Fighters History Tips and strategies (Work in progress)

This is place to post your Dreamcast game tips and strategies as well as walkthroughs and codes.
beanboy
Heroine Console
Posts: 480

Fighters History Tips and strategies (Work in progress)

Post#1 » Tue May 21, 2019 10:34 pm

Ray Mcdougal

Up - Jump
Upforward - Jump forward
Upback - Jump backward
Forward - Move forward/Walk forward
Downforward - crouch
Down - crouch
Down back - crouching or crouching guard.


Ray's moveslist:

D DF F + Punch - Ray Tornado magic.

D DB B + Kick - Wheel Kick

Forward Forward + Punch - Dynamite headbutt

Forward + Medium Punch, or Fierce Punch (close to opponent.) - DDT throw

Forward + Medium Punch, or Fierce Punch (close to opponent when you and opponent are both in the air) - Air DDT slam dunk throw.




Strategies for fighting against opponents, and other characters. :geek:


Ray vs. Marstarious
Try not to stay too close to Marstarious, because he's a grappler, he has powerful grabs and throws and to make matters worse, he is a semi fast character. His double german suplex, is bad news to anyone, who tries to fight him head on, for too long. And his normal attacks, are not crappy and can stop and combo connect, into his double German Suplex.

Be careful of his Tiger punch, that travels across the screen.
And his wheel kick, can connect into a double German Suplex, causing massive damage.
Both Tiger punch and wheel kick, can be stopped with Ray's MK. But it must be timed correctly, to successfully stop those moves.

His Moonsault press can be blocked when standing. But if you block it, try to jump away, or try to attack immediately, to stop any double German throw attempts.

One good way to deal with Marstarious, is to zone him with Ray's, Ray Tornado magic move.
Doing that, will stop most of marstarious' long range attacks.
If Marstarious tries to jump over, hit him out of the air, with normal attacks.

Ray's magic move can stop marstarius' Tiger punch.
But at close mid range, marstarious' wheel kick can go over magics, or trade hits with you, which is not good.

Double germam suplex has a deceptive range. It looks like a close range moves, but it can reach close to mid range too. So as mentioned before, try not to stay too close to marstarius, for too long.



Ray vs. Matlock
Matlocks head is his week spot.



Ray vs. Clown
This us an annoying yet tough match.

Whenever clown does his forward roll attack, use your magic move, to stop it immediately.

Ray's MP, or MK, can stop Clown's roll too.

Rays Dynamite headbutt can also stop Clowns forward roll, but sometimes,it trades hits too, making it a bit risky to use against that move.

To deal with clowns up roll attack, you can use a well timed jumping attack.


Ray vs. Karnov
Use Down + LK, or Down+MK, whenever Karnov does his sliding headbutt, or is spamming it.
In most cases, it will knock him out, of his sliding headbutt move. And to make matters worse, his head is his weak spot.

Watch out for Karnovs rapid air kicks, because if it hits you, that thing drains alot of life.




Work in progress. :mrgreen:
Last edited by beanboy on Tue Jun 11, 2019 11:52 pm, edited 7 times in total.

beanboy
Heroine Console
Posts: 480

Re: Fighters History (I'm putting this here as a bonus) :)

Post#2 » Tue May 21, 2019 10:46 pm

Mizoguchi

D DF F + Punch - Tiger Bazooka fire magic

D DF F + Kick (press kick multiple times)- Hipwa Kicks

Back, Downback, Down + Punch - Rekka Uppercut (This hits multiple times)

Forward + Medium Punch, or Fierce Punch (close to opponent) - Slam throw

Forward + Medium Kick, or Fierce Kick (close to opponent) Leg throw.

(Close to opponent) Fierce Punch - Headbutt


Strategies for fighting against opponents, and other characters. :geek:

Working in progress.

beanboy
Heroine Console
Posts: 480

Re: Fighters History (I'm putting this here as a bonus) Work in progress. :)

Post#3 » Fri May 24, 2019 1:16 am

Ryoko - The judo girl hero.

