nohoho
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ANTI-JUDA -- THE END OF TRICKERY --- By request. Heh. This information is a mix of stuff from Arcadia, white's fantastic blog, White's Trickery, and my own observations from watching videos. General Tips --- Banishing Strike Juda is going be using his Banishing Strike frequently to build meter and to try to catch you flinching. Its recovery is pretty short but it is possible to block and counter it with the moves listed below. When you block the Banishing Strike from a good distance (ie: late in its animation) you won't be able to block and counter using regular guard. Block it with Agility Defense and use an item from the first column instead. If Juda misses the Banishing Strike altogether, you'll definitely want to punish him there. Boost in with a weak attack, being mindful of the long lingering attack time on the Banishing Strike. Block and Counter Juda's Banishing Strike Char. Regular Guard Agility Defense Kenshiro far A close D, BD, 623A Raoh 2A 2B, BD, powered 623A Toki 2A 236236B Jagi 236236C 2B, BD Shin far A, 2A 2B, BD, 63214A Rei far A 2B, BD Juda 214B (GC) 2B Thouther nothing 2B, BD Heart 214A(GC),236236A 2B Mamiya far A, far B, 2A 2C, 623D Dam Break When you block the first part of the dam break super, Juda will have the initiative on you for the next move. He can then make jumping away difficult so blocking the flood with Aura Guard (back+E) is the best bet. Guard cancel if he tries a Heavy Strike. If the Comac attack misses, however, you have a big opportunity to counter attack. A boosted grab (6E~BD) here is an excellent choice. With Shin a boosted command grab (632146AE) works, too. If you're too far away or you don't have a grab simply high jump back and air dash away from Juda. Use Aura Guard on the way down -- don't bother trying to attack here. Heart is too vulnerable as he lands from his jump so staying on the ground is generally safer. To Jump or Not to Jump? Juda's far hard punch, Banishing Strike and Stamp the UD (the Comac uppercut -- Juda has upper body invincibility as the move starts) give him a solid anti-air arsenal. In spite of this, you may want to gamble with the odd jump in. Best case scenario: you jump/air-dash at him in anticipation of a Denshou Reppa or Dagar attack and kick him in the face before he recovers. Otherwise Aura Guard. Try a variation of this at full screen using boost. Do a low air dash in anticipation of those same two attacks and then if you see that Juda has done one, press boost then attack in rapid succession to catch him from a good distance. Here are some screenshots of DK doing this against Taji-kun: [from 15_tajikun_dk_0505.mpg] The presence of a land mine makes this more complicated, of course. Okiseme vs. Juda --- Here are some of Juda's options after he's been knocked off his feet. The Time for Resourcefulness (fake dizzy move) After standing up with this, Juda gets 8 frames of invincibility when he sticks out a normal move. That move takes a star, too. Note that invincibility won't be enough to stop you if you use a properly well-timed attack. BTW - there's a glitch here: if Juda cancels the fake dizzy with an assist (such as 623A) the star-taking bonus will carry over to the next normal move he does. Stamp the UD (aka "UD Mark" -- the comac uppercut) A well timed low attack can stuff this move. Kurenai used Toki's close weak kick as okiseme vs. Taji in the SBO finals. Also it'll miss crouching Shin and Mamiya as well as Ken during his 2D. Juda can be thrown out of the Stamp, too. NB: in this game when you have just got up off the ground you have a brief immunity to throws that you forfeit if you atttack. Since the Stamp isn't completely invincible, you can throw Juda if he tries it as he stands up. Dam Break This move is not unlike Toki's Sekkakou in that you're better off not messing with it. It can be stuffed (with a long range Heavy Strike?) but it isn't really worth the risk. Stand at a distance (see above) or air dash over Comac at the last minute. Nanto Yousouhazan White recommends this for Juda players against Dam-beating (uh?) Heavy Strikes. Big damage against Thouther and Mamiya, too. Anyway, it's easy to block and counter. Break Out of the Juda Trap --- As okiseme or otherwise, Juda's most dangerous tactic is a blocked attack followed by an unblockable. Your options for dealing with it will vary based on what your character can do, how far you are from the corner, how tightly Juda follows behind Dagar/an FB, etc., but they include: General Outlook If your character has some sort of (low) attack that can hit Juda and one or both of his assists that should prove to be very valuable. Mamiya's low bowgun shot is an excellent example of this. Shin's Senkyakusou (214B) can beat Dagar, Juda and a land mine all at once. Big crouching