Just be warned that you can be hit out of this move at any point during it.Ĭrude Metaphor for Female Genitalia- HCF+x/y (Requires 2000 power) This is a good move to use against AI opponents, for they don't usually see it coming. Oji starts spinning with his legs outstrectched, and flies around like a buzzsaw. HA-HA-HA-HA-HA-HA-HA-HA-HA- QCB, QCB+x/y (Requires 2000 power) It can often come out by surprise, but doesn't cause much damage. Some cutout of a gameshow host holding a katana slowly travels across the screen, spinning around. The AI seems to like this maneuver a lot. Spinning Game Show Host- A (Requies 1000 power) I recommend learning to use this move well. He then kicks the opponent into the air, and starts spinning, shrinking into the ground, and as the opponent falls down, he stretches and spins up, causing a lot of damage. Oji goes into a brief animation frame, and if he is hit, everything will freeze. This move was featured in Raffine's Nijikaku hate Homer video. Oji is also invincible for the duration of the move, so this can be quite effective against striker and projectile whores. It works great in the carnage of a 4 on 4 match, and can be used in conjunction with Flick of the Wrist. Oji creates one of those weird face ghost things, and then suddenly comes screaming forward from behind it with a dashing punch, which does excellent damage normally, but next to nothing if blocked. Your opponent can be hit during this time, so once you do the throw, you can quickly belt out a super to intercept him/her.ĭash Smash- QCF, QCF+x/y (Requires 1000 power) The enemy will travel forward, then fly backwards and hit the wall. If the grab connects, Oji shrinks the opponent and throws him/her. When he comes down, he can take the opponent by surprise, and it's naturally useful as an evasion tactic, to avoid an opponent's attack outright. Y, on the other hand, sends him rocketing high into the sky, and off the screen. You can never be sure whether he'll fly forwards or backwards, though. if he hits the opponent, he does a quick, damaging combo. Oji throws a rose, then jumps to kick it. X is good to counter an attack at close range, and Y is good just to keep your opponent on his/her toes. With Y, he starts on the ground, and slides all over the place in a completely random pattern. With X, Oji jumps up, and spins in place, slowly floating downwards while spinning. You can hold down the button to delay the attack. This is his only normal ranged attack, and he can take damage if the arm is hit, similar to Dhalsim. Great for putting the pressure on your opponent, and you can follow it up with a grab using B. Needs to be seen to be believed like the character in general, then. Oji moves forward, bobbing up and down while his leg spazzes out. And I apologize for any movelist mistakes I can't check right now.<<< > I'm ganking Raffine's idea, and offering up my own little movelist. Raffine said, September 23, 2007, 06:39:26 AM >I'm bored, so I'm gonna list the moves of a character.<<<< Raffine said, September 23, 2007, 06:39:26 AM I'm bored, so I'm gonna list the moves of a character. Can be cancelled at any time with a Shin Tenma Kuu*** Kyaku using "a". This autocombo costs him a lot of lives and ends in a Shin Sho***ken. He lunges forward and goes into an autocombo if he connects. Jigoku Meguridai Ranbu - D,B,D,F+x+y or D,B,D,F+a or z (requires 3000 power) He sets down a lit bomb that blows up after a while. He whips out his trusty gun and shoots with it. Machine Gun - D,F,D,F+a (requires 2000 power) He shoots up a flare that slowly descends after exploding. He takes a ride on a mine cart, then crashes off-screen. Mine Cart - F,B,D,F+a (requires 1000 power) Opponent can also collect power-ups to nullify its effect. Possible drops are lives (+5 lives), timer (timer bar increases), and speed up (he becomes faster, but can crash into walls). A random power-up drops for collection. He does an aerial dive kick so intense that he burns up. Shin Tenma Kuu*** Kyaku - B,D,DB+x+y (requires 1000 power) He does a spinning kick in place, and then loses a foot. Shinkuu Tatsumaki Sen*** Kyaku - QCB+x+y (requires 1000 power) Double uppercut, but he's already too high after the first one. Sho***reppa - F,D,DF+x+y (requires 1000 power) The recoil's so hard that he ends up flying to the wall. Shinkuu Ha***ken - QCF+x+y (requires 1000 power) He does an aerial dive kick, then breaks his foot upon landing. The recoil knocks him back and hurts him, however. I'm bored, so I'm gonna list the moves of a character.
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