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"JoJo's Venture" - CAPCOM/1998 ・Using-Charactor: KAKYOIN ・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.
its a maximum of 4 matches of 2 preoccupation. the victory-bonus only as for the second winning. damage is OK in the first winning not having the bonus.
- Victory Bonus - ・Life: +28800pts. ・Time: +1sec×300pts. ・Perfect: +100000pts.
its intrusion of "DEATH-13", if perform no-lose and finishing by Super-Move. but donot aim at an intrusion. drawn twice and earn score and bonus in total 4 rounds.
the key-point for high-score is to maximize "combo-compensation". the number of hits is more many, the more better. the basic is "Infinity-Combos".
all damage becomes 1-Pixel, after the 12th by "infinity-combos". aim at hitting the attack of high-score to this "1-Pixel" as much as possible.
Note: KAKYOIN is a character of "Tandem-Type". the trick when you earn score is to sandwich the enemy between using "Tandem-Combos".
Note: KAKYOIN's "Tandem-Combos" is... ・{ Stand:Frt.MP(1100pts) + KAKYOIN:S.Jmp.HK(700pts) }×n and adjust the combos by KAKYOIN's attack.
Note: SHADOW-DIO's play is all negligent (reproduce comics?). and its very very difficult to make a draw-game because CPU does not have block-damage.
Note: even if you think that "Tandem-Type" lets infinity-combos succeed to be simple, but its very really difficult. connect the gap of Stand's-Attack which is 1set of twice by KAKYOIN's-Attack.
Note: usually use [Cr.Hard(+500pts)] for connecting. the attack except this does not do next, because the others has long recovery-time and its too late.
Note: you use in combination 2 attacks to let a combo succeed in using [Short-Jump-Hard(+700pts)]. in brief, use [Cr.Hard(+500pts)] at the rate of 1 of 4 times.
Note: the loop-time of KAKYOIN's Tandem (Front-Medium×2) is 41fps. but "S.Jmp.Hard" is 47fps, it exceeds 6fps. because "Cr.Hard" is 25fps, it has a margin of 16fps.
Note: using difference between "delay of 6fps" and "margin of 16fps", put [Cr.Hard] and [S.Jmp.Hard] together and make a Tandem-Combo.
Note: its simple for a thought... > +6fps×4 -16fps = +8fps ~as avobe. "[S.Jmp.Hard]×4 - [Cr.Hard]×1" is +8.
Note: however its +8fps rest appears. even if +13fps difference, its the tolerance level. because there is "the time of Knock-Back".
Note: its "a timing of first" to be important! if even its perfect, more comfortable than normal "Tandem with timing-combo", because its fastest and should do all attacks.
Note: make a profit of about 7000pts than Tandem-Combos only using Cr.Hard. you can make a difference of about 30000pts per an enemy who has 4 rounds!
Note: the Tandem is not simple alternation input. you should input 2 of the beginning with "Cr.Light, Cr.Light" when the startup Tandem.
Note: the concrete input, >StartUp:Tandem → Cr.Light, Cr.Light, Front:{Light,Medium}×n ~as described above.
Note: by doing this way, 3 hits of the beginning succeed in combos without KAKYOIN's help.
Note: make time for go around to the enemy's back in this way, because KAKYOIN can go behind an enemy only by using [Backslash (Roll-Forward)].
Note: usually, as for the character of the "Tandem-Type", the meter is apt to remain. KAKYOIN can make meters enough by whiffing with { Off:St.Medium×n }.
Note: as for KAKYOIN like DEVO or IGGY, his meter-increment is the same, using the any kind of the attacks.
Note: but you donot have trouble with making-meters, because KAKYOIN's [Off:St.Medium] is very quick like a Light-Attack.
Note: CPU jump forward by 99%, if you whiff [On:Cr.Medium] at distance of the beginning. and so, startup a Tandem to the landing.
Note: the block-combos continues endlessly if blocked once, because KAKYOIN's Stand-Attack has a long reach. therefore, you should let make a hit certainly at the first.