hard kicks like Ken's or Jagi's are good in this department, too. Juda can beat some of these with his far hard kick, so be careful. ABB - Always Be Backdashing Back dash early and often. Back dash away from Dagar, away from charged Banishing Strikes, through Heavy Strikes, etc. Quick Standing/Delayed Wake-up Generally speaking you want to get in the habit of using quick standing (tap 8 as you hit the ground) when you get knocked down. On the other hand, against some of Juda's okiseme patterns, delayed wake-up (tap 2) can throw off his timing. Specifically, when he tries some type of sequence starting with I'll Show You! (the Dagar swipe), a delayed wake-up may allow you to avoid Dagar and focus on dealing with the follow-up attack. Bust Through with Invincibility One way to break out of a Juda trap is to bust through the set-up move and the unblockable chaser all at once. Raoh's powered Tenshou Raigeki and Ken's hard punch Ujou Moshouha are examples of moves that can do this. Boost these as they start up (end the special move input with attack button plus boost simultaneously) to pass through a land mine as the situation warrants. Agility Defense If you can block Dagar using Agility Defense, that can sometimes mean the difference between a "tight" trap (where you're left with no choice but to guard cancel) and a "loose" one where your other options remain for countering Juda's unblockable. Also, when you're backed into the corner, Agility Defense against the charged Banishing Strike is key. It's not easy to do, but the risks and rewards are huge. Smack Dagar Hit Dagar with a weak attack and then see what Juda tries to do as he dashes in after him. White played against Taji-kun recently and this is what he recommends for the Juda vs. Juda fight.
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SBO SCOOP --- Combo Trends For Toki this type was very popular: 2D -> B warp -> 2C -> close D -> B warp -> 2A -> 2C -> grave -> jB -> jC -> hyakuretsu -> j236A -> etc. [btw, Kurenai ended one with CD -> E -> 2B -> 632147D vs. Msin in the June a-cho finals. cool extra star] For Raoh spike combos we saw: spike -> 2A x n -> close B x n -> far B -> far D -> boost -> spike Weak attacks to extend the duration of the combo. Chain into the hard kick before they drift out of range. This is good for creating reset opportunities, too -- it's tough for Raoh's opponent to react if he sticks a mix-up in there. Rei anti-air: close C -> jC -> 236C -> (jump cancel input)236D -> air dash jB -> jC [jump cancel input = 2369D? I'm not familiar with how Rei's combos work actually] Milk the ground hit for maximum damage with heavy use of mid-air special move canceling. Match Highlights G.X (Raoh) vs. Keith (Heart) Heart has a tough time with Raoh's FB trap -- it's a lousy draw for him. Right before the fight, Keith remarked glumly, "I've never won this match up." However..... Keith laid the smack down on G.X. He took round one handily. Round two Keith reflects the Goushouha with Heart's Bring it On counter. Jump forward Agility Defense to close the gap. Bust through with super armor jump hard punch. Mix in a Kenpogoroshi (including a sneak frame eating trick -- see below.) Attack/throw two-way mix up for the win. Taji-kun (Juda) vs. Kurenai no Buta (Toki) Round one - Kurenai stops a wake-up Stamp the UD with Toki's close weak kick. By the same token, Taji beats a wake up Sekkakou with a last-minute air dash attack. Both players know their stuff. Taji takes the round. Round two - Kurenai down to three stars. Taji starts a combo with a crouching weak kick that leads to a Banishing Strike. He has a chance to win the whole thing but doesn't convert with a three star combo. Kurenai comes back to win. Round three - Taji with a huge lead on health (~80% to ~30%) eats a wake-up Sekkakou -> FKO. Adios amigo! Kurenai is SBO champ. GENERAL --- Projectiles and Frame Eating As in the GGXX series (eh?) it's possible to lock an unblocking opponent up with a super freeze and prevent them from blocking projectiles and more. Throw a projectile at your opponent. Right before it makes contact do a super move or a finishing strike. The game will pause and both players as well as the projectile will be frozen. Right after that, however, you and your projectile will start to move again before your opponent can act (NB: this "frame eating" time varies from one move to another.) If they weren't blocking before the super freeze they'll eat the projectile and possibly the super. Back in Street Fighter Alpha 2 days there was something called the Valle CC where you'd use the frame eating properties of custom combos to punish an opponent who was simply standing up. Mr. Heart can do the reverse of this -- when the staves from his Kenpogoroshi super are on the rebound they must be blocked high. If his opponent is crouching