World Heroes Gorgeous

Yeah, if Jack can’t land HK, he doesn’t have a whole lot left for anti-air.

And Adam, Ryofu’s super is horribly unsafe. Might be good for the last few hits of chip damage, though.

Now FINALLY, here’s what I’ve managed to translate from that site. Seems to be hit or miss, as there’s some good stuff and some things that I’m not sure are legit at all.

HANZOU:

Command Normals: Jumping d+MP, Double Jump. Site also claims he can wall jump, which is incorrect.

Close Anti-Air: DP, Close HP
Mid-Range Anti-Air: DP, Far MP (b/c of autoguard), Neutral Jump HK, Neutral Jump HP
Long-Range Anti-Air: Far HK, Low HK (this one surprised me)

Combos:

Crossup MK/HK, Close HP xx DP
Low LKx2, Low MK -> qcf+MK

Infinites:

Dashing MP x N (only works on taller crouching characters, and insanely hard)
[Dashing HP/HK -> ABC] x N (MUCH EASIER with HK)

FUUMA:

Command Normals: Double Jump, Wall Jump. Site also claims he has a jumping d+MP, which is incorrect.

Anti-Airs: All exactly the same as Hanzou’s, since they both have a DP and mostly the same normals.

Combos:

Crossup MK, Close HP xx DP
(something I can’t read) Low LK, Close LK xx DP (can’t get this to work, wonder what’s in the parentheses)

Jumping HK, Close HP xx DP
Jumping HK, land, Jumping HK (Only works on tall characters, can dizzy if you have low life IIRC)

Infinite:

Dashing MP x N (just like Hanzou’s, same conditions apply)

DRAGON:

Command Normals: Wall Jump. He also has a f+HK, which the site does not mention.

Close Anti-Air: Close MK
Mid-Range Anti-Air: Far MK, Low HP
Long-Range Anti-Air: Standing HK, Neutral Jump HK

Combos:

Crossup HK, Dashing HP, Standing HK xx qcf+HK (doesn’t work on smaller characters)
Dashing MP, Low MK xx qcf+LK/MK
Close MK, Low MK xx qcf+LK/MK
Low LKx2, Low MK xx qcf+LK/MK
Jumping MK, Low LK, Close MK, Low LK, Close MP, Dashing MP, Low LK, Low MK xx qcf+MK (something I can’t read). This combo makes no sense to me, so I could use some help.
Jumping HK, Close MK, Close MP, Far MP, Standing HK xx qcf+HK. Don’t get this one, either.
Jumping HP, Dashing HP xx hcb+LK. Again, I can’t get this to work. You can also get juggle followups from that move, and the site says something I can’t read.

Close MK xx d,u+K
Standing HK xx d,u+K (not sure why these are there, anti-air maybe?)

JANNE:

Command Normals: f+HP, d/f+K, Jumping d+MP. She also has a f+MK that the site does not mention.

Close Anti-Air: Charge d,u+K
Mid-Range Anti-Air: Standing HK (yay autoguard!)
Long-Range Anti-Air: Standing HK, Far HP, Charge b,f+K, d/f+K

Combos:

Crossup HK, Low LKx3 xx Charge b,f+K. I think they mean Low LKx2, Low MK - you can’t cancel low LK.
Crossup HK, Low MP, Standing MP xx Charge b,f+HP, f+HP. Can’t get this to work.
Jumping HP, Dashing Low MP, Close LPx2, Low MK xx EX Aura Bird, Dashing Low MP, Low LK, Low MK xx something I can’t read. I can’t do these links…

J.CARN:

Command Normals: Crouch Walk, Wall Jump, d/f+K, Jumping d+HK. Also has a f+MK that the site does not mention.

Close Anti-Air: Charge d,u+P, Close HP, Low HK
Mid-Range Anti-Air: Standing HK (autoguard again!)
Long-Range Anti-Air: Standing HK

Combos:

Jumping HK, Low LKx2, Low MK xx Torpedo
Jumping HK, Close MP, Neutral HP, Low MP. Must be crouching, possibly only big characters too.

Close HP xx Torpedo. Not sure why this is here.

Standing MK, Low LK, Low MK xx Torpedo. I think this combo is meant to counter slides.

MUSCLE POWER:

Command Normals: Jumping d+HK. The site does not mention this, but his neutral HP is an overhead while f+HP or b+HP isn’t.

