You know the old saying: big ownage comes in small packages, that carry small suitcases containing half-dolls possessed from beyond the grave. Or something. The green Liselotte is one of those top-class players where one hit can potentially lead to death. Not quite in the RX sense (unblockables till death ), but the random stuff he does when you're cornered is just nuts. I know I can't tell what's going on, and I'm not sure his opponent can, either!
It doesn't help that Liselotte has a command throw that (as I learned recently) puts the opponent in "muddle" status, reversing all of their inputs (press forward to block, up to crouch, etc.).
More game mechanics:
- Liselotte is a very complicated character. She can place little dots that tell her doll what to do. There are 6 different kinds of dots, but they all look the same. All of them make the doll move/fly/teleport to the dot's location, but each one makes the doll do a different attack.
- The doll can take 3 hits before it "dies". It gets its health back whenever Liselotte picks it back up (even if it's "dead"). Kind of like interceptors getting their shields back whenever they fly back into a carrier ^^.
- The bolt super can be held just like the Gier super, except you don't lose it when you get hit or block an attack. Instead, it can be held for only a limited time.
- Every character has an air throw, and air throws can be teched. Like ground throws, you cannot throw an opponent who is in hit stun or block stun, however if you send your opponent flying and they recover out of the hit stun, during the recovery they are invincible to all moves except air throws. An example is at the end of this video: the opponent is launched into the air, recovers, and gets thrown almost immediately.
Time Lilica ("Kanta") vs Bolt Kira ("Porco Rosso")
Now we're approaching the RX level of ownage. Once Kanta comboes into the Time super, it's all but GG Peace Out for his opponent.
Time super mechanics: once the little spokes around the opponent count down to 0, they freeze for about 2 seconds, giving you a free combo. But Lilica can also combo back into another Time super! The only way to escape the freeze is to hit or throw your opponent before the countdown ends (blocked hits don't count).
Kanta doesn't get hit at all during the 1st round, and once he starts the combo at 1:23 in the 2nd round, he doesn't get hit for the rest of the round -- a full 40 seconds. O_O
Time Lilica ("Kanta") vs Gier Saki ("Alan White")
It's our old friend Alan White, here to show us that the Time super isn't totally inescapable. He's also pretty beastly. This match is actually quite close, as opposed to a one-sided ownage fest like the previous one .
Game mechanic lesson: note the 3 bars at the bottom of the screen, just above the player's super metre. These are needed to do homing cancels and guard cancels, so once they run out you can't dish out any more killer combos until they replenish themselves.
Thanks for those Bill. I have a question, though. Upon activating the Arcana, the supers drain, but it doesn't seem to be instant. Can you make use of the super meter as it is draining?
On January 01 2008 12:37 Harem wrote: Note that using homing bars in a combo resets untechablity time.
Yeah, I guess that's pretty important to mention. Each move has a different "untechability" time, where you cannot tech/recover in the air from the hit stun. As a combo progresses, this untechability time decreases, so eventually the opponent will be able to tech out of the combo. However, if you use a homing cancel, the next time you hit your opponent you will reset the untechability time.
On January 01 2008 14:49 LTT wrote: Thanks for those Bill. I have a question, though. Upon activating the Arcana, the supers drain, but it doesn't seem to be instant. Can you make use of the super meter as it is draining?
Yes, you can still do supers while the metre is draining.
You can also summon your Arcana. You don't need any super bars to do this: you can have a pixel of metre left and still summon it. The only condition is that you have to be in activation mode already. Summoning your Arcana will immediately deplete your entire super metre.
Usually it's hard to actually hit someone with the summon, a notable exception being the Wind Arcana summon, which has near-immediate start-up. A while back I posted some Time Man vids: he makes good use of this summon .
Edit: Here's an impressive vid featuring the Wind Arcana summon:
Wind Konoha (Time Man) vs Gier Kamui (ASA)
One thing that impresses me is how Time Man uses Konoha's grab super. The super motion is hold down, then up, like Guile's Flash Kick. In order to get close to his opponent while holding down, he uses a homing dash.