before they get there, Heart can do his Finishing Strike (doesn't matter where) to freeze them in a crouch position and make them unable to block. Keith used this in his win over G.X @ SBO. Very cool. I wonder if Mamiya can do something similar with her Helmet bomb? When she's popped it up in the air with a bowgun shot, I mean... Boosted Dash -> Throw Trick [btw, Arcadia credits Shiro with this trick] When you boost towards your opponent there are restrictions on what you can do and going directly into a throw is impossible. If you boost while dashing, however, you'll stay in the dash pose. Press back on the joystick and you can stop and throw your opponent immediately. Use this from half a screen away from your opponent to throw them extremely quickly. This same principle can be used with jumps. If you boost right as your character is starting to jump, they'll shoot forward stuck in the launch pose. Here you retain the ability to double jump or air dash during the boost. BONUS OFF-TOPIC ITEM --- Oh noes! Vampire Hunter movies!! ttp://shinjuku.cool.ne.jp/vampire-hunter/index.shtml The "Movie" button leads to a handful of old Daigo vids but... The "Events" button leads to a bucket of vids from a February 06 tourney. Click "next" for the finals and click "A Block" etc. for early round matches. (tianyuan2k4 - F Block is new)
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I submitted an updated move list to gamefaqs. Added Heart's It Hurts moves and tweaked some special move names. Proper new Odds and Ends post this week I hope. M4Sh - re: Ken 100% combo I have no clue. LiteSabre might be able to shed some light on this. This happens to me, too (with Juda.) Very annoying. The command precedence in this game is kind of screwey. What seems to help is doing the cancel a tiny bit slower than normal. But anyway I'm pretty sure that there's no trick beyond simple timing/practice. EDIT: You know I was just thinking... what might be happening here is that the game is being particularly strict about NOT kara cancelling the banishing strike. So if terrybogard and I spaz and press CD when the joystick hasn't quite reached towards the 2,3+CD,6 produces a banishing strike and nothing else. Generally(historically) speaking there's usually a bit of leeway there.
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New movies at Angel-Land Sako -- lots of Raoh. Gwyrgyn Blood - That button holding trick applies only to round start and super freeze. The game locks up (pauses) the command buffer and when it activates it again it treats held buttons as presses. Speaking of that, there's an old Toki catches the clap item I wanted to correct a long time ago but never got around to it: You don't need to jam on anything. HOLD DOWN boost and attack during the super freeze to guarantee you'll punish Toki. You can see Taji-kun doing this against Kurenai in that Gachi series from Stage:4. I mean, it's safe to assume he was using this input. I guess Ken can hold down standing hard kick (no boost necessary?) Toki and Shin (iffy) crouching hard kick, too. tianyuan2k4 - I'm down. Tho' I think the right buttons are on the flake again.
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tianyuan2k4 - GJ on the high score. I knew you could break 10mil. CPU Mamiya is the worst for me. She blocks/runs away too much at the beginning of the round. Wisecrack that I thought up but forgot to put in an earlier post re: playing VS hokuto no ken:vampire savior::esperanto:latin BRUNO - I think LiteSabre was talking about 236CD+(8 or 2) Also - you were asking about Raoh 214D -> 2A in the other thread? I think that you can hear the players (G.X) pressing the buttons in some of the movie files that are on kuuronn... maybe that would be helpful?
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I upped those hex combo videos to file forge. http://www.f-forge.com/?d=aJqsMEZ9NOd0PGzfL5rX
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If people want to use Toki that's fine by me. I bet you can take 'em with the Shin low kick assault, holmes. Hey I submitted that Jagi post to gamefaqs. Same thing, really, with some whack ascii art at the top. I'm going to submit a new version of the move list within the next few days. New movies. I had to create an account @ filebank to get it to work today. Could someone who has used it without incident in the past try these out? Let me know if you encounter difficulties. ttp://www.filebank.co.jp/guest/stage4/hokutocombo pass: hokuto Combo movie by hexamethylene? I haven't downloaded this yet. (isn't MAD some sort of game editor??) EDIT: HEX, YOU ARE A TRULY GREAT MAN! I BOW TO YOU, SIR! ttp://www.filebank.co.jp/guest/shakuji/ folder: ekimaecenter, pass: guest Some vids from a recent tourney. Link from here -- that's Shiro standing in front of the hokuto poster.
