Todo Ryuhaku
Well, these (mine) aren't really all tactics, rather methods
which take advantage of the computer's fighting logic. Works for me:
(btw, these worked for me on level 5 & 6 (and 7 too I think) machines
[I consider the number of Haow-Kens required as the game's "level"]
I've played a level 9 machines a few times, the below will work, but
should be exercised with great care. My methods often "require" to
take a hit now & then.)
In article <1993Aug25.020640.22368@csc.canberra.edu.au> u914300@student.canberra.edu.au (Mills / Allan William (ISE)) writes:
> First opponent - can't recall this guys name, he seems to be better at
>close range so distance is essential. Try jumping off the wall kicks or
>flying kicks, then once youv'e got him down use a genei-kyaku ( or
>whatever Ryo's is) over his head to pound him once he gets up. Recharge
>and repeat as neccesary, throw a spirit ball if the opportunity occurs.
His name is Todo (Todo Ryuhaku to be complete). I don't really
know if I have an actual tactic against him, I just do whatever comes
to mind. But things that work are:
-jump in with a kick
-knock him down, then jump kick him as he recovers, kick again
as you fall from your jump.
-if you miss your GeneiKyaku or ZanretsuKen, he'll likely foot
stomp you when you finish.
> Second opponent - Jack. Jack is usually quite stand offish in battle so
>try a few spirit balls to get him into it. Watch Jack carefully, when he
>dashes backwards he is going for a flying kick. Block it then step over
>him while he is getting up and throw him. If he goes for a hop punch or a
>sliding stomp do a low kick. If he does a low slide throw as before.
I usually just rush in and low kick him. If he tries to slide
kick or do a flying kick, block and throw him as he recovers.
> Third oppenent - Lee. This guy is pretty fast. He has an a flying double
>kick which should be blocked, then try a punch or kick of your own.
>Blocking is essential to fighting Lee. If he does his spinning strike then
>use genei kyaku to counter, forget spirit balls as they do nothing to him,
>if you are low on spirit then use a well timed high or low kick depending
>on which height he is coming at. Do not try flying kicks against Lee - he
>has a fearsome counter flying kick. Finally it's good to sit in a corner
>and wait for him to attack, often he will try to jump in on you - counter
>with a good strong kick.
First time I met him I got utterly crushed by him. But I'd say
Lee (a.k.a. "monkey-boy" =^) the character on his outfit means "monkey",
plus check out his mask) is one of the easiest opponents. Step towards
him and he'll jump at you, kick him out of the air. Follow-up with a
Haow-Ken timed to hit when he gets up. Recharge, repeat as necessary. =^)
Often if you do a GeneiKyaku/ZanretsuKen out of the blue, Lee will WALK
RIGHT INTO IT. If he does a spinning attack, do the same move (it'll
overcome/stop just about anything) or just jump over it to save your spirit.
> Fourth opponent - King. This female is nasty, NEVER try launching a spirit
>ball at her while she is standing ready, she'll launch one of her own
>before you do, knock you silly then follow up with a mean hit of her own.
>Best to charge in and flying kick her at the lst second, you'll hit her
>before she can counter. If you get too close to King try hard punches. If
>King uses her flying double kick block the first strike then quick kick
>her before she gets the second off, or block both then kick her before she
>reaches the ground. Genei-kyaku if you get the chance.
Never let her have spirit, or keep out of her way! Often if you
just start teasing, she'll just stand and do nothing. If she fireballs
you, take the hit (you have no choice really =^) and continue teasing.
AFTER she's out of spirit, she'll start (trying) to fireball like crazy.
Take this opportunity to fireball her (Haow-ken time!) If you're face
to face with her, block, she gets pretty nasty. (lots of shin-kicks and
sliding kicks)
> Fifth opponent - Micky. This guy ain't easy, hopefully at this point you
>have the Haow Ken in your arsenal. The best moves are close flying kicks
>and all your spirit moves. If you knock him down and are at full strength
>and spirit with the Haow Ken mastered then launch it. Try repeated hard
>punches as it works sometimes.
Tricky, I don't think I really have any sure-fire methods against
Micky. If he comes at you, do crouching punches & kicks (standing kicks
will do too) to keep him at bay. If you catch him beginning a Burning
Upper or Rubber move, jump in and kick him. Often if he's half to 2/3
the screen distance away, do a ZanretsuKen/GeneiKyaku and he'll jump
right into it.