He's also really good at doing cross-ups by air-dashing over his opponent's head. It's so fast that ASA manages to block it only once.
There's actually another use of summoning your Arcana: in addition to being a combo breaker, it replenishes all your homing bars, as shown in the final combo of this vid:
Bolt Heart vs Poison Maori ("Miso Shiru") (Warning: very loud! Turn down your volume before playing this!)
After Miso activates, not only are her homing bars refilled, but every attack inflicts poison on her opponent, a special effect of activating the Poison Arcana. I rarely/never see anyone activating their Arcana solely for its special effects, but they're useful sometimes.
Yes, this vid is ownage. Maori's Poison loop (with 3 homing bars) is the most damaging combo I've ever seen in an actual match vid (well, except for Fiona's insane super, but I've never seen it pulled off outside of this one match). Her normal loop is already one of the most damaging combos, and adding 3 poisons into it makes a big difference because the poison damage is not scaled. Apparently it's insanely hard to learn to pull it off consistently, but it is doable.
Here are two misc vids for Arcana Heart to ring in the new year.
This first one shows Maori clashing with pretty much everything that's thrown at her. You see, by default some characters' chargeable/unblockable moves can clash with other attacks during their start-up. Picking the Bolt Arcana makes all your chargeable/unblockable moves have this property.
I wouldn't bother watching this entire thing. Just check out the parts at 0:45 and 1:12, where Maori clashes with all of the hits of two different supers. It looks pretty cool .
0:15 - During the Stone Arcana summon, the camera stays fixed on the summon instead of following the two players upwards.
0:27 - At first, both players are using the Stone Arcana's special forward homing dash that's near-invincible. It's not supposed to be invincible to throws (afaik), yet oddly Kira's super throw does only a few pixels of damage.
0:44 - Kira's crouching B has different effects depending on how it hits the opponent.
0:57 - Some weird throw/clash bug. Not sure how it happened.
1:07 - Lieselotte's doll keeps hitting Kira after she's already KO'd, and Kira keeps screaming every time she gets hit (kekeke > ).
1:26 - Apparently Liese's doll super has a bug when it KOs the opponent.
1:39 - After being trapped by the Gier summon, normally you can't do anything except move around or hop a bit. But apparently you can still use the Steel Arcana's charge move to charge up your super metre.
1:54 - Basically, Yoriko has this special move where she can power-up. To use it correctly, you have to move the joystick in the shape of a pentagram (5-pointed star). E.g. on the numpad, 8 1 9 7 3 8. Her staff sends out little fireballs as you do this, too. In this clip... umm... I guess they're showing that depending on whether you do a pentagram pointing up (819738) or down (291372) you get a slightly-different pentagram symbol at the end.
2:02 - Kamui is doing a projectile move that requires her to hold back, then press forward. Yet somehow she is walking forwards when she is supposed to be charging backwards o_Oa.
2:17 - Apparently, if you don't move for 30 seconds, your character does one of those "I'm bored" animations. In Kamui's case, she doses off, and if you hit her while she's sleeping the game registers it as a counter-hit (heheh).
2:35 - Ummm.... in these two clips, Kamui somehow holds two Gier attacks at the same time, but only the 2nd one (the Gier super) comes out / can hit the opponent.
3:11 - The Fire Arcana has a special move like Sakura's chargeable ki-blast. Apparently there's a bug where you can slowly float into the air while charging it (lol).
3:59 - Uhhhh... I guess the game lags grossly during Fiona's super in this situation?
4:22 - Uhhhh... I guess the same super now whiffs on the Fiona blob even though it hit the Lieselotte blob at point-blank range?
4:48 - A funny/cute Heart opening . I also find it amusing when her heart-shaped strand of hair goes all jagged whenever she's shocked ^^.
4:54 to 5:13 - No idea what the point of this bit is. Looks like Story Mode.
5:14 - Lastly, Kamui does a special move that sacrifices her life for a bar of super, then we see two simultaneous supers that, instead of clashing, trade and counter-hit each other without dealing any damage o.O.