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HnK movies up at a-cho.com. Semis and 3rd place match (wane+msin vs. kurenai+dk finals not yet up) from the June 3rd 2on2. Oh one of those Toki players (the only one in acho_hkt_20060604b) is Kindebu -- well known GGXX player? Man, that Jagi vs. Thouther series above was an even worse bloodbath than the Jagi vs. Juda one.
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Jagi vs. Jagi and Jagi vs. Thouther(long) ttp://www.youtube.com/watch?v=TCWgaN4_fcw ttp://www.youtube.com/watch?v=wbDyU0-sqPA I'd enter a Vampire Saviour tourney if that materialized, I guess.
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From match 22 (yurarix vs. keith -- otherwise a pretty good match btw) LiteSabre - I'm glad you mentioned that. I don't normally download toki vs. toki movies. heh. Sometimes it seems like the rules in this game are like rules in WWF wrestling: a lot of the time the ref is looking the other way. BTW - do you know what's up with crouch blocking IAD attacks? Tomono does it in match 1. 0084 does in match 14. Have you experimented with auto-boost -> heavy strike -> boost here? There's an example on the wiki (with a Juda-specific variation) but I don't know how the damage compares to the stuff you're working on. EDITa Oy I'll put that pre-SBO tourney on a CD. Tomono and Rose Shin both pretty interesting. Neither of them look for command throws very much which I found kinda strange but... EDITb btw 2 jagi vs jagi movies that slipped past me. The first one, zen vs. 485, is one of the best (fewer combo misses etc) ttp://www.youtube.com/watch?v=uzZe1R0cM2w ttp://www.youtube.com/watch?v=WH_4Ify0yM8
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New movies @ Stage:4 - Pre-SBO tourney. Tomono Shin got first above Shiro and G.X? Maybe folks were sandbagging. Lots of good players, anyway. This old post of mine still applies as far as how to scoop the movies up. Oh, hmm, Shiro does write that Heart player's name as "keith" not "keese." I'll be damned. tianyuan2k4 - You know I wanted to try to be more sophisticated about the mid screen Juda 2D but I totally forgot. 2D (block) -> 236B -> etc. is fine, right, but 2D (hit) -> 236B is garbage and I gotta stop doing it. In the jagi vs. juda series KI Juda sometimes does 2D (hit) -> 421B -> dash forward which is pretty interesting. Juda's opponent tech hits but Dagar covers the gap if they try to run away. Of course: 2D (hit) -> E -> C -> CD -> E -> 2C -> 236CD is something worth practicing, too. Arcadia has run some minor anti-heart and anti-shin items. I don't think that there is a whole lot of good information out there otherwise, though. I'm hoping that these new Tomono and Rose Shin vids will be illuminating. (oh btw I'm pretty sure Juda Stamp (623A) works against the Shin trap it just takes a bit of reflexes. heh I don't mind when that shit trades anyway)
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Jagi vs. Jagi ttp://www.youtube.com/watch?v=qAUwU7J8pcI ttp://www.youtube.com/watch?v=c2qS6nL4CpA
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BagLunch - gracias! All of the assists can be used in okiseme. White sometimes uses the Dagar uppercut as part of a dam set-up I think. (in the Taji Trap you need to save him for 236B) Dam OTG -> 421B -> unblockable -> Dagar hit -> etc. The comac poison attack works, too knockdown -> 236A -> 236B -> AB -> Comac grabs them -> combo Tritone - I was going to do a little piece for the next BONUS OFF-TOPIC ITEM but what the hey. Note: much rougher than the HnK TL. Heh. Arcadia: What was your toughest match? Yukinose: When we faced Nemo's team in the qualifiers I OCV'ed them so that was nice. Today KA2 wiped them all out. KA2: There weren't many tough matches...... actually there weren't any tough matches. GNT: I was here, that's it. A: Who was the MVP today? G: Thank you very much, KA2. A: Did you have any special training or counter tactics? G: Not at all. Just played the game. Y: We were [i was?] on the right track when we made this team. We thought about it and assembled a team that gets along well. K: I feel like there wasn't any time when I wasn't playing this game. I was on it five days a week. A: Any plans for the future? G: I'd like to participate next year. One win or all wins would be nice. Y: I think I'll show up next time but I'd like to try out Melty Blood and go for the double crown. K: I'm starting work at a company this year so I don't think I'll be able to be this involved any more but I'd still like to go for the repeat victory. A: How about some final words? Y: I guess there weren't many out there, but I'd like to thank everyone who cheered us on. What makes fighting games interesting is being able to read your opponent, so let's think about it carefully and have fun. [ugh] G: This year I was the weakest and the strongest. It's better when you play the game. If you don't play you wind up like me. K: I'm sure there aren't any, but thanks to everyone who cheered us on. Also, I think that having an "unbreakable spirit" is very important for fighting games. No matter how much you're getting worked over, if you don't get angry you can improve your own game.
