World Heroes Gorgeous

I was thinking about playing Fuuma as a secondary when I get bored doing infinites with Hanzou. He seems to have a lot of options, pretty fun character.

When are them vids coming, can’t wait. :tup:

How do I use Hanzou’s ABC moves effectively??

Is it supposed to cancel out moves and ish?

USe hanzos abc as a roman cancel to any ground normal.

ie. hp - abc - c.hk will combo.

Im also enjoying fuuma, even though he is weak. He is fun to play for sure. Im going to still call erick and dragon my secondary characters for now though.

But the good news is that fuuma can win. he has a lot of the same advantages as hanzo, even if hanzo can deal a bit better damage. Fuuma is the most mobile character in the game. He has an answer for everything (even if its a low damage or no damage answer).

making hanzo look better than fuuma will take mastry of his abc combos and infinite.

Yes, that’s the especially hilarious part about Hanzo: His ABC was SPECIFICALLY MEANT to do that. It serves no other purpose whatsoever.

Carn may not be as good as we thought. It seems very difficult to get frame advantage from his hopkick, and that’s most of his offense right there.

And I’ll get some matches up tonight!

-josh

Carne is still strong. Just not A tier.

Right now, its looking like

S: Ryofu, Hanzo, Rasputin
A:
B:
C: Fuuma
D: Janne

Everyone else fits in A or B, imho.

** Its 4:45 central time, and im free to play some P2P matches in this over mame .117 or .119 … hit me up on AIM (rockeits) if you are intersted **

Why the crap can I not get J. Max’s super to come out?

What is the actual motion for the super?

236236 Ac

A = wp
B = mp
C = wk
D = mk

so…

AB = hp
CD = hk

and…

AC = both weak attacks
BD = both medium attacks

also…

ABC = hp+wk, or wp+mp+wk, or Personal Action

Keep up the good work Josh and Adam…you guys once again will make it easier for me to gather people for WHP tournies!

:tup:

VIDS UP! VIDS UP! VIDS UP!!!

Most of our Fuuma matches are now available on the interweb. Not the Erick ones, because I’m so horrible with him that they don’t really tell much. And probably not the Shura ones either - those are at the very end, and you can’t fast-forward during MAME playback. =/

This is a big improvement from what I was trying before, but there’s still noticeable audio desync. Thus, for future uploads, I think I’m just going to record 1 match per video. This will keep the desync to a bare minimum, and also allow me to combine the matches into 10-11 minute videos (yes, Youtube still accepts under 11 mins) rather than 6-7 minutes - resulting in fewer total files to upload!

Anyway…

Captain Kidd is clearly #4 IMO, has to be either S or A+.

I think Shura belongs with Fuuma honestly. Horrible air game, almost no good ground pokes either (mainly HP, which can be crouched), poor mobility. His one semi-broken technique is dash straight link to super, and that’s very difficult.

-Josh

I try that motion. For some reason it only comes out maybe 1 out of 10 times for me.

I dunno why. I can get Janne’s supers to come out at will.

Good shit on those vids. Watching now.:tup:

That Muscle chest thing is BROKEN!:shake:

Didn’t know Fuuma could fake his super. Lol at Keits going “nooooo”.

Which vid had the Air to Ground throw in it Josh?

I think I saw that in set 5. I’m not positive though. Was it on Muscle?

Did you see how man times josh fell for dash xx shoryuha?

lol

but i fell for slide, slide, firecolumn. :frowning:

Dashing, Hard Punch, and You!

-Dashing is extremely important in high level whp. Here are some notes about dashing that might help you find ways to use this tool with your favorite character.

*Dashing forward can be canceled at any time with an attack. Some attacks come out as you would expect, but dashing forward transforms some attacks. For instance… dragon get the close version of his hard punch out of a dash. Brocken can do a bison style flip kck out of a dash. fuuma can use hard kick to a different looking high kick. You can even do crouching moves out of this. Try short dashes into Rasputins c.mp or s.hk.

*A lot of move slide forward when done from a dash, adding deadly extra range and sometimes comboability to them. Dashing HP with hanzo is signifigantly easier to tag people with than just s.hp.

*I know its been said, but backdashing has an unknown ammount of invncibility, and you can use it as a reeversal to escape all kinds of stuff.

-Hard punch and you!

*Hard punch (wp + mp) is the most important command in the game. Why? Because its how you throw. (this info is for hk on certain characters too). This game will option select FOR YOU if you do hp in throw range. For instance, you do jump in mk, land and f+hp. Either you hit your mk deep enough for hp to combo or continue your pressure string, or you hit too high, your foe is out of blockstun; and the game option selects and lets you throw them.
So basically, you throw when you can and you never deal with a wiff animation. It makes your opponents guessing that much more difficult. Im not sure i worded this perfectly, but with time you will see what i mean. There is a lot of fuuma doing this in the fuumapalooza vid set.

Good luck to everyone learning whp!

finally!!!