World Heroes Gorgeous

Is that about the only disadvantage Ryofu has though? I am sure Double Jump gives him problems…

Not sure, but I think Fuuma would have him beat for the same reasons, though not as severly. And I know Erick has a great shot at beating him too, as well as Dragon. And Rasputin is actually closer to even with him than we though. I proved it tonight. Still having a VERY hard time beating him with Mudman, but im getting closer each time.

I just saw the 3rd set of vids where Josh plays Son Gokuu and Keits plays Rasputin. Good shit guys, I’m totally interested in playing as Gokuu now…except I won’t be able to play until about summer time, because i need to buy a new stick.:sad:

But I’ll be jumping in on this in the future, so you guys can own my shit for free.

Yep, I recorded some more matches with Keits, showcasing my first glimpse of Hanzo’s potential. To be honest, I always wondered if us ranking him top-tier was just theory fighter…but now that Adam’s actually playing him for real, I feel confident saying he is #1 overall.

We all should switch to MAME 0.64, seriously, it runs everything better. The WHP rom can be tough to find, but it’s worth it, less input lag and everything. With only 1 frame of lag offline, it makes a decent practice option if you don’t have Gorgeous, and this is actually what I am using to find frame data (pause, then Shift+P to frame advance).

I also played Ghostpilot a few days ago. Can’t really say too much since our connection was crappy (we played RB2 a bit later and that was much better, so hopefully that was just temporary). But he wasn’t bad at all, and plays Ryoko & Janne in a way I’ve never seen. He personally thinks Janne’s better than Shura & Brocken, and I almost believe it now. He goes by Mr. Big on this forum, usually hangs out in the RB2 thread…definitely play him if you can, he’s a pretty unique opponent!

Random tidbit: Blocking Gokuu’s throw is legit, happened a couple times at NEC so you’ll see it in the vids. Still don’t know how to do it, though. =/

Krost, sorry I’m late with this, but my next post will be the Ryofu guide! I would’ve written one for Janne also, but now I’m pretty sure I play her all wrong, so I’ll hold off on that. Just a few things:

  • Really good autoguard with close HP, dashing HP, and stand HK.

  • Justice sword sucks. Charge motion, no invincibility, AND it can be air-blocked. Stick with stand HK as your main anti-air, and far HP from very long range.

  • She can combo c.LKx2, c.MK xx flash sword or EX bird. Rather difficult link, though.

  • Short slide is actually a nice setup for tick throws and related offense.

  • Dashing LP and f+LP are really annoying when spammed in small doses, and also good tick-throw moves.

  • Phoenix super is probably the closest thing to “broken” she has. Obviously huge hit area, lots of chip damage, and she gets FRAME ADVANTAGE if it’s blocked. I actually like to forward jump after it, as if they try to counter-throw you may be able to land a combo. Characters without a reversal just get eaten up by this move…

Alright, that’s all for now! Next time, RYOFU GUIDE! Both how to use him and how to beat him…not gonna lie, he’s the 3s Chun-Li or NGBC Mr. Big of this game, but he can do some tricky advanced things as well, and he is quite beatable.

Later everyone,
Josh.

Janne’s Phoenix super can be shut down by just about any projectile. It does not eat them, and it has enough startup that you can throw one to take her out of it on reaction. I’ve taken her out of it with Monster-Man (mudman), Fuuma whirlwinds, Erick Waves, and im sure there is plenty more.

Ryofu is BEATABLE! Proof is on the way!

Gokuu is SO glitchy! He is the only character in the game with ONE throw. Everyone else has two or more. What makes this bad is that his ONE throw can be BLOCKED. Hold down-forward after he grabs you. HAHAHA.

He is still good, but not as good, obviously.

thanks alot for the info, josh! we’ll have to play some whp/karnov’s on kailerra sometime.

Well, I had typed this whole thing before and deleted it, but that turned out to be a good thing - some of the old stuff was wrong! Anyway, without further ado, the Ryofu guide!

THROWS:

f+HP: The single best normal throw in the entire game. It is the most damaging one, it sets up his air mixups, AND it automatically gives him a full Hero bar!

b+HP: No full Hero bar, definitely not as damaging as the other throw. However, when the opponent is pressuring you, this is one of your most common reversals since it’s a blocking direction. Don’t be afraid to use the forward throw if you see a gap, though…this is used when you’re not exactly sure of the situation.