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tianyuan2k4 - Niwi-niwi-nice work with the high score! heh Oy, the other day I mentioned FREE PLAY game centers being part of the Japanese arcade scene -- check out Kurenai's comments re: that very thing below. zer0kage - Have you looked at the Fist of the North Star arcade movelist @ gamefaqs.com? Maybe that would help? (hmm, one of these days I need to post a revision for that thing) SBO SCOOP --- Kurenai Interview Here's my translation of an interview with SBO winner Kurenai no Buta. There's a picture of him here (third from the top.) Arcadia: How does it feel to have won? Kurenai no Buta: It's the best! It feels totally awesome. This is the first time I've come out on top so... look out! (laugh) I'm always getting stuck in the semis, so during the finals I thought, "another top four finish?" but my opponent made a mistake* so that saved me. [* - taji-kun failed to convert on a three star -> finishing strike combo opportunity] A: What was your impression when you saw the brackets? KnB: There wasn't anyone in my block that I had a losing record against so I figured that I would be the qualifier from that block. Shiro was in the block above me and I thought, "this could be bad," but he wound up losing which helped me out. I really didn't want to face Shiro or MDR, you know? I play against MDR a lot and I'm always getting smacked around. Among the players who advanced to the final eight, I was a little worried about D.K. Once he lost his match on the opposite side of the draw I thought, "now I have to win this." A: What was your toughest match? KnB: My first round match against Nemo. He got a perfect on me in the first round. Once I was able to ride that out I felt confident enough to say, "I can go the distance today!" A: What was the key to your victory? KnB: To put it simply, I didn't miss many combos. I worked hard back home on not missing combos and it paid off. Also, I spent all day at the local fixed-rate free play arcade playing against D.K and Yurarix and that gave me a lot of confidence against Kenshiro and Juda. Because of that, I was able to win the finals. A: Any plans for the future? KnB: Even though I won, there are a lot of players out there who I lose to based on ability. I'd like to continue until I'm able to beat them more consistently. I'll keep on fighting. Of course, even if it isn't on Hokuto, I'll be aiming for SBO next year! A: How about some final words? KnB: As long as you try your best, the results will come. Whether it's games or whatever, let's all try our best, shall we? Match Highlights [note: while the above was a straight-up (if clunky) translation, I'm going to go back to my usual style of paraphrasing/picking out key points below] pigmy (Toki) vs. Shiro (Toki) [pigmy = nittobo <> nitto(the 3S player)] Both players dropped a lot of combos which made this disappointing. Pigmy takes round one. Shiro asserts himself and takes round two. Example of Shiro beastiness: in round 2 he cought pigmy whiffing a counter and reacted to it with boost -> weak kick -> combo. Round three pigmy: one star, Shiro: three stars. Pigmy lands a crouching hard kick and everyone thinks that the match is over... but pigmy blows the combo and Shiro comes back to win. Tomono (Shin) vs. G.X (Raoh) Tomono uses a Nanto Hakuen Tenshou (236D) trap, guard cancels when G.X tries to break out of it, wins round one. G.X comes back to win round 2 with some big spike combo action. Round 3 both players have four stars and play defensively. Tomono guard cancels some G.X crouching weak punches but G.X anticipated the guard cancel and busts through it with a Tensho Raigeki. Ch-ch-ch-choiversal! One more combo after that for the G.X win. SBO Scoop to be continued... GENERAL --- Double Jump Kross-up Trick Jump over your opponent's head with a regular jump. Once you're on the opposite side of them simultaneously press up on the joystick and an attack button to turn around and attack them from the other