Note: CPU:DEVO in the 1st-Round is defenseless (reproduce comics). because the attack-frequency is loose and without moving a Doll, make meters about 3 for after the 2nd-Round.
Note: its easy to Tandem because CPU does not block. but its difficult to make a draw-game because CPU does not have block-damage. you win as its on the 1st-Round. the main is after the 2nd-Round.
Note: vs. DEVO; its very difficult to sandwich CPU:DEVO.
Note: "Stage of INN" does not have "screen-zoom-out". because Doll located in the opposite disturbs and screen is fixed, "gap" that go into DEVO's back is not made!
Note: even if you fight other than DEVO, after all this phenomenon is caused. in other-enemies, the Stand disappears at the moment when CPU received attack. you can sandwich CPU barely.
Note: but DEVO's Stand Doll does not disappear if received attack, or becomes "Stand:Off". Doll is disturbing zooming out the screen.
Note: such a reason, you should be guiding DEVO to the center always. pay attention so that DEVO does not go to the corner.
Note: after the 2nd-Round, CPU:DEVO attacks using [Front:Medium (Tackle)] in response to it, when you close to DEVO at the beginning.
Note: "DEVO's Tackle" has very long recovery-time. you succeed a counterattack with Tandem-Combos, if you push-block the attack and startup Tandem immediately.
Note: but wait a little and releace the Stand, because CPU:DEVO is going to attack using Doll.
Note: the chance is fifty‐fifty, because CPU may move Doll earlier than DEVO. but there is no method. its stable by making CPU's state with "Stand:Off", even though not quite satisfactorily.
Note: the 3rd stage vs. N'DOUL; this stage is the side-scrolling-game. this is special event only for "the Joestar Party".
Note: its basically similar to "Ghosts'n Goblins". cannnot block in this stage, because the character turns to the direction where input a lever. and you have 3 meters from the beginning.
Note: the appearance pattern of the enemy is fixed. it becomes same every time, if you completely patternize your movement. not "Walk", all "Jump and Attack"!
Note: donot attack with looking and confirming, you do the attack that was completely patternized by using the Rapid-Machine (Auto-Fire). the number of times whiffing is decided too.
Note: this stage has 2 kinds of enemies. the one which stays until defeated, and the one which goes past unilaterally. but cannot defeat "Puddle (Pit)", because its similar to trap.
Note: if you donot let a screen scroll during definite period of time, "Endless-Prevention Enemy" will attack, after "GO!" is displayed on the screen. you cannnot defeat it.
Note: the enemy as aqua-monster does not have a life-bar and stamina. not damage, the attack number of times is counted. "Small" is 1 shot, "Large" is 7 shots for defeating.
Note: the basic is defeating all enemies by [On:Front-Medium]. because 1-shot is 1-shot, defeat by Front-Medium having high-score (+1100pts).
- Victory Bonus in N'DOUL - ・Life: +72000pts. (perfect is none) ・Time: +1sec×1000pts. ・Enemy: +defeated×3000pts. ・Special: +1Meter×1000pts.
Note: the score-efficiency becomes higher if you give attacks to CPU during "Stand:On" more than "Off". about +1000pts.
Note: the reason is "Stand-Crash" to happen during the combos, not a difference of the durability. because you can let a Stand-Attack hit 1 extra by the result.
Note: but its difficult for an aim to do. its no problem taht goes as usual without being conscious.
D.KO is the essence of HiScore-Challenge!!
Note: its possible to aim at making D.KO for MIDLER and JOTARO. get the first chance certainly in few chances!
Note: vs. ALESSI; change some recipes of the Tandem-Combos. because ALESSI is short and "Rising-Jump-Kick" does not hit.
Note: Stand-Attack as usual, and adjust the combos by KAKYOIN's attack. you should jump early and attack during the falling in jump.
Note: the loop-method "4-times + 1-time" is the same, but change "connector of the gap" to "St.Light".
Note: [St.Light] is 300pts, and comes to have lower 200pts than [Cr.Hard]. but in this case there is no help for it.
