Just found out that ps3 can run mame under linux!!! Workinonit.:tup:
Just learn to backdash.
lol just venting is all
still loving the game and ryoko
:lovin:
I’ve also found that most characters have a very poor high-low game, so simply blocking and waiting for your moment to bust out of a trap (using a back dash, front dash, jump, wall jump, DP, invincible super or ex, or VERY commonly, a throw) is extremely easy and helpful.
Josh, Adam are any of you going to be at FRXI?
No sir. Can’t make it.
Oh my god are Fuuma dive super crossups hillarious!
indeed they are
<3 Fuuma
I will be at Final Round!!! Leveling up in RB2 and NGBC as well to get ready for this…
And I should set up a savestate for player 2 to do Fuuma supers or something…seriously, that thing crosses you up IN THE CORNER sometimes.
-Josh
Okay Josh then we may go right ahead and have a WHP tourney depending on time!!!
Cool?
Anyone up for some rounds tonight?
Thanks for the good games LeebeeLink. Keep up the good work and you’ll be busting heads in no time.
Great games tonight to Krost. We were both sick, and he was off his game, but they were still fun and challenging.
GGs, sorry for my really off playing :<. carne is scary!!
Man, how did you guys let this fall off the first page? I’m so ashamed!
I figured it was time to start doing some frames. For now, I’ll just get the startup frames for everyone, starting with…
HANZOU:
Far LP: 4f, +6 on standing block, +7 on crouch block, +6 on standing hit, +8 on crouching hit
Far MP: 8f, +8 on standing block, +9 on crouching block, +8 on standing hit, +9 on crouching hit
Far HP: 6f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Standing LK: 5f, +7 on block, +6 on standing hit, +5 on crouching hit
Far MK: 6f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit
Far HK: 7f, -2 on standing block, +0 on crouch block, +3 on standing hit, +4 on crouching hit
Close LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close MP: 6f, +5 on standing hit, +6 on crouching hit
Close HP: 5f, +2 on standing block, +4 on crouch block, +2 on standing hit, +0 on crouching hit
Close MK: 4f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit
Close HK: 8f, -6 on standing block, -4 on crouch block
Close f/b+HK: 8f, -6 on standing block, -8 on crouch block, -5 on standing hit, -4 on crouching hit
Crouching LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Crouching MP: 7f, +2 on standing block, +3 on crouching block, +5 on standing hit, +3 on crouching hit
Crouching HP: 7f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Crouching LK: 4f, +7 on block, +6 on standing hit, +5 on crouching hit
Crouching MK: 4f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 6f, -1 on block
Jumping LP: 5f
Neutral Jumping LP: 5f
Jumping MP: 4f
Neutral Jumping MP: 5f
Jumping HP: 4f
Neutral Jumping HP: 5f
Jumping LK: 4f
Jumping MK: 3f
Jumping HK: 7f
Neutral Jumping HK: 6f
Jumping d+MP: 9f, -34 on block
Dashing LP: 4f, +4 on standing block, +5 on crouch block, +4 on standing hit, +6 on crouching hit
Dashing MP: 8f, +7 on standing block, +8 on crouch block, +7 on standing hit, +8 on crouching hit
Dashing HP: 6f, -4 on standing block, -2 on crouch block, +1 on standing hit, +2 on crouching hit
Dashing LK: 5f, +5 on block, +4 on standing hit, +3 on crouching hit
Dashing MK: 6f, +4 on standing block, +6 on crouch block, +4 on standing hit, +2 on crouching hit
Dashing HK: -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Dashing d+LP: 4f, +3 on standing block, +4 on crouching block, +3 on standing hit, +2 on crouching hit
Dashing d+MP: 7f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouch hit
Dashing d+HP: 7f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing d+LK: 4f, +5 on block, +4 on standing hit, +3 on crouching hit
Dashing d+MK: 4f, +2 on block, +4 on standing hit, +2 on crouching hit
Dashing d+HK: 6f, -2 on block
ABC: 10f before you can move/attack
d+ABC: 10f before you can move/attack
qcf+LP: 12f, -14 or better on standing block, -13 or better on crouch block, -14 or better on standing hit, -13 or better on crouching hit
qcf+MP: 14f, -11 or better on standing block, -10 or better on crouch block, -11 or better on standing hit, -10 or better on crouching hit
qcf+HP: 18f, -8 or better on standing block, -7 or better on crouch block, -8 or better on standing hit, -7 or better on crouching hit
qcfx2+LP: 32f, -11 or better on standing block, -10 or better on crouch block, -11 or better on standing hit, -10 or better on crouching hit
qcfx2+MP: 30f, -9 or better on standing block, -8 or better on crouch block, -9 or better on standing hit, -8 or better on crouching hit
qcfx2+HP: 35f, -6 or better on standing block, -5 or better on crouch block, -6 or better on standing hit, -5 or better on crouching hit
dp+LP: 8f, -24 on block
dp+MP: 10f, -32 on block