> Sixth opponent - John. This guy looks like Guile but fights nothing like
>him, Guile has a good air defense, John hasn't. Except for the genei-kyaku
>forget spirit attacks, John has a lighting fast spirit ball. Just keep
>jumping in on him with flying kicks. If he goes for his helecopter attack
>then a well placed jump kick will take him down.
Try not to let him get in close, he'll do moves on you like crazy,
even if he doesn't have any spirit. An easy way to beat him is: at the
beginning of the round, pause for a moment and jump straight up. John
will do his flying attack, kick him out of the air. After you land,
prepare a Haow-Ken to strike as he recovers. Most of his strength willbe
gone by now, do whatever you please with him. If you let him get in
close, a shin kick will often knock him down.
Mr. Big: hang back and defend. If he rolls in and is close enough,
do a hard punch on him (C). What you're waiting for is for him to
fly at you. Block and throw as he recovers, then rush in and jump kick
him (and kick again as you fall from your jump), keep repeating the
kicking as much as possible. If he stops you, then pull back and
wait for him to fly again.
Mr. Karate: you're on your own here! All I know is that if you're
playing Robert, tease as your first move, he'll try for a Haow-ken,
but you'll have just enough time to kick and stop it. If he just
stands there, tease again, with what's left of his spirit, he'll
often waste on a ZanretsuKen. He also likes to run in and shin kick
you, if you're knocked down, he'll try to deep uppercut you (while
you're on the ground!) If you can, take advantage of this and throw
him as he lands.
Other bits: when playing another person and you're using Robert,
you can often stop fireballs (if you see it coming) by just doing
a standing kick (somehow his crotch stops it... =^) Similiar can
be done with Ryo sometimes (I think) by crouching and punching.
If you're going to do the RyuKoRanBu against someone, don't
make it obvious that you'll be doing it, they can stop you dead
(literally =^) in your tracks if they see it coming. Try knocking
them down first and doing it as they recover.
--
Galen Komatsu ! Apple //e ! XTC
ar592@cleveland.freenet.edu ! Sega Mega Drive ! Sakai Noriko
gkomatsu@hawaii.edu ! Classic Atari ! Checkers
which take advantage of the computer's fighting logic. Works for me:
(btw, these worked for me on level 5 & 6 (and 7 too I think) machines
[I consider the number of Haow-Kens required as the game's "level"]
I've played a level 9 machines a few times, the below will work, but
should be exercised with great care. My methods often "require" to
take a hit now & then.)
In article <1993Aug25.020640.22368@csc.canberra.edu.au> u914300@student.canberra.edu.au (Mills / Allan William (ISE)) writes:
> First opponent - can't recall this guys name, he seems to be better at
>close range so distance is essential. Try jumping off the wall kicks or
>flying kicks, then once youv'e got him down use a genei-kyaku ( or
>whatever Ryo's is) over his head to pound him once he gets up. Recharge
>and repeat as neccesary, throw a spirit ball if the opportunity occurs.
His name is Todo (Todo Ryuhaku to be complete). I don't really
know if I have an actual tactic against him, I just do whatever comes
to mind. But things that work are:
-jump in with a kick
-knock him down, then jump kick him as he recovers, kick again
as you fall from your jump.
-if you miss your GeneiKyaku or ZanretsuKen, he'll likely foot
stomp you when you finish.
> Second opponent - Jack. Jack is usually quite stand offish in battle so
>try a few spirit balls to get him into it. Watch Jack carefully, when he
>dashes backwards he is going for a flying kick. Block it then step over
>him while he is getting up and throw him. If he goes for a hop punch or a
>sliding stomp do a low kick. If he does a low slide throw as before.
I usually just rush in and low kick him. If he tries to slide
kick or do a flying kick, block and throw him as he recovers.
> Third oppenent - Lee. This guy is pretty fast. He has an a flying double
>kick which should be blocked, then try a punch or kick of your own.
>Blocking is essential to fighting Lee. If he does his spinning strike then
>use genei kyaku to counter, forget spirit balls as they do nothing to him,
>if you are low on spirit then use a well timed high or low kick depending
>on which height he is coming at. Do not try flying kicks against Lee - he
>has a fearsome counter flying kick. Finally it's good to sit in a corner
>and wait for him to attack, often he will try to jump in on you - counter
>with a good strong kick.