Close Anti-Air: Low HP (something I can’t read), Jump Back HK
Mid-Range Anti-Air: Standing LP (something I can’t read), Standing MP (something I can’t read), Up+ABC
Long-Range Anti-Air: Standing HK

Combos:

Low LKx2, Low MK xx Dropkick
Low LKx2, Low MK xx LK Lariat, Low LKx2, Low MK xx Dropkick. This only works on a couple crouching characters, and on them you might as well do the infinite.

Infinite:

[Low LK, Low MK xx LK Lariat] x N (only works on crouching Ryofu, Jack, & Carn)

BROCKEN:

Command Normals: Jumping d/f+HK. The site does not mention this, but his neutral HK is an overhead while f+HK or b+HK is a completely different move.

Close Anti-Air: ABC (autoguard), Close MP
Mid-Range Anti-Air: Far MP, a bunch of stuff I can’t read
Long-Range Anti-Air: Far HP, Neutral HK, Low MP, Low HP, more moonspeak

Combos:

Dashing HP, Dashing HP, Low MK
Dashing HP, Jumping ABC (stuff I can’t read)
Low MK, Jump Cancel, Jumping ABC (stuff I can’t read)
Jumping MP xx Jumping ABC
Low MP xx qcf+K

RASPUTIN:

Command Normals: qcf+K (stuff I can’t read)

Close Anti-Air: Neutral HP
Mid-Range Anti-Air: Low MP xx qcf+K, Standing HK, Standing MK
Long-Range Anti-Air: Low HP

Combos:

Low LPx2, Low MP xx qcf+HK
A whole bunch of things I can’t read
More things I can’t read
Low MP xx qcb+K

Anti-Air Combo: Low MP xx qcf+K, followed by a whole bunch more Japanese.

ERICK:

Command Normals: Jumping d+HK. He also has a f+HP that the site does not mention here.

Close Anti-Air: Headbutt (stuff I can’t read), more stuff I can’t read.
Mid-Range Anti-Air: Standing LP
Long-Range Anti-Air: Far HK, Low MP, Standing HP

Combos:

Low LKx3 (link, not a chain) xx various specials
Low LK, Low LP, Low HK
hcf+MP, Dashing HP xx hcf+MP, f+HP xx qcb+P. I think the first blizzard has to be EX, and this may be corner-only.

Standing HP, Standing HP, f+HP xx qcb+P (a bunch of things I can’t read)

SHURA:

Command Normals: None

Close Anti-Air: Close MP, d,u+K
Mid-Range Anti-Air: Low HP
Long-Range Anti-Air: Far HP (autoguard!)

Combos:

Dashing HK or Close HP xx HK Tiger Knee (can’t read)
Close LK, Low MK xx Dash Straight (can’t read)
Tiger Knee -> Jumping HK (can’t read)

MUDMAN:

Command Normals: d/f+K. The site does not mention his f+HK here.

Close Anti-Air: Low HP, Close MP, Charge d,u+P
Mid-Range Anti-Air: Charge d,u+P
Long-Range Anti-Air: Neutral Jump HK, f+HK, d/f+K

Combo:

Close MP (can’t read) xx qcb+P or qcf+P

Infinite:

(can’t read) [Standing LK, Standing MK, f+HK] x N. It does not mention his divekick infinite in the corner, but that’s not really practical anyway.

Super Setups:

Need translation!

J.MAX:

Command Normals: d/f+K. His f+HK is not mentioned here.

Close Anti-Air: DP, Close HK
Mid-Range Anti-Air: DP, Neutral Jump HK
Long-Range Anti-Air: Low HK, Far HP

Combos:

Crossup HK, Close HK xx Tackle. I guess this guy didn’t know about the jump cancel…
Dashing Low MK, Low MK xx Tackle
Low LKx2 xx Super

Infinite:

I don’t know what this is trying to say. Standing LP, Low LP, Standing LP? That doesn’t work, so obviously it’s something else I’m missing.

RYOKO:

Command Normals: d/f+HP, d/f+HK, Wall Jump. No mention of f+MK or the difference between neutral HP and directional HP.

Close Anti-Air: DP, can’t read, ABC
Mid-Range Anti-Air: Far MP, ABC
Long-Range Anti-Air: Standing HK, Low HP, ABC

Combos:

Low MP, Far MP xx DP
Standing HK xx DP
Can’t read
Jumping HP, Dashing Low HP, Dashing HK, Dashing Low MP, Dashing HP (1 hit) xx DP

Infinites:

Dashing Low MP x N (very difficult)
Dashing Low HP or Dashing HK x N (crouching characters only)

CAPT.KIDD:

Command Normals: Jumping d/f+HK (this is actually a special move), f or b+HK. Does not mention f+HP.