Ryoko's Judo roll - Hold Back, then push Foward + Any Punch button
Doing this move with light punch = She rolls once.
Doing this move with medium punch = She rolls twice.
Doing this move with Fierce punch = She rolls 3 times.

Ryoko's super judo throw - Half Circle Forward + Punch
If you do this move, close to the opponent at the right range, Ryoko does her powerful judo throw, where she grabs the opponent, jumps high into the air, and then slam dunks them onto the floor.

Ryoko's Judo slam throw - DownForward + Punch

Ryoko's sleeper submission move - DownForward+Punch, then, rapidly press Down + Punch multiple times
Ryoko slams her opponent onto the ground, then does a multi hitting submission move.

Ryoko's knocking down low kick - Press Light Kick
This kick knocks down the opponent on hit.


Ryoko is s a tough character to use.
She doesn't have any fancy special moves, or projectiles, like Ray, Mizoguchi and the other characters. And unfortunately, has to get up really close, to inflict damage on her opponent, which is way tougher than you think.
She is like the school girl, under dog character, in the entire game.

To make matters worse, characters with projectiles, can spam magic attacks at her and keep her at bay, for the entire match. Be ready for a tough fight, when using Ryoko against projectile characters, like Ray, Matlock etc.
Last edited by beanboy on Wed Jul 24, 2019 11:48 pm, edited 3 times in total.

beanboy
Heroine Console
Posts: 480

Re: Fighters History (I'm putting this here as a bonus) Work in progress. :)

Post#4 » Fri May 24, 2019 1:27 am

Matlock - Punk rocker dude


Hold Back, then Forward +Punch - Spinning Blade (magic)

Back, then Forward+Kick - High fan kick

Down, then Up+Kick - Spiralling up break dancer kick attack

Down+Fierce Punch - Dodging punk upper

(Close to opponent) Roundhouse kick - One, two jump kicks

Jump in any direction, then down+medium Kick - Matlock's punk stomp bounce kick.
Note: That if this hit's the opponent, or hits an opponent who is blocking, you can press any attack button, to do an additional, air attack move.

Foward+Medium Punch, or Fierce Punch - Throw



Strategies:

One easy way to use punk dude Matlock, against other characters, is to play him like Colonel William F. Guile. 8-)
Sonic Boom!......Sonic Boom!.......Flash Kick!! Or....Back hand fist! etc. 8-)
Last edited by beanboy on Wed Jul 24, 2019 11:55 pm, edited 1 time in total.

beanboy
Heroine Console
Posts: 480

Re: Fighters History (I'm putting this here as a bonus) Work in progress. :)

Post#5 » Fri May 24, 2019 5:01 pm

Marstarious - The Italian wrestler dude.


Hold back, forward+ Punch - Tiger punch

Hold back, forward+Kick - Wheel Kick

Hold down, up+Punch - Moonsault


Throws and grabs:

HCF+Punch (close to opponent) - Double German Suplex

Forward+Punch (close to opponent)- German suplex


Strategies:
When playing Marstarious, always remember, that he is not slow and crappy like Zangief, from the capcom fighting game Street Fighter. Especially Zangief from Street Fighter 5, who is almost absolute crap.
His famous Street Fighter 2 Championship Edition, and Street Fighter 2 Hyper Fighting version of himself, were way better. No joke there. :lol:

Unlike Zangief, who was always slow and semi hard to play, who later became super nerfed,........
Marstarious is fast for a grappler/wrestler. Most of his normal attacks and combos, can link into his double german special throw. His combos, can be compared to Ken and Ryu, but with a double german throw, tiger punch, or wheel kick to end it off.

Even at a distance, his tiger punch is to be feared. As it can unexpectedly travel, across the stage.
It can also, knock out opponents out of the air too, who try to jump in.

