Takumaji said:
Man, "fighting" against Orochi is just mad fun. He completely sucks but I really like his character design and his DMs... I also dig those after-image animations of his arms a lot. On the other hand, his skills are quite pathetic for a demi-god who had 1800 years to prepare for another battle against humankind... approach, short-back, roll, combo, roll, combo, roll, combo, dm, dead.
So do I. I really feel redeemed for the time it takes me to get to him. It's just a lot of fun. Even more fun if you have ever used him
I... I am really feeling like throwing my whole team out the window to start with another one.
Clark is pretty evil, Joe is an unknown monster, and #3...... hmm, still haven't gotten used to Orochi Chris that well, but Ryo/Andy would be okay, or perhaps finally learning Kensou. Or just improving with Billy/Yamazaki.
From what I recall Clark also had cheap traps whereby you could knock the cpu down, small jump up, then backbreaker + knuckle when you land, though every human player knows that trick and would try to counter by any means.
Rolling cradler + knuckle is a pretty effective way of grabbing often unexpectedly when in close, and just pisses people off a lot.
You can often Frankensteiner the cpu as it is getting up but again this never really works against human opponents either.
If you have sharp eyes you can easily catch + knuckle even I think anyone as soon as they leave the ground.
Standing CD was good and so were a few other normal attacks, but I will have to search out a '97 MVS out here later this week and see what I can do.
Joe may be obscure at first but he is quite the pisser-offer once you get him down. It involves throwing lots of Hurricane Uppers and following up with well-planned jumping D's (combo starter) or Thrash Kicks (or is it Slash Kick? same thing in Japanese!), mainly. You will often catch them with one or more Uppers and quickly will corner them. From there it all ends reasonably quickly once you get the patterns down. Because, should you connect that jumping D instead of just hurricane/kicking them to death, you have a few nice options:
Jumping D, standing C, fwd+B, Thrash Kick. Good 4-hitter, good dizzy points, good damage.
Jumping D, standing C, hurricane+a, crouching C, fwd+B, thrash kick (corner only this one) = dizzy. There is some variant on this I forget.
And then as a follow-up, why not: Jumping D, standing C, fwd+B, golden heal kick+B, then his qcf,hcb DM.
Another thing about cornering them with Joe is that if you can catch them jumping high in the corner, you can do 3 golden heal kicks + Tiger kick for 7 hits and a dizzy. Then jumping D and....
Rolling opponents are best to beat off with the TNT punch I found, but then I am still experimenting with him, and of course his slide is useful.
Should be enough to get you started. You just have to play around with the hurricane uppers to determine for yourself which to throw and when precisely.