First time I met him I got utterly crushed by him. But I'd say
Lee (a.k.a. "monkey-boy" =^) the character on his outfit means "monkey",
plus check out his mask) is one of the easiest opponents. Step towards
him and he'll jump at you, kick him out of the air. Follow-up with a
Haow-Ken timed to hit when he gets up. Recharge, repeat as necessary. =^)
Often if you do a GeneiKyaku/ZanretsuKen out of the blue, Lee will WALK
RIGHT INTO IT. If he does a spinning attack, do the same move (it'll
overcome/stop just about anything) or just jump over it to save your spirit.
> Fourth opponent - King. This female is nasty, NEVER try launching a spirit
>ball at her while she is standing ready, she'll launch one of her own
>before you do, knock you silly then follow up with a mean hit of her own.
>Best to charge in and flying kick her at the lst second, you'll hit her
>before she can counter. If you get too close to King try hard punches. If
>King uses her flying double kick block the first strike then quick kick
>her before she gets the second off, or block both then kick her before she
>reaches the ground. Genei-kyaku if you get the chance.
Never let her have spirit, or keep out of her way! Often if you
just start teasing, she'll just stand and do nothing. If she fireballs
you, take the hit (you have no choice really =^) and continue teasing.
AFTER she's out of spirit, she'll start (trying) to fireball like crazy.
Take this opportunity to fireball her (Haow-ken time!) If you're face
to face with her, block, she gets pretty nasty. (lots of shin-kicks and
sliding kicks)
> Fifth opponent - Micky. This guy ain't easy, hopefully at this point you
>have the Haow Ken in your arsenal. The best moves are close flying kicks
>and all your spirit moves. If you knock him down and are at full strength
>and spirit with the Haow Ken mastered then launch it. Try repeated hard
>punches as it works sometimes.
Tricky, I don't think I really have any sure-fire methods against
Micky. If he comes at you, do crouching punches & kicks (standing kicks
will do too) to keep him at bay. If you catch him beginning a Burning
Upper or Rubber move, jump in and kick him. Often if he's half to 2/3
the screen distance away, do a ZanretsuKen/GeneiKyaku and he'll jump
right into it.
> Sixth opponent - John. This guy looks like Guile but fights nothing like
>him, Guile has a good air defense, John hasn't. Except for the genei-kyaku
>forget spirit attacks, John has a lighting fast spirit ball. Just keep
>jumping in on him with flying kicks. If he goes for his helecopter attack
>then a well placed jump kick will take him down.
Try not to let him get in close, he'll do moves on you like crazy,
even if he doesn't have any spirit. An easy way to beat him is: at the
beginning of the round, pause for a moment and jump straight up. John
will do his flying attack, kick him out of the air. After you land,
prepare a Haow-Ken to strike as he recovers. Most of his strength willbe
gone by now, do whatever you please with him. If you let him get in
close, a shin kick will often knock him down.
Mr. Big: hang back and defend. If he rolls in and is close enough,
do a hard punch on him (C). What you're waiting for is for him to
fly at you. Block and throw as he recovers, then rush in and jump kick
him (and kick again as you fall from your jump), keep repeating the
kicking as much as possible. If he stops you, then pull back and
wait for him to fly again.
Mr. Karate: you're on your own here! All I know is that if you're
playing Robert, tease as your first move, he'll try for a Haow-ken,
but you'll have just enough time to kick and stop it. If he just
stands there, tease again, with what's left of his spirit, he'll
often waste on a ZanretsuKen. He also likes to run in and shin kick
you, if you're knocked down, he'll try to deep uppercut you (while
you're on the ground!) If you can, take advantage of this and throw
him as he lands.
Other bits: when playing another person and you're using Robert,
you can often stop fireballs (if you see it coming) by just doing
a standing kick (somehow his crotch stops it... =^) Similiar can
be done with Ryo sometimes (I think) by crouching and punching.
If you're going to do the RyuKoRanBu against someone, don't
make it obvious that you'll be doing it, they can stop you dead
(literally =^) in your tracks if they see it coming. Try knocking
them down first and doing it as they recover.
--
Galen Komatsu ! Apple //e ! XTC
ar592@cleveland.freenet.edu ! Sega Mega Drive ! Sakai Noriko
gkomatsu@hawaii.edu ! Classic Atari ! Checkers
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