dp+HP: 10f, -47 on block
qcb+LK: 19-38f depending on distance, -6 on block, -12 on hit
qcb+MK: 28-f depending on distance, -6 on block, -12 on hit
qcb+HK: 30-50f depending on distance, -14 on block, -18 on hit
qcf+LK: 14-21f depending on distance, -3 to +0 on block
qcf+MK: 17-28f depending on distance, -5 to +1 on block
qcf+HK: 20-32f depending on distance, -25 to -20 on block
d,u+LP: 55f
d,u+MP: 55f
d,u+HP: 55f
d,u+LK: 45f before you can attack
d,u+MK: 45f before you can attack
d,u+HK: 45f before you can attack
dp+LP w/ full meter: 7f, -6 on standing block, -9 on crouch block
dp+MP w/ full meter: 7f, -14 on standing block, -17 on crouch block
dp+HP w/ full meter: 7f, -22 on standing block, -25 on crouch block
f,hcf+LP+LK: 26-38f depending on distance, -16 to -11 on block
f,hcf+LP+LK w/ full meter: 26-38f depending on distance, -16 to -11 on block
NOTES: Hanzou’s ABC is incredible, as you can cancel any normal into it (even when it whiffs!). It reduces the recovery of his heavy attacks by around 10-16 frames, creating strong pressure & even infinites with his dashing HP and HK.
The super flash has 3f startup (as opposed to 0 in many other games).
-Josh
Oh also, SOMETHING IMPORTANT:
Holding the button down will delay your attack (be it normal, special, or super) by a couple frames. It’s helpful to learn that light touch - think Akira’s knee!
-Josh
what? fuuma might be top 3? carne high a tier?
:lol:
New combo video: [media=youtube]9UtM_YMNMvs[/media]
Comments:
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I just started watching this, and not only does it use Nightwish, it uses the exact same Nightwish song as like 98548723 other combo vids. Color me skeptical…but at least it’s not WHAT CAN I DO FOR YOU, so I guess things could be worse.
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It’s all Neo-Dio at the beginning, whatever. Some nice infinite variations I didn’t know about though.
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And I see this is just like the other combo vids for this game, where they do the combos with low life so they can dizzy the other guy in like 4 hits.
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Funny Hanzou/Fuuma infinite - walkup jabs! They did it on a crouching Zeus, so I have no idea if it’s actually useful or what.
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Most of this stuff is just blah, except with flashing life so they can dizzy and 100%.
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Gokuu infinite! It’s just walkup LKs on a crouching character. Intriguing…
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The Janne stuff is kind of interesting, but again, he did it on Zeus, so I don’t really know.
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Whoa, another cool Gokuu one! He does a crossup into low HP, but the bees hit right after the HP so it doesn’t launch them. This allows you to link anything, if you can set it up.
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Not bad Shura combo on crouching Ryofu. Forget exactly, but it was a ton of standing & crouching LKs into a low MK -> super.
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Really long Kidd loop on a crouching J.Max. Seemed to be standing LP into dashing LP, and looked real hard.
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They somehow get like 18 hits from Dragon’s mash P move. Is that standard?
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Hanzou redizzy: J.HK, close HP (2 hits) -> ABC, dashing MP -> qcf+MK. Then j.HK, close HP (2 hits) -> ABC, dashing MP, low HP -> qcf+MK. Yes, this worked at full life and everything. Probably only on big guys in the corner, though.
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Ryoko can link close MP, far MP, s.HK in the corner.
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Useful little Mudman combo: (Crossup HK,) close LP, low MK, f+HK.
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lol Rasputin super setup
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Then they kinda redeemed themselves by showing how you can combo from air axle spin.
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Ooh, I may have to steal this Muscle link! After a crossup - s.MK, low LK, low MK -> lariat etc.
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And they finish it off with a different Muscle infinite. Only on big crouching characters again, but it looks cool - s.LK, low LK, low HP -> LK lariat, repeat.
All in all, not the greatest, but it brought some new things to the table.
-Josh
OK, just to let everyone know, the old link for MAME 0.119 is down. From now on, we’ll have to resort to good ol’ Zophar’s:
http://www.zophar.net/Files/mameppk_bin_gcc-0.119-20070914.zip
Next post: Fuuma frame data? Maybe…
-Josh