NORMALS:

  • Standing/dashing HK and HP are your main threats. Godlike range/priority, beefy damage, HK is almost as fast as your jabs, and HP is your best anti-air as well as a great ground poke. HP is also his guard crush, though it recovers so slowly that the opponent can easily shake out before you can do anything. HK has surprisingly decent frame data when blocked, such that you can throw out another one and catch people poking or dashing in.

If the opponent baits either of these, though, you’re in trouble - HK is especially dangerous since it’s easy for the opponent to jump over it and land a free combo, and HP anti-air is very slow.

  • Low MP has frame advantage on block, even though it doesn’t look like it at all. Especially useful as a dash attack, where you can follow up with a heavy poke and not risk the opponent jumping.

  • f+HK is the longest-ranged normal in the whole game, though its recovery is even worse than with his other heavy attacks. Use with caution. If it hits, it knocks down, and you can cancel into his ground ABC. It’s a hit-confirm, yes, but an easy one and worth learning.

  • Low LP can link into itself and/or his stand HK. When in range, I’m increasingly preferring this over the heavy pokes since there’s no risk of eating a huge combo.

  • Low LK is his fastest move. Lacking in range, so mainly helpful when there’s a gap in the opponent’s offense.

  • Standing/dashing MK has autoguard. Maybe this is the quick anti-air he’s lacking? Need to try this next time…

  • Jumping HK has great priority and makes an easy crossup. By far the most often-used of his air moves.

  • Jumping HP is an almost unbeatable air-to-air, though a bit risky since it does not hit below him.

SPECIALS & SUPERS:

  • Flame breath is an interesting situational move. It leaves him at a very slight frame disadvantage on block. Unless they’re extremely close, this will allow you to s.HK their poke or s.HP their air attack.

In the corner, it’s a fantastic meaty attack (though a couple DPs and EX moves can still hit him), and you can cancel s.HK (not dashing!) into it for further pressure. Outside the corner, they can backdash out of the flame and potentially land a combo on you.

  • EX flame breath is awesome, and his only use for meter. It is completely invincible and retains the same frame data as the normal versions. For a character lacking in reversals & anti-air, this move is key to getting out of the corner. Note that often the opponent will be very close to you after blocking…do NOT try to attack here or you will lose.

  • qcb+P does decent chip damage and finishes his crossup combos with big damage and a knockdown. That’s about the extent of its use. It looks like it could anti-air, but it’s just too slow for that.

  • Mash P can finish his non-crossup combos, and only a couple characters can punish if the last hit gets blocked. However, I’m not sure how safe it actually is; see, the opponent will get pushed out of the combo after a few hits and block the rest, but they can reversal or even use autoguard moves during a gap. If this is easy to perform consistently, then I would stop using it and just try to pressure the opponent instead.

  • The air dive attack is not overly useful, because good players will punish you with a dash attack or something else with long range. The LK version is very good at punishing projectiles on reaction, and this move can cross up for the occasional gimmick win.

  • The super is terrible, as it’s slow and takes about 15 years to recover. Only good for chip damage kills.

ABC MOVES:

  • Ground ABC is this game’s closest equivalent to Q’s taunt - he takes a drink, and his next attack deals double its usual damage. Unlike Q, he must complete his entire animation to get the bonus. Also unlike Q, he can block during the animation, though throws are still free.

There are 3 ways to lose the bonus:

1st, and most obvious: Land a hit.
2nd: Get hit by the opponent.
3rd: Get your attack blocked by the opponent.

Whiffing does not lose it, for whatever reason.

You can safely execute this move after either of his throws, or by canceling a f+HK after it connects. So how useful is it?

It depends on the matchup, I’d say. For the most part, I prefer to follow up throws with his air ABC mindgames (detailed below), but against characters with great reversals (hello, J.Max!) you’re probably better off drinking. Also, if you throw someone into the corner, always drink, since none of the air ABC stuff works there.

  • The air ABC is one of those “little things” that separates a high-level Ryofu from a decent one, in my view. If you just press neutral ABC, he will cling to the ceiling. He will automatically drop down after about 10 seconds or so, but you can also press Back, Down, or Forward to drop him in those directions. Additionally, you can press b+ABC, d+ABC, or f+ABC to instantly drop him in those directions.

The most obvious use for this is crossup mindgames. After a throw, dash toward the opponent, jump forward, and press one of the following:

  1. f+ABC into immediate j.HK on the way down. This crosses up.

  2. d+ABC into immediate j.HK on the way down. This hits in front.

