World Heroes Gorgeous

Josh you determine the entry fee for WHP…

Josh will also determine the day its ran…I’ll let Josh do all that…

I won’t be there, but I think 5 dollars is fair.

Tournament will probably be run on PS2 World Heroes Gorgeous. Button config will be set to:

wp mp wp mp
wk mk wk mk

Mainly because you cannot unmap buttons (as far as i know), and we have decided not to allow you to assign combonation buttons (wp+mp, wp+wk, etc).

Gokuu is legal, NeoDio and Zues are banned. No other known glitches or infinites are banned.

Online, we use Mame Plus Plus v.119, and the neogeo arcade rom set to japanese language version (because it has a combo counter).

Please read over the tips in this thread, and watch some of the p2p vids that Josh has hosted, so that you dont get peaced out at the tournament by something you havent seen or arent aware of. Josh and I want high level competition for this game… not to scrub you all out with our supreme cheese tactics (lol carne slide slide corridor).

Good luck to everyone going!

hmm, I don’t have a stick currently so I’ve only played the game on pad so I normally map wp+mp/wk+mk, but I’ll deal.

I’ve been playing Goukisan and Xiggurat whenever I get the chance, so hopefully I won’t scrub out too bad. Thanks for the info!

Also, Josh, did you accept my Karnov’s MM? (3/5 $5)

-Luigi’s Advanced Dash Tricks-

Who knew dashing could be so fun/deceptive in this game, what is this GG.:rofl:

Dash- f,f

  • A dash or run depending on the character. Can be cancelled with back, downback, an attack, or taunt.

Dash attack- f,f+attack

  • An advancing attack. Some vharacters have special normals that they can access by dash attacking.

Skidding- f,f,b

  • You come to a skidding halt during a dash. Awesome for setting up max range command grabs!

Pump Faking- f,f,b,f

  • This starts up a dash, cancels it, and starts a new dash. Great for baiting high risk attacks.

Gliding/Wavedashing- f,f,(b,f) *n

  • This is a good way to keep your opponent guessing what your next action is going to be. You could do a dash attack, a skid, a back dash, a pump fake, or a back dash fake. You can also use a taunt to cancel at any time.

Back dash cancel- f,f,b,b

  • Again, this is good for baiting attacks and also is good for creating space while scaring your opponent.

Stored/Delayed dash attack- f,f,b then attack

  • This is a really interesting trick I found. It stops your dash, but if you attack within about 1 second of you skidding, your attack still moves forward as if you were still dashing. This also allows you to do moves and throws you can’t do during a dash. An example with Ryoko is f,f,b, f+mk. The f+mk cant be done during a dash. This gives some moves a little more range also than an instant dash attack, This also sets up some good anti-air and baiting tactics.

Back dash faking/jumping- b,b(ub,u,uf) or back after a jump input

  • This stalls your back dash for a second and then proceeds into either a jump, a back dash, an abc move, or a grab. If you want to jump, you have to hold the direction you want to jump in. If you want to back dash, you have to tap a jumping direction. If you want to do an abc attack or throw, input the proper command after tapping a jumping direction. The original back dash does not retain the invincibility as far as I know of.

Hope you guys like.:tup:

Random Ryoko Garbage

Ryoko is good at corner pressure. She needs the corner to set up her deadly tick throw game. This can be done mid screen, but it is much easier in the corner and you have more options.

df+hp can store the beginning of her super!!!

  • Yep, for some reason a df+hp stores the f motion of her grab super and command grab. This means that you can do a df+hp at anytime, do a 4123+punch and get either one depending on meter!

mp is empty cancellable??

  • I think it is, but it’s hard to tell because it recovers quickly.

d+mk can be used as a meaty attack and is empty cancellable

  • This is a sort of short timed meaty, but it can be used for another knockdown. After you get your opponent afraid of this, empty cancel it into her 214+punch for dat chip damage. Preferrably 214+lp since it’s safe on block.

hk is goooodddddd

  • It’s empty cancellable and has massive stun. Its a good poke, especially when used as a delayed dash attack. If you connect with it as a delayed dash attack while in close, you can connect: (another hk) (a dp+hk) (a mp into dp+hk). The last option actually allows you to land before your opponent, which means it’s tick throw time.

d+hp is a GREAT meaty attack

  • It can be done really early and is cancellable. It can combo into a dp+hk.

df+hp is a good “distanced” meaty.

  • This covers good range, but it cant be cancelled after the attack comes out.

If her grab super is done while you’re in the corner, you get a free wall jump!

  • Yep. You are free to attack after this super for whatever reason, but they are grounded too long to make any use of it. However, if done while in a corner, you can wall jump and set up some ambiguous crosss-up shenanigans.

Her super has very short full body invincibility

  • When I say very short, I mean very short. It has to be dome like the instant you’re supposed to get hit for it to be of any use.