Close Anti-Air: Shark Upper, Low HP
Mid-Range Anti-Air: Neutral HK, Far MP
Long-Range Anti-Air: Far HP

Combos:

Low LKx2, Low MK xx Pirate Ship
Jumping HK, Close HP xx EX Shark, wait a bit, Jumping HK, Close HP xx Spiral Kick
After throwing a LP Shark, dash in. If it hits, you can combo Low MK xx hcb+MK.

Infinite:

[Low HP (2 hits) xx Hop] x N. Contrary to what I believed, you can cancel the 2nd hit of low HP to ABC. It requires crazy timing, and I haven’t figured it out yet, but it’s possible.
Can’t read the stuff below, and I don’t think it mentions his other loops with the hop.

JACK:

Command Normals: Wall Jump. Does not mention the difference between neutral and directional HK or neutral and directional MP.

Close Anti-Air: Low MP, Directional HK, Neutral HK
Mid-Range Anti-Air: Neutral HK, Directional MP, Neutral MP
Long-Range Anti-Air: Neutral HK

Combos:

Neutral/Dashing HK xx qcb+K
Low LKx2, Low MP xx qcb+K
Dashing MK (can’t read), Low HK
Jumping HP, Standing MK, Neutral HK, Low MK -> d+ABC -> qcb+K. If this actually works, it would be on crouching big characters or something. The low MK cancel to d+ABC is cool, but not overly useful since qcb+K is unsafe.

Infinite:

Dashing LK x N (very hard, but makes for some nice rushdown even if you don’t combo)

RYOFU:

Command Normals: f+HP, f+HK

Close Anti-Air: Standing HK (yes, it hits right above him)
Mid-Range Anti-Air: Standing HP
Long-Range Anti-Air: Standing HP

Combos:

A bunch of text I can’t read, probably saying how he has no combos or something. Which would be rather wrong, but I’m not sure if that’s the case.

SON GOKUU:

Command Normals: Jumping d+MK, f+HP, f+HK. Can also crouch walk, which is not mentioned in the site.

Close Anti-Air: Standing HK (can’t read)
Mid-Range Anti-Air: Low HP (autoguard)
Long-Range Anti-Air: Far MK (autoguard)

Combos:

Jumping LP -> Jumping HP, Dashing Low HP -> Jumping HP xx Rock (corner-only)
f+HP xx d,u+P or DP+K
Low HP -> DP+LK or Jumping HP

Infinite:

Dashing Low LP x N (again, crazy difficult)

And finally, just for the lulz…

NEO-DIO:

Projectile Breakers: Neutral HK, Directional HK, Jumping MK
Autoguard Moves: None
Guard Crush: Low HP
Command Normals: d/f+K, Wall Jump

Close Anti-Air: Close HP
Mid-Range Anti-Air: Low HP
Long-Range Anti-Air: Neutral HK

Combos:

Low LKx2, Low MK xx qcf+K
Standing MK, Low LK, Low MK xx qcf+K

Anti-Air Combo:

Neutral HK -> d,u+K

Infinites:

[ABC -> Jumping HK] x N
Freeze Grab, above infinite

Josh excellent work…that shit is GOLDEN…Gotta archive this!!!

yo when i have time, i’ll translate the rest of the stuff

Edited a little bit of it. I’ll check out that site. I might just try and do a full blown guide for Ryoko, granted I have time after my Maki, and Lien guides.:sweat:

I have to test it, but cr.MK x2 into tackle sounds silly enough to work. This infinite of his certainly raises an eyebrow though. Good shit.

Power edit: cr.HK as an anti-air? What lol

Seems to have a good ammount of errors on it. I don’t trust it 100% yet, but we might be able to use some of it to find good information. When our FAQ is done, it will be the authority on this game.

Any idea when it’ll be done?

We are still in the research phase. Soon ill try to plan a layout out, and start filling in the obvious stuff. Id say, if we really wanted, we could have it done in a month.

Most of the good info is in the vids and right here in this thread though.

If u need help, hit me up. I could flesh out more stuff myself probably if I actually played this game.

Also guys I havent tested it yet but I believe Jacks St. MK may be his best bet against double jumpers etc so that they cant stay ontop of him… (The spinning wheel)

This just came to me when I was thinking about how much Josh was jumping against my Jack at NEC8.

