World Heroes Gorgeous

I’ll let Keits handle Rasputin too since that is another one of his mains…

starting to play this game a little more… using janne, jack and ryofu. any strats on ryofu?

Rasputin’s Super is nearly useless. There is no guaranteed way to set it up. The only use is to punish some of the moves in the game with terrible recovery. These are few and far between.

His EX has some uses. It has quite a few invulnerable frames on startup, so you can ‘blow through’ some attacks or use it as a reversal sometimes. It does a lot of chip damage, so its a great round ender. But you need to be careful, as many dragon punch moves have MORE invulnerability than your EX spin, and can be input during the super flash ON REACTION to beat you. (watch out for hanzo fuuma and j.max especially). Also, we thought initally you got a free throw off a blocked EX, but its actually the opposite. If you are too close when it ends, you will be thrown. If this character has command grabs or strong throws, this is very risky. (watch out for ryoko, j.max, muscle).

So, what that leaves Rasputin with are his amazing normals and fancy projectiles. Crouching MP is going to be your answer to just about everything. After it hits or is blocked, do one of the following (based on position and situation and matchup… just experiment till you learn):

I just hit you with or you blocked C.MP, so I…

1.) press c.mp again (then go back to ****)
2.) dash and press c.mp (then go back to ****)
3.) cancel into fireball (try 2 after this)
4.) cancel into iceball (try dashing HK after this)
5.) cancel into electricball (try 2 or 3 after this)
6.) cancel into lk russian step (try c.lp, c.mp after this, or a throw)

Carefull with 6, you can be punished.

Other noteable normals for Rasputin are: J. HP, J. HK, J. LP, S. HK, S.HP, C.HP, C.MK.

I can give you basics, but those three are Josh’s characters. Ill let him get nitty gritty.

Janne - c.lk (link) x4 xx charge b,f+k = big damage. Her phoenix super is pretty safe and gives her good frame advantage, plus it chips okay. She is the worst character in the game… but bad like Cammy in Super Turbo (she can win, its just not as easy).

Jack - S.HK all day. Hit confirm into torpedo move. Zone with it, and you can also cancel it into headdive special for chip and some crossups. C.mk is quite fast too.

Ryofu - ABC in air sticks to the ceiling for crazy mind games with dive and crossups. S.HK, S.HP and F.HK all day. S.HK or dashing HK will cancel into flame. EX flame has invincible startup. You dont need much with him, he hits too hard and has too much range.

For all of these characters, watch the youtube vids of Josh/Rashreflection and Dark Geese playing as them. (Josh for all three, DG for Jack)

All be damn I couldve written the Jack guide…lol. Also Cr. MP with Ryofu as Josh points out is VERY VERY GOOD.

I’ll write a Jack Primer tomorrow…he’s got some more tools…

Is this Vyers dude on yt?

I have no clue if hes on Youtube or not…

New discoveries from last nights play session with EmpororPants and j1n…

1.) you can tech sweeps for sure, and you may be able to tech some other types of knockdown moves. You all you have to do it hold the back direction while falling to land on your feet. Im not sure how useful or safe this is at this point, because if your opponent expects it, it looks like they can just sweep you again as you land. this needs more testing both to see what is techable and how punishable a predictable tech is.

2.) you can ‘just defend’ projectiles ONLY. doing so makes a new noise. you still take chip damage, and you dont get any frame advantages from it… i wasnt sure what it was for at all. Josh says doing it makes it so your character does not get pushed back when blocking the projectile. Im not sure this is useful at all. Im sure it was designed to help the big characters get in, but it doesnt seem that hard to get in with them in this game most of the time.

Interesting discoveries Keits…it seems WHP retains the oldschool “just defend” tactic from older games except you dont push the proj back to the opponent.

Guys WHP matches from NEC8 could be up…TODAY…

hot shit DG. please let us know when they arrive.

Oh I will…at the latest he said they will get up TUESDAY…

Jack The Ripper Primer I:

-As they say.with Jack St. HK is your best friend…has very good frame advantage and can link into his torpedo…hitconfirm into HK torpedo for some nice damage.
-You can also combo into it from the air…but there?s a difference…when using st. HK as an Anti Air Normal with Jack you must combo into LK or MK torpedo because most times HK torpedo will miss straight out.
-Don?t use his Desperation Shockwave Super…not worth charging like 5 seconds for…

  • Practically all Jacks normals are good…but some obviously stand out…Cr. Mk is how you are going to also keep them out of range via poking…use it well.
    -His pinwheel-MK is a GREAT poke…is used for anti crossup on many things and used TO CROSSUP in the air?.MK in the air will crossup them up and when I land I go into St.HKxxHK Torpedo and all this combos for about 40% damage Free.
    -His ABC Teleport is good to use you cant hit him out of it you can block when you get out of it but they CAN throw you out of it so be careful.
  • His St. C and Cr. C are also decent Anti Airs…as is Cr. HK? Cr.a is very good as well as st.b…all his pokes have some usage the more I play him the more I am discovering.

DO use this super for chip on wakeup IF it will end the match. Especially the hero version.

Hey. You guys need to stick to one form of naming attacks. Either go with A, C, A+C, B, D, B+D. Or go with lp, mp, hp, lk, mk, hk. Just don’t mix and match them.

Yeah Keits you are right…if and only if you can use it for chip etc…

Also you fools better watch out.…I got JACKS INFINITE COMBO DOWN…
On point…

I will use it in a match now certainly…Dont let me hit you…new strategy now…Going for the dizzy…

OK, krost, I had my entire Ryofu mini-FAQ written and someone closed out the window. =P

Will also write primers for the other characters you mentioned, so stay tuned! =)

-Josh

You are correct. Josh and I (the authors of the forthcoming FAQ) decided on terminology we liked before we started writing.

Attacks are -

LP, MP, HP
LK, MK, HK

Personal Action, performed with LP + MP + LK is called -

“ABC”

A special move that uses your HERO bar -

“EX”

A desperation super move, done with red health -

“Super”

A desperation super move, done with red health, that uses your HERO bar -

“HERO Super”

Please work with these everyone.

Can’t wait

Hey Keits, thanks for the pointer to your Mudman matches, helped a lot.

I only have one question, what can I do with Mudman against an overly aggressive Dragon? The anti-air is very inconsistent and I don’t know what to do when I’m down in the corner. The fight seems otherwise easy once I get it to go my way, but if he gets in on me I usually lose.

I’ve got very little experience with this matchup, but my tip to you would be to be patient and look for a back + hp throw. If you are at 50% by the time you get that, you get a free super on him out of it and that should make your patience pay off. Dragon has ZERO high low game, and his throws are the weakest in the game… so just block low when he is on the ground and block high when he jumps. Should be easy as long as you are okay with waiting for a minute.

A savy dragon will try to c.hp guard break you. Just remember to watch for it and backdash or wiggle out.