if he tries to repeat the string. Seriously, I swear that move is like 3 frames or something.

-Josh

josh, lets do a whp exhibition match set at sb2.

YEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

janne gonna roast you, toast you, and BURN YOU TO A CRISP

dont drop the soap around J.Max

Finding it impossible to block Brocken’s missle drop if it is right on top of you (playing J.Max right here). I booted up practice later and found the AI could not block it either on crouch or standing block.

Might as well note some other nonsense: (cr.lp-cr.mk link, lk tackle, and the linked air HK) with Max is the bee’s knees even though most of the time I omit cr.lp for oki’s sake. At 50% health Johnny is gonna rape you after a knockdown if you guess wrong 3-4 times out of simply cr.mk-super or standing hp-super (could a backdash get out of this bunk?). I sometimes use J.Max’s super to cover the super itself if it whiffs for major “lulz”, it’s a poor man’s Rasputin cr.MP.

Brocken’s super with HERO up is unblockable in close, time it after say, a grab in the corner and it seems 70-80% damage is freeeee.

Power edit: Just me or does WHP Shura suck?

shura is strong. he has some good stuff.

backdash should get out of that wakeup game, but if he sniffs it out he can dash and combo as yours ends.

Did you and Josh ever get those matches in?(crosses fingers)

not really. no one brought gorgeous, and or emulated games were plagued by converter lag and tiredness.

Damn, I had it too. Maybe next time, at your tourney.

In all honestly I tought the name of the game was a joke. lol

Well I got some WHP casuals fro Juarez, Mexico coming in soon guys so stay tuned!!!

So is anyone up for some games on P2P kaillera, I seriously need someone to show me how to play this game properly, so I can start teaching people here.

Whats the preferred EMU? I can’t use the latest Mames, they run too slow on my comp. WHP doesn’t work on mame32k0.64, so that only really leaves me with kawaks1.58. I’ll also play WH2 and WH2J.

I’ll also play Fatal Fury Special, Karnov’s Revenge and any version of SF2 (from world warrior all the way to anniversary edition) if anyone is interested.

Josh and I have been playing on Mame Plus Plus v.117 or .119 i believe.

Get any matches encoded yet Funk Doc?

Fuuma is greater than Janne.

I feel that at best, janne has a few even matches… but fuuma may have some advantages vs the very large lower jumpng characters.

spam that qcbx3 abc super!

Ask Josh about Fuuma!

Fuuma has an air to ground throw!!!

lame

Fuuma isn’t as terrible as I thought. I forgot how annoying walljumps can be in this game, and he gets frame advantage from random crap (e.g. close HP). The big fireball super can be difficult for larger characters.

He does particularly well against J.Carn and J.Max because they need to take some sort of risk to get in on him, and he can still DP his way out even if they do. Possibly Erick as well, but I really suck with him so the jury’s still out.

-Josh

Things about Fuuma -

  1. Wall jump is amazing with everyone who has it. This is a major major plus to Dragon; Ryoko, carne, and fuuma.

  2. fire wheel super can be setup off certains knockdowns for free chip damage.

  3. his abc fakes are actually useful. josh was not falling for them last night, but i know a lot of you would.

  4. standing hk is GOOD normal antiair

  5. dp on reversal can stop most wakeup crossups, but it always trades or worse with muscles elbow. f that guy.

  6. fireballs are weak, but esential to his game.

  7. j.mk is godly and crosses up.

  8. lots of good moves out of dash.

  9. and nearly everyone outdamages you, but you out moblize narly every else. play this strength up if you want to win as fuuma.