COMEDISDEGNO
Krauser's Shoe Shiner


- Joined
- Mar 18, 2003
- Posts
- 245
(Tak, get in here and open your shrine of wisdom
)
Continuing in the series of old unloved games analysis. SR never convinced me; 'a worthy effort, but futile'.
Being particularly bored and having lost tons of material with the crash of my computer i needed a change, picked he game up again, and, looking at it with new eyes, i've discovered it's not as appaling as i thought back in '97.
More than decent graphics, a taste for particulars, a couple of great backgrounds, all the chars and moves and stances and basics that made Kizuna the great game it is.
I started digging into the combo system, mainly with Eagle and Hayate, and would like to share with you some impressions.
Afaik, no pursuits, no air combos, most probably no juggles. FBs and specials regularly knock down the opponent, there don't seem to be many chances to link. The C weapon attack seems highly unuseful, it seems impossible to connect something after or before it.
What the game is all about til now are ground chains.
Somehow like Kizuna, you can connect stuff into a weak-to-strong string by pressing buttons fluidly.
Unfortunately, the collision system is quite awkard; any time you hit the enemy he'll be unvulnerable for a tad, meaning that an early attack won't connect. Not only, but in many cases the stunned char will recover from the unvulnerable condition without leaving a single frame to connect something.
The better example are the jumping C attacks: they'll stun the opponent for quite long, meaning that any followup will just whiff. If you wait long enough, you'll simply find out that the enemy will be able to block again.
This is all quite confused, frankly; certain combos are granted to work, other not, without hints of logic.
Anyway, back to the engine. Weak A or B, attacks, high or low, can be connected without limitations as long as you alternate them. Connecting 3 hits is quite easy, it might be possible to combo 4 but it's still uncertain.
Connecting the same kind of weak attack multiple times (st wA...) may be possible, i performed it several times, but the logic behind it is beyond me. No clues about the required timing, there may be a trick, i'll have to check.
Chains should be concluded with a strong A or B attack (no matter if high, low, close, far, same or different button of the previos weak attack). Doing this is quite easy, right as a weak attack starts press and keep pressed A or B.
You can't chain anything after a strong A or B. Better said, you can chain a C but, at least with Hayate and Eagle, it won't connect, too slow.
Ex: st cl wB -> st cl wA -> cr wB -> st far sA
Chains aren't the only way to combo normals. Links are possible, like
st cl sA (2) -> st far wB
with Eagle.
Then, of course, specials and DMs. Nothing to say here, same old story, just beware that only very few moves can combo after a strong A\B, and none after a C (remember i'm referring to Hayate and Eagle only). Timing is often tricky, too.
Too much theory, now on to practice. A couple of verified and 99% granted to work combos (a friend of mine was blocking, but you can never tell; in brackets the char they've been performed against, just in case it matters):
HAYATE (vs Gordon, energy bar on red, no need to be in the corner) jump forward sB, st cl wB, st cl wA, st far wB, st far sB, DIZZY, get close, st cl sB (2), qcb,hcf+A (DM) --- 100% damage
Quite easy, the only tricky bit is connecting after the air sB.
EAGLE (vs King Lion, corner) jump forward sB, st cl sA (2), st far wB, cr sA, DIZZY, get closer, jump frward sA, st cl wA, st cl sA (2), qcf,uf+B --- 99% damage, just spit in the enemy's eyes to kill him.
The first segment isn't that hard, just keep tapping B after the strong A and be ready to cancel in the crouching attack. The second part is another level, as comboing the Eagle Kick after the second hit of the strong A is a pain, something like a 2-3 frames windows. Good luck...
Random stuff:
- cross-ups are possible
- you can't cancel into fireballs or qcf+AB dashes or stuff
- it should be possible to use the plane shifting attacks as combo starters
- stage hazzards are there for a purpose, a whole world of suprises may be awaiting
Disclaimer: highly volatile material, for the most part superficially tested, and lots of quick assumptions by me - use with care.

Continuing in the series of old unloved games analysis. SR never convinced me; 'a worthy effort, but futile'.
Being particularly bored and having lost tons of material with the crash of my computer i needed a change, picked he game up again, and, looking at it with new eyes, i've discovered it's not as appaling as i thought back in '97.
More than decent graphics, a taste for particulars, a couple of great backgrounds, all the chars and moves and stances and basics that made Kizuna the great game it is.
I started digging into the combo system, mainly with Eagle and Hayate, and would like to share with you some impressions.
Afaik, no pursuits, no air combos, most probably no juggles. FBs and specials regularly knock down the opponent, there don't seem to be many chances to link. The C weapon attack seems highly unuseful, it seems impossible to connect something after or before it.
What the game is all about til now are ground chains.
Somehow like Kizuna, you can connect stuff into a weak-to-strong string by pressing buttons fluidly.
Unfortunately, the collision system is quite awkard; any time you hit the enemy he'll be unvulnerable for a tad, meaning that an early attack won't connect. Not only, but in many cases the stunned char will recover from the unvulnerable condition without leaving a single frame to connect something.
The better example are the jumping C attacks: they'll stun the opponent for quite long, meaning that any followup will just whiff. If you wait long enough, you'll simply find out that the enemy will be able to block again.
This is all quite confused, frankly; certain combos are granted to work, other not, without hints of logic.
Anyway, back to the engine. Weak A or B, attacks, high or low, can be connected without limitations as long as you alternate them. Connecting 3 hits is quite easy, it might be possible to combo 4 but it's still uncertain.
Connecting the same kind of weak attack multiple times (st wA...) may be possible, i performed it several times, but the logic behind it is beyond me. No clues about the required timing, there may be a trick, i'll have to check.
Chains should be concluded with a strong A or B attack (no matter if high, low, close, far, same or different button of the previos weak attack). Doing this is quite easy, right as a weak attack starts press and keep pressed A or B.
You can't chain anything after a strong A or B. Better said, you can chain a C but, at least with Hayate and Eagle, it won't connect, too slow.
Ex: st cl wB -> st cl wA -> cr wB -> st far sA
Chains aren't the only way to combo normals. Links are possible, like
st cl sA (2) -> st far wB
with Eagle.
Then, of course, specials and DMs. Nothing to say here, same old story, just beware that only very few moves can combo after a strong A\B, and none after a C (remember i'm referring to Hayate and Eagle only). Timing is often tricky, too.
Too much theory, now on to practice. A couple of verified and 99% granted to work combos (a friend of mine was blocking, but you can never tell; in brackets the char they've been performed against, just in case it matters):
HAYATE (vs Gordon, energy bar on red, no need to be in the corner) jump forward sB, st cl wB, st cl wA, st far wB, st far sB, DIZZY, get close, st cl sB (2), qcb,hcf+A (DM) --- 100% damage
Quite easy, the only tricky bit is connecting after the air sB.
EAGLE (vs King Lion, corner) jump forward sB, st cl sA (2), st far wB, cr sA, DIZZY, get closer, jump frward sA, st cl wA, st cl sA (2), qcf,uf+B --- 99% damage, just spit in the enemy's eyes to kill him.
The first segment isn't that hard, just keep tapping B after the strong A and be ready to cancel in the crouching attack. The second part is another level, as comboing the Eagle Kick after the second hit of the strong A is a pain, something like a 2-3 frames windows. Good luck...
Random stuff:
- cross-ups are possible
- you can't cancel into fireballs or qcf+AB dashes or stuff
- it should be possible to use the plane shifting attacks as combo starters
- stage hazzards are there for a purpose, a whole world of suprises may be awaiting
Disclaimer: highly volatile material, for the most part superficially tested, and lots of quick assumptions by me - use with care.
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