Note: you should turtle first, because ALESSI is one of the most barrier enemy. react CPU:ALESSI for whiffing [St.Medium] at middle distance.
Note: its almost OK without confirming. ALESSI shoots [Hachi-No-Suda], escape it with dashing and close to ALESSI and startup Tandem.
Note: not only KAKYOIN, a score of Super-Move is low in this game generally. particularly, all "Grappling (Throw)" is 0pts.
Note: you cannot gain the socore, unless use the Super-Move as Mult-Hitting (ex:"Darkness-Illusion" by Morrigan). because it finishes in one of the first.
Note: therefore, "the Finishing-Blow" having highest score-efficiency often becomes "Regular:Hard-Attack" with "Stand:On".
Note: vs. VANILLA; the method for him is very special. CPU does not use the move except [Dark-Space] as unblockable-move basically. you cannot adjust the KAKYOIN's stamina using "block-damage".
Note: get damage by a pattern decided. ・KAKYOIN:Stand-On - VANILLA:[Dark-Space]×4 with the above the stamina becomes just 0-Pixel.
Note: the motion of [Dark-Space] is decided. ・Up,Up,Md,Md,Low,Low,Crv,Crv,Up,Up,Md,Md... this does not change, unless CPU damaged.
Note: if CPU's stamina nears 0, go through using [Rising-Jump-Kick]. you keep distance between CPU in advance. its throw measures.
Note: its difficult to let Tandem-Combos succeed for VANILLA. beat VANILLA onece with a Light-Attack, score-efficiency lowers after it was understood.
Note: unless hit with the attack more than medium before StartUp-Tandem once, CPU:VANILLA escapes by [Dark-Space] in response to Tandem. its escape measures.
Note: but CPU's reaction becomes unstable if you hit on the ground. its certain if you hit in the air.
Note: you should aim at falling down after [Dark-Space]. there is some randomness, but the position where CPU falls has law characteristics. watch a position and attack exactly calmly.
Note: only VANILLA; "Perfect:300000pts"!
Note: CPU:DIO does not change the mode "Stand-On" in the 1st-Round. so that, use method only for the 1st-Round.
Note: and so, you should certainly win at the 1st-Round. because CPU's reaction changes after loses once.
Note: CPU:DIO with "Stand:Off" is easy to fight. however, DIO becomes "Stand:On" by all means on the Final-4th-Round after all.
Note: and CPU:DIO has a glitch that suddenly his clothes break during a play. DIO becomes "Stand:On" without a notice.
Note: therefore, you win without fail in the 1st-Round. you are going to make a draw-game after the 2nd-Round. you should win immediately to not let DIO make extra meters.
Note: if even once can block [The-World] at a long distance, you can make DIO a repeat-mode by { block → Re:Cr.MP×n }.
Note: its impossible by the normal method for DIO after the 2nd-Round. therefore, you should wait for [The-World] to come earnestly.
Note: if even once can block [The-World] at long distance, ・Re:Cr.MP → Dashing → StartUp:Tandem ~is OK without confirming. DIO casts [The-World].
Note: when each other's position are the both ends of the screen, Tandem can not arrive! so, its necessary for you to adjust distance by { Off:St.Medium×n }.
Note: but attention, you must not get too close! and all the later attacks push-block, because the adjusted distance does not change.
Note: DIO is remaining unless stop tapping. this is the stable method that combined making-meters and stamina-adjustment (block-damage).
Note: donot lose in the 3rd-Round, because you must aim to Time-Up. you cannot get perfect-game at the next Final-Round, unless do it. the beginning is hopeless.
Note: the beginning is stable, if "Trick" succeed. ・Re:Cr.MP → Dashing → StartUp:Tandem ~is OK without confirming. DIO casts [The-World].
Note: conversely, there is no method except this. end of the 3rd-Round, you must take it to this situation at any cost. only DIO; "Perfect:500000pts"!!
it is completion of "KAKYOIN:6004200pts". all playthrough over.
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