His wheel kick is cool, but kinda risky to use sometimes. It's one of those moves, that can either trade or hit, or put Marstarius in a bad position, to be comboed by the opponent.
Last edited by beanboy on Thu Jul 25, 2019 12:11 am, edited 1 time in total.

beanboy
Heroine Console
Posts: 480

Re: Fighters History Tips and strategies (Work in progress)

Post#6 » Sat May 25, 2019 5:41 pm

Samchay - The kickboxer


Moveslist:

Down, Downforward, Forward (QCF)+Punch - magic

Down, Downforward, Forward (QCF)+Kick - Tiger knee

Punch+Kick (press together) - Dashing elbow+knee


Throws:

Foward+Punch (close to opponent) - Samchay grabs his opponent, and hits the opponent, with lots of elbows.

Foward+Kick (close to opponent) - Samchay grabs his opponent, and hits the opponent, with lots of knee strikes.

beanboy
Heroine Console
Posts: 480

Re: Fighters History Tips and strategies (Work in progress)

Post#7 » Sat May 25, 2019 5:49 pm

Jean


Thunder rose magic - Hold back, Forward+Punch

Jean's rapid punch attack - Rapidly press the Strong punch button many times

Slide kick - Downforward+Kick (This move can slide under projectiles.)


Throws:

Leg grab to toss (Close to opponent) - Forward+ Medium Kick or Fierce Kick

Elegant toss throw - (If both you and the opponent are in the air) Forward+Punch


Strategies:

Unlike Vega from Street Fighter, Jean is very fun to use.
He has a magic, a slide and a rapid punch attack too. And just like Vega, he is very athletic.

His Thunder Rose magic attack, gives him a serious advantage, and if an opponent jumps over it, jean can knock him out of the air, with either a normal attack or a jumping attack.

His rapid punch attack, can do alot of damage, if opponents are close to him. Jean can also start a combo and end it, with his rapid punches attack. Which if done at the right distance, will inflict alot of damage, on the opponent he is fighting.

His slide kick, can go under projectile attacks sent at him. And in alot of odd cases, can knock down opponents out of the air, who try to jump kick, or jump punch him.
Last edited by beanboy on Thu Jul 25, 2019 12:24 am, edited 3 times in total.

beanboy
Heroine Console
Posts: 480

Re: Fighters History Tips and strategies (Work in progress)

Post#8 » Sat May 25, 2019 11:04 pm

Fenin

Down, Downforward, Forward + Punch - Green magic

Hold down, then Up+Punch - Fenin's uppercut (This move is kinda risky to use.)
Fenin jumps and does a swiping move with her hand.

(When you jump) Back, Downback, Down + Punch - Air magic.
When fenin is in the air, she shoots a magic down under her.


Throws:

(Close to opponent) Forward+Medium Punch
Fenin grabs the opponent and slam dunks them.

gamingtrucker1
dark night
Posts: 52
Contact:

Re: Fighters History Tips and strategies (Work in progress)

Post#9 » Sat May 25, 2019 11:13 pm

Fighters history gets overlooked.Its a decent game but the second one running on neo geo hardware is way better.
YouTube@gamingtrucker1
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beanboy
Heroine Console
Posts: 480

Re: Fighters History Tips and strategies (Work in progress)

Post#10 » Sat May 25, 2019 11:15 pm

Lee - Kung Fu student.

Lunging fist - Down, Downforward, Forward + Punch

The punch button that you use, determines the distance the move travels.
Light punch travels a short distance.
Strong Punch travels a mid distance.
Fierce travels across the screen.

This move can be stopped by projectiles, so be careful not to spam it too much. Otherwise, your opponent will zone you, by continuously throwing projectiles at you.


Rising kick - Down, Downforward, Forward + Kick
This kick can kock opponents out of the air, if timed correctly.


Throws:
Grab to Power force palm - (Close to opponent) Forward+Punch
Lee grabs the opponent and uses the power of chi to push his opponent far away.
It also drains alot of the opponents lifebar too.


Against Marstarius:
Marstarius' tiger punch, can stop Lee's lunging punch. So be careful not to spam it too much.
Also, be careful when marstarius ends up close to you. Otherwise, it's double german time. :lol:

Don't use use Lee's rising kick too much on marstarius. Because if he blocks it, he might double german you, as you land. Ouch!
Last edited by beanboy on Thu Jul 25, 2019 12:55 am, edited 2 times in total.

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