side. For whatever reason the double jump input here only serves to turn your character around; they won't actually jump again. This trick doesn't work for the first of Rei's double jumps since he doesn't turn around. BTW, Check out an earlier Odds and Ends item for Thouther -- "Jump Cancel Tricks" for a more complicated case using the same basic principle. Jump Attempt While Blocking Only backwards (1, 4 and 7) joystick directions can change your status while you are stuck in block stun. If you do any other joystick input your character will stay exactly where they are until the block stun is over. If your opponent does a blocked attack and immediately goes looking for a two-way low/throw mix-up you can use this trick to avoid both by holding up or up-towards after blocking the first move. For example, after blocking a crouching weak punch from Shin hold up or up-towards and: - if he chains into a crouching weak kick, you'll continue blocking low - if he tries to throw you, you'll jump away JUDA --- The Taji Trap Named after the 2nd place finisher at SBO, the Taji Trap is a special Juda combo -> okiseme sequence that loops very neatly back onto itself without using Boost or Aura. First part: CD -> 6 -> C -> 623A -> jB -> jA -> AC -> j2A -> A -> 421A -> 2D (otg) -> 236B Second part: CD(hold) -> mine hits -> jB -> jB -> jA -> AC -> j2A -> A -> 421A -> 2D (otg) -> 236B etc. etc. The crouching hard kick OTG hit here prevents Juda's opponent from using a wake-up delay that would otherwise allow them to avoid the Dagar attack. Additionally, if the charged Banishing Strike is done quickly enough it'll arrive while they're still blocking Dagar and thus Agility Defense is off the table. The key to getting the loop to work is to place the land mine close enough to the corner that it hits after the max charge banishing strike. Dash or boost before the first standing weak punch might help here. The Taji Trap is particularly deadly when Juda's opponent doesn't have enough Aura meter to guard cancel their way out of it. Raoh (w/o a power up), Thouther and Jagi are in especially deep shit if they get caught in it. Here's a clip (from one of last month's stage:4 movies) that shows Taji himself doing one loop of the trap. Msin does a Raigeki to escape the next loop. http://media.putfile.com/juda_okiseme1 Also, K.I uses the Taji Trap with varying degrees of success in the Jagi vs. Juda series I linked to above. BONUS OFF-TOPIC ITEM --- Arcadia: What was your toughest match? MOV: Tokido from Team Keeper. I've known him for a long time and we both know the ins and outs of Chun-Li but I lost so that was regrettable. Spellmaster-J: All of the matches were tough, you asshole!
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Clear Sky - Yeah I think I can put something together. Finally some movies of Heart Typhoon loop! (outlined in the anti-Toki thread) ttp://page.freett.com/kakutougame/main.html
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Zen (Jagi) vs KI (Juda) EDIT: not just Zen -- MrNew (purple Jagi) tries his luck, too ttp://myaooon.homelinux.net/100MB/src/up0008.avi.html ttp://myaooon.homelinux.net/100MB/src/up0009.avi.html Password is jagi. Find the link (in the middle of the NSFW smut somewhere) to up000n.avi, right click -> save as. I'm working on a proper Odds and Ends post. Got some good stuff -- SBO scoop etc. The well is going to run dry soon, though. Does anybody have any requests? For Arcadia/Japanese thread HnK strategy, that is. Some basic information for your favorite character maybe? Tips on defeating so-and-so? TY! - 9.1 mil d00d, ch-ch-ch-check it
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Msin Roah is pretty hot shit. He won (with Waneseza Ken) the 2 on 2 tourney at a-cho this past weekend, beating Kurenai and DK. Results Page re: something we were talking about in RL Tuesday night @ TRF Arcade -- 300 Yen FREE PLAY 7pm to close: Melty Blood, GGXX, Senko no Ronde, Rumble Fish, Spectral v Generation, 3S, HnK Very cool.