WHP at Gamma Bowl!!! HYPEx100000.

Who’s going to stop my Janne?

I have two days of play in this game. WHOOO!!!

That’s a nice thought, Geese, though I’m not sure what s.MK’s priority is like at all.

Nappy, Janne mirror at Gamma Bowl, BET IT SON.

And my friend looked at a little more of the site and was able to give me the gist of a couple pages.

The Ryofu page is funny actually…the guy says something like “this guy is so boring, please ban him. I’d rather fight Neo-Dio, at least he can be kinda interesting.” And the combo section is him saying how you don’t need combos and should just stick with his retarded pokes/rushdown.

Also, the strategy section says dashing/standing HK and dashing HP are his best moves. Sound familiar, Adam? :wink: It also says his drinking is stupid, which is something I really need to start working in.

He also checked out the Mudman profile, and there’s a couple useful things there.

That infinite on the site? Only works on crouching characters. Not sure if it’s every character, either. The site says it could actually be useful in real matches, though. Hmm…

The overall idea of the page is that Mudman is all about setting up the super, and his normal fighting kinda sucks. I don’t agree with that at all, but anyway…

SUPER SETUPS!

Corner: Any throw, Mud Copter, flash kick thingy (have to hit them out of the air, at the peak), projectiles (must hit opponent out of the air), & sweep (cancel it).

Midscreen: b+HP throw, f+HK throw, Mud Copter, flash kick (same conditions apply), projectiles (same conditions apply).

And finally, a couple tidbits with J.Max!

  • The listed infinite actually is [Dashing LP, Low LP, Standing LP] x N. I can’t get it to work…will test it out with a frame-advance emulator.

  • The site says the same kind of stuff we did with regards to strategy - look for the high/low, and you can win by trading hits. It says he is one of the stronger characters, because he has such a great game up close and he can get in on projectile characters (thanks to the ABC and slide). Not a bad argument for A tier actually, though Erick makes all his options useless and Mudman kinda shuts him down too. Otherwise, though, I could see this!

Enjoy,
Josh.

Also, something important that I have confirmed:

All autoguard normals work on all physical attacks!

Yep, there is no high/mid/low divide like I initially thought. It’s just that a lot of these moves only have a couple frames of autoguard, so they won’t work when it “looks” like they should.

Projectiles, I’m still not sure. My hunch is that you can’t autoguard those, or else there wouldn’t be a point to the projectile breakers…

-Josh

Excellent info…I will actually have time to test all this out this weekend!!

:lovin:

alright, so got pointed here by DG because i’m a dumbass and didn’t notice the thread at first

i’m really liking this game since i tried it at NEC and want to learn it, i’ve been mostly picking up Mudman but i have no idea what his main game is. so far i’m mixing up projectiles, whiffing f+HK or crossup dive into grabs, and doing jump in combos. i can barely ever hit his super, usually it only gets blocked unless i’m very lucky. what’s that thing about setting it up? i can’t figure out how to do it.

Hit up Keits, his Mudman is good.

Just watch my mudman videos from the most recent sets vs Goukisan on youtube. That should give you a clear picture about where my mudman is at.

He is one of the most well rounded characters in the game imho. He has an excellent projectile zoning game, an excellent rushdown / lockdown (with fast jump and copter), and if he is ever below 50%, its not hard to set up a situation where your opponent loses 40-70% life.

His issue is, outside the super, a lack of damage output.

Mudman projectile corner pressure looks like a bitch to deal with. We gotta get DG to come to the Bowl 4 reals. I guess I need to find a secondary character, maybe Dragon? What do you guys think?

Dragon is a decent backup…I was gonna pull him out at NEC8…but I didnt…also there was a Ryoko player named Vyers on film in the tournament so you can check him out…

OK, I finally got Gorgeous on PS2, so no more Sega Saturn WHP for me. I’m in a Marvel RB this weekend, so I doubt I’ll be sitting down to re-accustom myself to the game 'til next.

Back in the day I used to play as Rasputin and Mudman. I quite like them, and I play Mudman in NGBC so I’ll get back into those first.

Pointers on B&B combos and do’s and dont’s would be helpful to get me started… Other than that I guess I’ll need to go back from 6 buttons on Saturn to 4 buttons from Neo Geo days!

Edit: Ah, seen, I’ll watch Keits’ Mudman. Tips on Rasputin and how to use his supers would be appreciated.