Random strings

Opponent in corner

  • c.lk, s.lp, c.lk, s.hk (hk doesn’t combo, but it leaves little reaction time)
  • c.lk, s.lp, c.lk, c.hk (same as above. the reason s.lp is used is because c.lp causes too much push back)
  • c.lk, qcb+lp
  • c.lk, s.lp, choose between grab super, tick throw, or command grab (hcf+punch)
  • c.lk, s.lp, c.lk, df+hp into either command grab or grab super (very sneaky)
  • spam dashing lp into grab super (lolll)
  • daching c.mp, daching c.mp, s.mp, s.mk (should be close), f+mk (the knee doesn’t combo but you’ll get this a lot more than you think)
  • s.mp, s.mk, f+mk (same as above)
  • lpx2, grab, command grab, or super
  • dashing c.mp s.mp, s.mp, dp+hk

These can be done mid screen, just take out a hit and they should work fine. The last three are fine as they are. Hooray for tick grabs!

If you have this at your tourney Keits, you should let peeps map their own buttons as long as there are no macros. If for no other reason, Luigi wants it to be this way.:tup: I use:

xabc
xdxx

Also, do you have a thread for your joint Keits?

Luigi-Bo, awesome contributions! That’s exactly the sort of thing we love to see. =) Any chance you could help us with the FAQ at all?

Lukus: I say $3 entry fee, and run it on whichever day is less busy. I know Saturday has the smaller tournaments, but you’ve got the money matches as well right?

krost: I haven’t gotten to play Xiggurat yet, but Goukisan’s pretty good. If you’re playing with those guys, you should be able to whup at least 90% of the field. =)

And your Karnov MM is gladly accepted!

Oh before I forget…

HAY GUYZ NEW TOURNAMENT RULE!

Gokuu has a glitch - if the opponent lands an auto-combo super and gets hit by his bees, Gokuu will remain frozen. Not a very likely situation, but if it happens, here’s what I would propose:

The opponent will be ALLOWED to perform a combo on him (which unfreezes him), but NOT ALLOWED to sit there and run out the clock.

Does anyone disagree with this, or is it fine?

Thanks,
Josh.

Josh- Yeah man I got like 4 hours worth of Money Matches on Saturday…

:sweat: :sweat: Then its straight to tournaments after that…

$3 entry fee it is!!! Josh has spoken…that also means we will run WHP on Sunday!!!

I also agree Ryoko has a very nasty corner game…

Yes, you can map your buttons, so long as every one is wp, mp, wk, or mk. no macro/combo buttons.

my tourny does have a thread. cant link you now beause im on my phone. its called Green Bay Gamma Bowl.

Josh - that sounds fine for gokuu. though, im not entirely opposed to letting the clock run too. its unlikely that it will happen, and maybe its just one of the disadvantages or playing gokuu. the fewer rules the better. though i dont care either way. dragon owns gokuu free!

Well, we ban dead-body infinites which is the exact same thing, so that’s what I was going off of here.

Question: If you’re banning Zeus but also using the PS2 Gorgeous version, does that mean there’s a Zeus code for it? Just curious…

Zeus is playable in every version of WHP except the arcade I think…and even for that there might be a MAME cheat or something.

Not sure. Just banning in case.

About dead body infinites :: these are much more common and easy to set up than this gokuu gitch. HOW many autocombo supers are there that this matters for anyway? Dragon Shura JMax Hanzo???

Really thinking this isnt worth an extra rule, but still dont care either way. a free combo could be the end anyway. most bnbs 50 do percent.

Btw – dont know why i didnt realize it before, but a blocked fire wheel with fuuma in the corner leads to a free high low mixup, and a hit wheel leads to a free combo into DP.

What would you need me to do for the FAQ?

Do what you just did. Contribute information.

:confused: K :lovin: I guess I could tackle Ryoko. Have you found any use for my dash info for Fuuma?

I havent had a chance to play a live person sinse you posted it. im sure i can find use for it with erick and rasputin though, maybe even mudman.

my specialty characters are rasputin, mudman, erick, fuuma, dragon, carne, and maybe one or two more. everyone else im just mediocre at.

Rasputin is just silly. I always forget that Mudman has a dp lol. All I know is Ryoko and I’m not even good with her. I’m not good at this game in fact. I’ve only played it like four times.:sweat: It’s fun as hell though, so I will get around to it sometime (Winter break??).

Mudman primer!

-f+HK and s.HK are WAY good. Use em.
-dashing HK leaves you with frame advantage and may have some upper body invunverability for a frame or two on startup (we have seen odd things pass through it).
-my favorite poke string is c.mk, s.mp, monster copter (mp version)
-mp monster copter guarantees a free super.
-back throw guarantees a free super.
-ex monster man has lots of invincibility and does reasonable damage.
-with foe in the corner, pinning them down with monster copter on their wakeup is nuts (if they dont have a reversal dp). Backdash just gets you hit, so they eat the chip or die trying to get out.
-wiffing f+hk on a crounching character? Land and use his HK throw!
-j.hk can cross some characters up.
-jumping straight up HK is a nice antiair or air to air.
-monster flayer (his DP) hits behind him, so its a great anticrossup.
-IF someone should even manage to hit you out of the super, BUT still get taken away by the beam… you are free to move, thus you get ANOTHER free super on them on wakeup.

Mudman is just dangerous with hero bar, with red life, or even worse with both. The cheesy come-from-behind victories you can get with his BS super setups are really absurd.

I wish that was the case about Brocken but he takes too long to kill someone with…

:sweat:

A good casual character maybe…