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That mook does have proper frame data, I think, it's just that scans of the relevant pages aren't on that site. Can Raoh really 445E? Through fireballs? Heh? EDIT: whoa in the same goofy vein, one of the players in the video below tries some sort of 2145A~E trick [-> looking for a Say My Name throw?] with Jagi More Jagi vs. Jagi (aka:The Hokuto no Ken Combo Miss Extravaganza 2006) ttp://www.youtube.com/watch?v=IDQFV5JGgs8
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ttp://page.freett.com/kuuronn/ New ones are the six at the bottom of the longest stretch of links. 20060510-1.wmv etc. Zen vs. 545 (some dude on a thread) Jagi matches ttp://www.youtube.com/watch?v=0Bgz7JMWYdI ttp://www.youtube.com/watch?v=_gpYjwuddmY
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I mentioned it in the third post in the anti-toki thread. I'm afraid I don't know any more details. New movies up on that kuuronn site. Msin, DK, Marumachi, Waneseza[*], Keese vs. Kurenai. Gwyrgyn, you were hoping for some Raoh vs. Toki? Msin-Kurenai is about as good as it gets. Too bad one stinking match (movie) isn't enough to really glean anything. I think that Shiro is planning on uploading more of those showdown series of vids -- maybe he has more. [*] I think I scrambled this guy's name in that SBO results post, btw.
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Here's another Jagi movie from that series: ttp://www.youtube.com/watch?v=sFUcdXNrDwo MrNew here made a special trip to TRF to capture some Jagi vs. Jagi action. I put zen in the filename of that earlier one but I guess that wasn't him after all. Zen Jagi movies coming soon maybe. (please don't be dropping combos like these other guys, Zen) TY! - Yeah let's try Saturday. 4ish? I wonder if some other mode of communication would be more efficient here. Heh. BTW - I crept up on the back half of the high scores using round 3 start CD~E -> 6 -> 236CD with Juda. ^__^
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Jagi vs. Jagi video: http://rapidshare.de/files/21903995/fup85375zen545.3g2.html It's a low-res, shaky, cell phone cap but there's some decent Jagi action on display. EDIT: QuickTime Player can read this. Not sure what else. Some Jagi combo stuff... Someone posted this on a livedoor thread as an alternative to the "Three Stars plus Alpha" combo vs. Rei. (Rei doesn't get lifted properly by Grave Shoot as part of that combo) Banishing -> Auto-Boost -> Brother (632146D) -> Boost -> close D far D -> IAD jD -> A -> climbing jump B falling jump D -> 2C -> Match -> Oil Drum x n OR Super Gasoline Here's a riff on that theme that I got to work on a few CPU characters: Banishing -> Auto-Boost -> close D -> Brother -> Boost -> close D far D -> jump B jump D -> Rakangeki (236236C) Three stars. No sweat. Highly recommended. tianyuan2k4 - I was there today. I forgot that you've stuffed the damn high scores -- I got 5 something million and I was scratching my head when it didn't ask me for my initials. Heh heh. I'll probably go tomorrow afternoon, too. We need to discuss "tournament" plans. drzero7 - 1P/2P differences are a factor only for Heart. 2P Heart (decided when you choose, as you put it) has a little more range on his throws vs. airborne opponents. I don't know why. Perhaps his mid-point -- as used to determine throw range -- is a little farther forward than 1P heart's? [gak I was uploading that video above as I wrote this and POscrub already covered it]
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GENERAL --- Jump-Modified Special Moves When you hit with a move that both a) works as a launcher and b) can be cancelled (Toki's crouching weak kick, Thouther's close hard punch) it's possible to combine the jump pursuit and cancel inputs to modify the follow-up move. It will take away one more star than normal. This trick works with the following moves: Toki: 1) Toukei Kouhou Thouther: 2) Kyokusei Jyuji Shohapu (normally 214A) 3) Spear Toss 4) Houshou Jyujihou 5) Seitei Jyujiryou For example, with Thouther follow up a close hard punch with a spear toss but add an extra "up" into the joystick motion: close C -> 8623+punch OR close C -> 62369+punch The spear counts as an aerial attack and takes a star. After starting up a wall bounce combo with Toki, try a crouching weak kick into Kouhou with the following motion: 2B -> 632147D Here's a clip of Kurenai no Buta using this trick against Taji-kun. Keep an eye on Juda's star gauge as Toki finishes the first combo. http://media.putfile.com/jump_modified_toki_fb Boost at Round Start Here is a chart that lists some recommended opening moves. Hold boost plus the corresponding button before