Bolt Lieselotte (だんぷ, "I Pu"?) vs Bolt Kamui (ASA) - Arcana Shinguru(?) tournament semifinals
Lieselotte has a vicious corner unblockable: charged forward C + bolt super. I think one of the only ways out is for Kamui to use her super.
Time Kamui (ASA) vs Bolt Kira (Y田, "Y Field"?)
Kamui is a tough match for Kira, IMO. After her ground super, Kamui can do a 50/50 air cross-up, then combo into ground super if it hits. Wash, rinse, repeat. But ASA doesn't exploit this enough, IMO. Moreover, Y Field has some nasty corner tricks with Kira and the bolt super. (I especially like when he whiffs the Rocket Toss twice and ASA does nothing because he's afraid of the lightning ^_^.)
Wind Konoha (Time Man) vs Bolt Kira (Y田, "Y Field"?)
Time Man goes absolutely nuts in this match . In particular, watch how he dashes over his opponent's head repeatedly to try to cross them up. IMO, Y Field goes for throws waaay too often in this match . With Kira, you typically mix up between command throws and air-unblockables (all of her non-jab moves on the ground are unblockable in the air).
On January 04 2008 09:51 freelander wrote: bill these are awesome!
you made me think about making similar posts, but with Guilty Gear AC.
Thanks!
I'd watch them. Just please try to explain what the heck is going on in each match ^^;;.
Edit: in a couple of days I think I'll start a topic specifically for fighting game match vids. Including lots of links to explain the basics of each game.
Ok, I downloaded this and got this working. Even on my rather old system it seems to run without real lag problems.
But I am a huge fighting game noob. I never had a console or whatever. So I start playing with Chun-li. I got the basic controls down. And through random clicking I got off some combos and even a special attack three times. But I have this move list here from gfaqs and I can't really figure out how to do the more advanced stuff.
if you are a fighting game noob, so you don't really know the concept of a fighting game:
you should always think about risk/reward when you initiate. you should take into consideration what you are doing is punishable or not. if your opponent doing something something punishable or a mistake, punish it.
These apply to every fighting game. I am not an expert in SF3 and you didn't make your question very detailed...
I guess you use keyboard. In this case you should practise the quarter circle, half circle, and shoryuken moves. These can be very hard in the beginning to pull out. I don't know what you meant on "advanced" things.. Really. And the timing of what?
On January 05 2008 01:13 BlackStar wrote: Ok, I downloaded this and got this working. Even on my rather old system it seems to run without real lag problems.
But I am a huge fighting game noob. I never had a console or whatever. So I start playing with Chun-li. I got the basic controls down. And through random clicking I got off some combos and even a special attack three times. But I have this move list here from gfaqs and I can't really figure out how to do the more advanced stuff.
Donno how off the timings are anyway.
Any tips?
"Far fierce and crouching forward into super. Chun is so stupid." :D
I mean anything beyond the basic kicks and punches. I figured out some moves like d HK and df HP and d f HK. Also the throw and 'Universal Overhead', whatever that means exactly.
I don't even know when you make a combo in this game.
I was just trying this out and beating up a few computer opponents.
The youtube video seems to be about the most basic of the advanced stuff to me.
As far as I know, Chun just uses her two pokes to build meter, along with back fierce to stuff other moves. Then just do different moves that cancel into super (d MK is the most common for its range and speed). Other than that, learn to kara throw (cancelling a normal move into a throw to extend it's range and give a semi-confusing animation) and you should be good.
On January 05 2008 01:41 Chill wrote: [ "Far fierce and crouching forward into super. Chun is so stupid." :D
its standing back+fierce =) Not just far fierce :D
oh and learn kara throws, close s.hk to super jump cancelled SAII, hit confirming sa2 from s.mp, c.mk, b+fp and how to play good footsies and poke well,
And most importantly, know how to make your opponents get hit and not be predictable yourself, 3s is about the mindgames.
If you need more help. Shoryuken.com's forums is the place to go
edit: Goddamn virus wiped out all but episodes 5 and 6 of my Dr.Sub Zero podcast... does anyone have the others? (I only care for 3,4 7 and 8 though T_T)