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"JoJo's Venture" - CAPCOM/1998 ・Using-Charactor: DIO ・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-Combo".
all damage becomes 1 pixel, after the 10th by infinity-combo. 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: its easy itself to infinity-combo for tandem-type. but its not easily if you aim for the high-score more.
Note: most characters can not make the infinity-combo, if they only use stand-attacks in single without sandwiching the enemy between the main-body.
Note: in this time, its wrong to tap Light only. because the light-attacks have very low score, it gives a loss by several hundred pts every attack.
Note: the life-meter has "144 pixel". when suppose it to be "Light:300pts" and "Heavy:1000pts"; the calculated score difference becomes "100800pts" every round, when the damage becomes "1 pixel" by combo-correction.
Note: 100000pts per round, 400000pts per enemy, total is 2000000pts over!! you can not surpass the difference by any technique. its very important what kind of attack you use.
Note: DIO's "Tandem-Combo" is... ・{ Stand:St.Heavy(1500pts) + DIO:Jmp.Heavy(1000pts) }×n and adjust the combos by DIO's attack.
Note: the cycle of Tandem, that is very important! you can not make infinity-combo only by using the auto-fire. because you must make a cycle "2-2".
Note: at this time, "the method of input" is important. its wrong to tap buttons at ramdom after the Tandem-StartUp.
Note: any character have "the best input" for each. DIO has that input; "LP, MP, LP, { HP,MP }×n".
Note: if you fail in input and get "1-1" even once, you can never regain "2-2" even if use any means, during the play.
Note: when this happens, the means left for you is only "Game-Reset (power off)". this is the specification which is common to all tandem-types not only DIO.
Note: COM:IGGY is the strongest enemy for DIO. you must use "ON:Cr.Medium", because can not attack using "ON:St.Heavy". and mix "Cr.Medium" with DIO's attacks.
Note: the attack-mixing is the adjustment for distance. you can not attack using "Short-Jmp.Heavy" if adhered IGGY, because the inside of "Jmp.Heavy" has no hitbox.
Note: to prevent this, you must use "S.Jmp.Heavy" and "Cr.Medium" alternately. push IGGY back by the hit-back of "Cr.Medium" and adjust the distance.
Note: you can make meters until the time limit, because COM:IGGY has explosive power.
Note: all enemies freeze completely by this method, if you use the auto-fire with 30Hz.
Note: you should use "Time-Stop" after having made IGGY "Stand-ON". because you can not attack IGGY using "ON:St.Heavy", if IGGY's mode is "Stand-OFF".
Note: if you use "Time-Stop" when IGGY's mode is "Stand-OFF", please change "St.Heavy" to "Cr.Heavy". but it becomes low 32000pts.
Note: the key-point of high-score for DIO is "the combo during Time-Stop". this is common to DIO, SHADOW-DIO, and JOTARO as the Time-Stopper.
Note: this is the trick as glitch that only DIO is possible. A: after taunting, continues it until the Stand comes back. B: during Time-Stop, continues it until finishes all motions. it combined A and B.
Note: because the turn of inside-processing is judged by main body. during Time-Stop, if "attacks using Satnd" and "taunting" go at the same time, the flag is set always during Tandem; "taunting→continue:Time-Stop".
Note: during Time-Stop, the enemy can never die by the staging. you can make the combo with "166 hits", if you succeed in perfect input.
Note: you should wait for IGGY's "Stand-ON" while making-meter, but you should use Tandem if IGGY does not.
Note: the meter necessary for "Time-Stop" is a little over 4 meters, because the time-bonus becomes more higher than the combo, at the final 4th round.
Note: "OFF:St.Heavy" as the last of combo is the pressing at the same time. forcibly terminate the Tandem by "STAND+Heavy". but the stamina-adjustment goes wrong, if the timing of pressing is not exactly right.
Note: beacuse COM:KAKYOIN use "Emerald-Splash" very much, its easy to make a draw-game. but be careful about sudden "ON:Cr.Heavy".
Note: you should change the method of the making-meter by an enemy, because the enemy has different recovery-time to get up each. make a jumping using the automatic.
Note: the more meters, the more better... but be careful about "Time-Out (and winning)". you must not be addicted to making-meter too much.
Note: because this is "TAS", its very reckless to play. its OK to use "Time-Stop" usually, if you make a little less than 5 meters.
Note: you should keep "certainty" in mind. the polite play makes stability, and such a result makes stable score.
Note: "the attacks during Time-Stop"; it does not make high-score for its difficulty. its not necessary because the total score is not more than 50000pts.
Note: "Time-Stop" is startupped by "whiff-canceling (not hit)". this is a familiar method in the game of CAPCOM. the move startups at the moment when command-input was completed forcibly.
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 counterattacks the jumping using "Strategist's-Profession". nobody goes against the fate...
Note: COM:JOSEPH uses "Hermit-Web" very much. you must be careful about the time-out in the round of making-draw or losing. finished stamina-adjustment earlier and afterwards shift to making-meter.
Note: the method to make blocking is different to each enemy, because each enemy has a different speed for getting-up.
>Fast: AVDOL, IGGY. ・St.Heavy→Vertical-Jump~
>Slow: KAKYOIN, JOSEPH, JOTARO. ・St.Heavy→St.Medium→Vertical-Jump~
Note: POLNAREFF has a only method that, ・St.Heavy→St.Medium→St.Heavy×n that is only for him, because he is very slow.
Note: the battle of POLNAREFF is special. the enemy on the 1st round is not POLNAREFF, but is JOTARO. this is the staging which is a reproduction of the original comics.
Note: the play result is carried over after the next round. winning, losing, and meters. POLNAREFF's and JOTARO's, the amount of 2 results becomes the final result.
Note: go to the next, if the result of JOTARO is winning or draw-game. rematch with JOTARO, if the result is losing. the best result is "draw".
Note: because DIO run out of meters to use "Time-Stop" when the winning round. the stock of meter becomes "0" on the next 1st battle of POLNAREFF, if you win. its very hard.
Note: therefore, you should make a draw-game while holding some meters. its the best. afterwards, its OK in the same as other enemies of the 2nd round after.
Note: you had arrived at here, there is no particular to say. but attention to the sudden "Stand-Release".
Note: JOTARO who fought before is the same. as usual, make a darw-game and win.
Note: you have time to spare, because COM:JOTARO has explosive power and uses the attack which has a block-damage very much.
Note: thats the last, use Tandem without minding the cycle. you can gain a little many scores more than usual, if use "ON:St.Heavy" only (+3000pts). but "1-1" takes very long time until the end.
it is completion of "DIO:7933200pts". all playthrough over.
Powered by izanamu@warasubo-fact. 2013-10-20. All using MacroLua.