the round begins. See the last item in the Jagi Odds and Ends post for more information. "Anti-air" attacks are for hitting your opponent if they try to jump away as the round begins. "Max-speed" attacks counter "anti-air" attacks, among other things. Anti-Air Max-Speed Kenshiro far B -> far D 2A (a) Raoh nothing 2A (a) Toki far B -> 2C 2A (a) Jagi far A -> close D (*) 2A (b) Shin nothing 2A (a) Rei nothing 2A (b) Juda far A -> far C (*) 2A (a) Thouther far C -> CD (*) 2B (c) Heart nothing A (a) Mamiya nothing far B (a) * - Jagi, Juda and Thouther's anti-air options miss crouching characters. a, b, c - Rank of different quick attacks. (a) is fastest Heart can't actually boost as the round starts, of course, but his standing weak punch will beat or clash with everything else listed on the chart. Combo into a weak earth crush. Thouther's fastest attack is his far weak punch but it misses all crouching opponents except Raoh and Heart. High Scores June 2006 Arcadia The name on all of these is FJC somethingorother. Character Score Jagi 15,401,900 Shin 15,782,400 Mamiya 13,355,100 Toki 14,479,400 THOUTHER --- Corner Combo Using Jump-Modified Moves 2B -> 2B -> AC -> 8 -> jC -> j214A(2nd hit) -> close C -> jump-modified spear -> close A -> close C -> jump-modified Jyuji Shohapu For a jump-modified spear do 8623+punch, 6321473+punch or some such. For a jump modified Kyokusei Jyuji Shohapu 2147A should work. Under these circumstances both of those moves take away a star. After you hit with the Grave Shoot (AC) attack, wait a moment before doing the jump pursuit. Against Shin, take a small step backwards before the close weak punch. This combo works on all characters and, as a bonus, against everyone but Rei and Heart, the second hit of the ground fireball lingers long enough to catch them as they stand up. You can immediately go into a Heavy Strike (AB) -> Boost -> Banishing for some unblockable okiseme. Ideally, we're looking at a six star -> Finishing Strike sequence here. Here's a variation of the above combo with a Finishing Strike on the end: 2B -> 2B -> AC -> 8 -> jC -> j214A(2nd hit) -> close C -> jump-modified spear -> close A -> close C -> CD -> E -> 2C -> 2C -> 236CD Against Toki you may boost underneath him so be careful about which way to do the Finishing Strike. TOKI --- Properties of Towards plus Hard Kick Toki's upper body becomes invincible immediately as he starts his towards plus hard kick attack. Also, it takes a star on counter hit, so it's handy for interrupting your opponent's attacks. If you see your enemy doing a Heavy Strike, break out this move to pass right through it and land a counter hit. This should work on everyone but Shin and Juda. After it hits, cancel into a warp (623B) -> crouching hard punch -> Grave Shoot -> etc. Toki's 6D also beats Juda and Jagi's Banishing Strikes. Both of them use those Strikes frequently, so this counter is something to keep in mind. This attack works as an overhead against Raoh and Heart. You'll be left at about even initiative if it's blocked so when you have them cornered you can follow up with something else. If it hits, take a small step forward and start a combo with crouching hard kick. Finally, the towards plus hard kick can be used as air defense against Heart. Try to catch him right as he's landing.
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Hmm no need to wait till June. There's a movie up today: a-cho.com -> the left button that leads to .../mov.html -> acho_hkt_yaddayadda (top file as of monday night) Keese(Keith?) (Heart), Flying Rabbit (Rei), MDR (Toki) vs. Waneseza (Ken), Kurenai (Toki), Hisashi (Thouther) EDIT: Taji-kun (Juda) vs. DK (Kenshiro) movie series up on Stage:4 btw - the recent white vs. shiro batch isn't that hot. If you want to save some bandwidth just get one of those so you can see white's funky Rei combo then move on. Taji-kun vids, otoh, are always good.
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POscrub - I appreciate the good word. With any luck there will be some juicy "SBO Trends" type coverage in the next Arcadia that I can share with the class. More movies @ stage:4 Gatchi showdowns: taji-kun (Juda) vs. Msin (Raoh) white (Rei) vs. shiro (Ken) (uh, both using their secondary characters) Follow that same link I posted earlier. The page layout hasn't changed. I haven't watched much yet but the Taji-Msin action looks pretty hot. Boosted, powered Tenshoraigeki right through a bunch of Juda crap in round one of match one. Not too shabby. A-cho is posting videos again. They've got a Hokuto tourney the first week of June -- various SBO entrants play there (Keese Heart-sama!) so it could be a nice month for HnK match vids.