  3. b+ABC. This baits DPs, though it won’t work on all of them.

Note that in order to perform this after a forward throw, you must dash, perform a taunt (B+C), and immediately cancel to another dash. It’s real easy, actually.

Besides the crossups, this move has other weird and fun uses. Sometimes, at the opposite side of the screen, I like to just cling to the ceiling for no apparent reason. What I’m actually doing here is making it a scary mindgame for the opponent to approach me, since I have the godlike j.HK on my side. Great for running out the clock!

Finally, my absolute favorite way to use air ABC is to bait certain attacks. To give an example, Erick & J.Carn both have “torpedo” specials that beat all of Ryofu’s pokes. If I j.ABC and make these moves miss, however, they will recover beneath me. I can then perform the same crossup games detailed above, only in a much weirder situation where the opponent will almost never be able to react to it. This can also be used against dashing attacks that whiff when you’re airborne.

COMBOS:

Crossup HK, s.HK xx qcb+MP - Around 50%. After a crossup, s.HK scores 2 hits on Mudman and one other character (J.Max? Another Ryofu?), which changes the timing slightly.

j.HK, s.HK xx Mash HP - Like I said before, this combo may not be worth the risk. If they can punish it, just stop at s.HK and rush 'em down.

c.LPx2, s.HK - Nice hit-confirm combo at close-mid range, avoids the risk of the heavy pokes.

Annnnnnd that’s about it for the general Ryofu stuff! My next posts: How to Beat Ryofu, since he’s easy-mode and very frustrating, and How to Beat Gokuu, since he’s gimmicky as hell and newer players hate him.

'Till next time,
Josh.

Good shit josh.

Played vs cpu last night and ryoko did Dp+hk through my double shurican with hanzo. is she invincibile??

WHP NEC8 footage part I up-

World Heroes Perfect Part #1-

Losers SemiFinals-

AntiShoto (Captain Kidd) vs. Rick_Son (Hanzo)

Losers Finals- AntiShoto (Captain Kidd) vs. Dark Geese (Jack)

[media=youtube]Q01XTexvFGk[/media]

oh, i forgot to add in my earlier posts. if anyone wants to help me get better or play some matches through p2p, feel free to add me to your MSN or AIM buddy list and we’ll get some things going.

Lets play right now BoringRyu!

Cool matches from NEC. That Kidd user uses Shark Knuckle a lot more than Im used to. The Hanzo was playing exactly like my Fuuma, minus double jumping and wall jumping. It works, but Hanzo has so much more.

Edit - Added you on AIM, but you are not online. I can play till about 3 today (its 9:45 right now). Then I have work. I am off all day tomorrow. Lets get some GAMES!!!

i’m up for some p2p whp today, as well. aim = federal welfare

Great games Krost! You catch on super quick!

Krost is the one player I feel is as good as me at option selecting throws off guard. I never realized how frustrating it is to deal with, as I was the only one doing it. He says he is an ST player, so throwing comes naturally. It showed! This guy is already someone you cant sleep on, and will be a WHP beast a week or two. Bet it.

very fun games, keits! i’ll mess around with some other characters for the next time we play. pretty fun game :slight_smile:

So I got to play this on a friend’s PS2 and I love it.

I can’t believe there’s a fucking character that plays like Guile that has a fucking sword. God, I took like one look at her and I’m like that’s it, that bitch has my name written all over her. Jenna is her name I believe? Absolutely love her. Hoping to get my PS2 fixed soon so I can play it again, unless you guys can help me out with playing online (I’ve never done that type of thing).

Trying to figure out block strings and combos, stuff like c.lk, c.lk, c.mk, 46+FK or what have you.

<3

Oh and go figure she’s the fucking worst character in the game, shit is like so standard for me right now, god damn. Are you telling me that Karate chick is better then her (as I want to play her too)?

Chibi, we can help you get setup to play with us online.

Janne is bottom three for sure. I still think she is the worst, but in WHP, that doesnt mean a whole lot. This game is very matchup heavy, and Janne is probably the worst because she has the least ammount of advantaged matchups. But, that doesnt mean she cant win.

And Ryoko is A tier in my book, but probably the hardest character to use well in the game. Im glad so many people are finding out what a great game we all overlooked in 1997. Its probably because World Heroes 1 through Jet were not any good (imho)… and the 4th incarnation is just stellar.

Do you have aim Keits?

Hit me up at AkarIchijo plz?

:smiley:

want me to do ryoko?

ohohohohoho