World Heroes Gorgeous

True! I agree with that! I have always liked WH as IMO the best SNK fighting game…

Now That is crazy talk! WH is neat but to say its SNK’s best fighter?

Samurai Showdown disagrees.

hey hey remember that i said IMO!! …also im a SF whore so the closest to Sf the better!! LOL

Ok…maybe i’m alone in this but i’d think KOF is closest to SF.

Yeah, World Heroes always gave me that ST vibe since some of the combos are in the same vain(i.e. mashing jab into a short and then special). But of course, I have little to no real experience with World Heroes, so take this as a grain of salt.

KOF is more offense related. It has most SF fundamentals, but you’ll always need that combo most of the time. Justin’s Heavy D is ridiculous, btw.

I actually enjoy the Kof games to the point that the gameplay gets too much mini jump CD. And the lack of any real 100% sure anti air really detracted me from the saga. I played it till 02 but not anymore.

WH is all about muscle power LOL!

Off:

My top five SNK sagas and games from it:

WH (WHP)
SS (SS2 or 4, tough one)
FF (special and garou rules!)
KOF (mmmmhhhh…98 or 02?)
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AOF?

I hope to see WHP to get more interest and if god allows WHG to reach US shores… pls ppl PLAY IT!!!

WHP will garner more interest Hanzo…**Count on it **:wgrin:…it’s really a good game and Josh is right…the more you play it, the better it gets!!

-Dark Geese

Here’s a question. Is Gokuu a playable character? I remember playing the game way back when, but I don’t remember ever seeing him.

He’s playable in WHP…but whether he’s legal or not is ANOTHER ISSUE…thats an issue I must deal with as tournament organizer…I banned him for the EVO World WHP tourney…but I will know for a fact what properties he has etc when I hit it more hardcore during Season #2.

OK guys, I edited the post and somehow deleted the C tier. That’s back in there.

And Zeus, Neo-Dio, and Gokuu are all playable…on the console version. In the arcade, you can’t use them, so no need to worry.

To go a bit more in-depth on this game:

  • This is the first fighting game with guard crushes, and also possibly the first with autoguard moves. There are even Guilty Gear style jump cancels!

  • To expand on the above, every character except Rasputin has at least one autoguard normal, and every character except Rasputin also has at least one normal that destroys projectiles. The autoguards are high/mid/low specific (think Geese’s counters in CvS2), and may also be punch/kick specific (need to test this). Finally, every character has one normal that instantly guard crushes (except Shura, who has 2) - this sounds completely retarded, but it doesn’t give you enough time to pull off any real crazy combos, and I think you can actually mash out of them and block pretty much anything. Again, this needs more testing.

  • The number of jump-cancelable normals varies greatly depending on the character. Capt. Kidd can JC almost all of his close stuff, while most others only seem to have a few.

  • Yes, this game has air-blocking, and it guards more moves than in the Alpha series even. However, there are still a good number of attacks that cannot be air-blocked…another area that needs to be examined further. And also unlike Alpha, you can attack after air-blocking!

  • If you land an anti-air normal, you can still combo specials. However, you cannot land anything if you wait too long.

  • The super meter in this game gives you EX specials, which automatically replace the normal versions when the bar is full. Most characters have one EX move, Shura & Fuuma have 2. I read somewhere that a full meter also makes your normals more powerful, but I need to check this.

  • When your life is flashing, in old-school SNK fashion, you have infinite supers. If you perform a super with full meter, you get a different-looking and stronger version. Fuuma & Janne have 2 different supers, everybody else has one. The majority of these aren’t that great, actually.

  • Everyone has unique moves performed by pressing ABC simultaneously. You may also be able to press different directions + ABC or ABC in the air, depending on the character. This game’s character variety is quite impressive, and the ABC moves are a major reason why. To name some examples - Muscle Power has various long-ranged grabs (standing, crouching, anti-air), Brocken has a controllable torpedo attack that allows him to drop missiles, and Dragon has counters that can deal up to 40% damage. And then there’s Hanzo’s free roman cancel…

  • The combo system is a mixture of chains and links. Usually light attacks chain to a few different medium and heavy ones, though there are some exceptions (e.g. Muscle Power can chain s.MK -> s.MP). This game’s inputs are quite lenient, so combos aren’t that tough usually.

  • There are three infinites I know of: Mudman’s repeated divekicks in the corner, Hanzo’s repeated dashing HP -> ABC, and Capt. Kidd’s repeated neutral HK -> f+ABC. These are all among the most difficult combos in the game, especially Hanzo’s. The other two risk getting punished if you mess up; you can crouch under Kidd’s neutral HK, and Mudman’s divekick is a weak attack so you can easily be thrown if you don’t hit deep with it.

  • Dashing is kinda like Guilty Gear, but slower in both startup and recovery. Dash attacks can sometimes be useful, as they leave you closer to the opponent and may allow for links that are not possible with the normal versions. Backdashes appear to again be similar to Guilty Gear’s, with startup invincibility and all.

  • Hanzo & Fuuma can double jump - a very powerful feature in this mostly old-school engine! Additionally, those two, Dragon, J.Carn, Capt. Kidd, Ryoko, and Jack can jump off the wall. There is some silliness with this - for instance, you can wall jump DURING the Dragon Kick special and get another attack!

  • Reversals seem to be easier to perform than in other games. Reversal throws are very good, too - important to remember if someone’s going for a guard crush!

  • Mashable throws can give you a ton of meter depending on how fast you and your opponent are. They actually only require you to spin the stick, no buttons necessary. At worst, you’ll get 50-60% bar. Ryofu’s forward throw actually gives him a full bar every time, and it’s not even a masher!

Hopefully this should give you some idea of the overall engine. In future posts, I may explain where we’re at with various characters.

Thanks,
Josh.

I’ll Archive all this stuff in my thread Josh so that should people ask etc they will know though this may be in your FAQ.

Is Zeus confirmed playable on the PS2 version? I only ask cause I had the AES back then and he wasn’t, but the CD version he was and I always felt cheated. I hope I can finally try him out.

Wow very informative post josh! Keep it up!

I told you they were hard at work on it!!

is that really the name of the game? WH Gorgeous? sounds very fruity.

It is…

:30 of this vid

Maybe if this does good enough they will make World Heroes 3… :lovin:

Actually there IS a possibility this could see an NA release, this is vol 9 in the neo geo online collection and I am 99% sure Samurai Spirits collection will be #10 ( what else is there for them to release after these 2 anyway ??? ).

We are getting NGBC, KOF XI and AOF and FFBA1 have been released here we also will be getting Orochi collection, none of these releases were in order of the original j releases so it is possible, I mean who would have though they would release AOF anthology instead of motw or lb as a first ?

I want to get this anyway just because it is the last one I need next to ss when it comes out.

Just got email confirmation…shipped out today. :tup: :tup:

When you all start wanting strats and stuff just ask away!