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"JoJo's Venture" - CAPCOM/1999 ・Using-Charactor: STORY-Mode(VANILLA) ・Difficulty:Lv4, Damage:Lv2, Time:Lv2(99sec).
all settings are "Factory-Settings". its the standerd-rule for HiScore-Challenge in Japan. but be careful, World-Version is different from Japanese-Version about some settings.
the best-of-three match (maximum:4R), the winner is the first to win two rounds. the victory-bonus only as for the 2nd winning. damage is OK in the 1st winning not having the bonus.
- Victory Bonus - ・Life: +28800pts. ・Time: +1sec×300pts. ・Perfect: +100000pts.
the appearance of "DEATH-13" is caused by "no-lose" and "finishing by Super-Move", but it does not happen to villain. in the major premise, it makes high-score to increase rounds than the straight-winning without losing.
the key-point for high-score is to maximize "combo-correction". the number of hits is more many, the more better. the basic is "Infinity-Combos".
all damage becomes 1 pixel, after the 10th by "infinity-combos". aim at hitting the attack of high-score to this "1 pixel" as much as possible.
Note: DIO is a character of "Tandem-Type". the trick when you make high-score is to sandwich the enemy between using "Tandem-Combo".
Note: most characters can not make the infinity-combos, if only use stand-attacks in single without sandwiching the enemy between the main-body.
Note: but VANILLA is special, because VANILLA can make a infinity-combo with the stand-attacks only. besides, DEVO and JOTARO are possible it.
Note: VANILLA's Tandem-Combo has high performance. VANILLA can make a finity-combo using the all stand-attacks except "Front-St.Medium".
Note: VANILLA's "Tandem-Combo" is... ・{ Stand:St.Hard(+1900pts) }×n without VANILLA's help, combos is formed only Stand.
Note: but its necessary to push the enemy into by VANILLA always, because the pressure of VANILLA's stand-attack is weak.
Note: the score of stand-attack is high without an exception, except DEVO. VANILLA's regular-attack to have the highest score is "ON:St.Hard".
Note: "ON:St.Hard" gains +1900pts per 1 hit. its the highest score in not only VANILLA but also all characters.
Note: therefore, you should input the recipe of VANILLA's Tandem-Combo to let more "ON:St.Hard" make hits to an enemy.
Note: usually its wrong to divide a combo, because it breaks off the combo-correction... but, in only VANILLA, its better as an alternative method.
Note: in the last of the 3rd round, you should adjust COM:AVDOL to "Stand-Release" to succeed in a Tandem at the beginning of the final 4th round certainly.
Note: "ON:Front-St.Hard" has the most efficiency for making-meter. because both Tandem and Finishing need some meters, you should make meters if you have a chance.
Note: you must use "ON:Cr.Hard" with Tandem-Combo, because IGGY's hitbox is very small. the others are the same as the usual Tandem-Combo (required pushing).
Note: you should add-attack using VANILLA's "St.Hard", if you feel the lack of input. "VANILLA:St.Hard(+1400pts)", "Stand:Cr.Hard(+1500pts)", the both score is almost the same.
Note: in the winning of IGGY and ALESSI at the final 4th round, you can gain more scores if you add-attack using VANILLA's "St.Hard". because the time is shortened, and the time-bonus becomes high.
Note: basics about VANILLA, you have to use the same method against all characters. repeat the same method entirely innocently and indifferently...
Note: anyway, you can not make a record with hiscore unless you have "the belief of steel", its that "attack only by Stand-Attacks".
Note: you do not only tap "St.Hard" with Tandem-Combo but you should also use a little trick, in order to get the more score-efficiency.
Note: you should use "St.Medium(+1400pts)" until 10 hits. because the damage of Hard is more larger than Medium or Light. the total score becomes low, if you use only "St.Hard" from the beginning.
Note: devise a part of the first input to prevent this. ・{ MP, LP }×5→{ HP, MP }×n input as the above (except IGGY and ALESSI).
Note: VANILLA's "St.Medium" has very low damage. the damage is "1 pixel" from the beginning during a Tandem, by a combo-correction.
Note: "Do-Chikushou-Ga!" as the Super-Move is possible to combo with a Tandem, but you get a loss conversely. because the attacking-time is too long, and the score is low (+4800pts).
Note: on the other hand, "Circle-Locus" has an improbable high-score (+20700pts) in this game! you should aim even at a stretch in both the winning round of the 1st and 2nd.
Note: because it prevent lose a perfect-game by a block-damage, you should stop forced the Tandem by continuing to push a S-button with an auto-firing. it seamlessly changes VANILLA's mode to "Stand:ON".
Note: you must use "ON:Cr.Hard" with Tandem-Combo, because ALESSI's hitbox is small. the others are the same as the usual Tandem-Combo (required pushing).
Note: COM:ALESSI use "Gun-Shooting" in reaction, if you keep a distance and whiff some attacks. adjust VANILLA's stamina by this reaction, and make a draw-game.
Note: in the winning of IGGY and ALESSI at the final 4th round, you can gain more scores if you add-attack using VANILLA's "St.Hard". because the time is shortened, and the time-bonus becomes high.
Note: COM:CHAKA often crouches down at a moment that approaches and adheres. you must change the start of Tandem to "Cr.Light", because VANILLA's most standing-attacks can not attack against CHAKA crouched.
Note: VANILLA has many taunts. normal, holding a button of Light or Medium, and with stand ON/OFF, these are all 6 taunts in combination to this.
Note: COM:CHAKA often attacks continuously 3 times. its easy to catch the 3rd attack by VANILLA's Super-Move with aiming.
Note: COM:JOSEPH runs into at the beginning of the 1st round in most cases. you should attack using Tandem at the timing.
Note: COM:JOSEPH freezes in reaction, if you keep a distance and continue to whiff any attack. you should make meters as possible as during this turn.
Note: VANILLA can pass through it by the "stand-release", because JOSEPH's "Hermit-Web" is "projectile" handling. if COM:JOSEPH seems to act, attack and go for it.
Note: the finishing by the Super-Move for COM:JOSEPH at the final 4th round, it has better to attack without confirming just after the stopping forced the Tandem.
Note: VANILLA can pass through it by the "stand-release", because KAKYOIN's "Emerald-Splash" is "projectile" handling. if COM:KAKYOIN seems to shoot, attack and go for it.
Note: COM:KAKYOIN is easy to make meters. but be careful about the time limit at the draw and the losing. because COM:KAKYOIN has a low damage with most attacks.
Note: COM:JOTARO freezes in reaction, if you keep a distance and continue to whiff any attack. but be careful about suddenly "Mach-Ora!" without notice.
Note: because the finishing by the Super-Move for COM:JOTARO lacks in stability, you may just continue the Tandem-Combo without the forcibly aiming.
it is completion of "STORY-Mode:9501500pts". all playthrough over.
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