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"JoJo's Venture" - CAPCOM/1998 ・Charactor: DEVO ・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 there is no intrusion for villain. 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: DEVO is a character of "Tandem-Type". the trick when you earn score is to sandwich the enemy between with using "Tandem".
Note: infinity-combos is easy for Tandem-Type. because DEVO only puts Doll behind enemy.
Note: DEVO's "Tandem" is... ・{ Stand:St.MP(500pts) + DEVO:St.HP(1000pts) }×n without DEVO's help, combos is formed only with Doll.
Note: "Alternative Rapid-Machine (Auto-Fire)" is indispensable to finishing an enemy with only 1 meter. its impossible by manual. the details, please watch the video of "DEVO's combos".
Note: DEVO is the character whom has very bad meter-efficiency. anyway, devote yourself to "making-meter" if you have free.
Note: the efficient attacks for making-meter is tapping Cr.LP of the Stand-Version. put Doll to the back of the enemy and tapping Cr.LP.
Note: at the situation when operating Doll is difficult. let DEVO oneself whiff attacks, but its very non-efficiency.
Note: meter-increment is the same without relations in a kind of attacks. because the fast attack of the whiffing is more efficient simply. this is common to all characters.
- Usable-Attacks for Making-Meter - ・Regulars - Off:Medium and over, On:All. ・Moves - Strikings except Grappings.
Note: meter-increment is the same, when whiffed and blocked. avoid the block substantially because a score lowers.
Note: "be damaged" is the action that meter-increment has large as well as whiffing. because this is the increment that cannot ignore, make an important choice!
Note: its an average of 100000pts with 1 time of Tandem. prepare yourself for "aim not to lower score from 100000pts", not "aim at score to 100000pts".
Note: such a reason; score lowers if attacks for meter-making hit. and its necessary to win fast when the 4th-Round. always think about the whole with inverse-operation.
Note: including KAKYOIN's [Emerald-Splash], many other attacks does not hit if DEVO is crouching. because Doll is also short, make meter using it.
Note: you probably see that my play is rough and random, but really patternize. therefore its necessary to memorize all CPU's reaction. KAKYOIN has many surprise-attack!
Note: its difficult to let Tandem-Combos succeed for KAKYOIN. first, wait for CPU to do "[Emerald-Splash]×3". next, startup Tandem when the 2nd-shot ended just, and insert Doll at the 3rd-shot moment.
Note: DEVO's [Junk-Carnival] locks the status of enemy. if hits, it will certainly continue hitting to the last. aim at "Hit and Timeup" using this characteristic.
Note: [Junk-Carnival] has no finishing only to one of the last, its Dryer. adjust it to become the time-up in the part.
Note: in theory, done "Super-Move Finishing" becomes high score (about +4000pts) when the 4th-Round. but its almost impossible.
Note: you must stop Tandem-Combos, if aim at finishing by Super-Move. because DEVO cannot include the Super-Move in the combos.
Note: its out of the question. because if its touched enemy even a little, you lose 100000pts at the moment. this game has block-damage by regular attacks!!
Note: vs. AVDOL; the beginning of the 1st-Round is trial. its over, if CPU release the stand when at this time. nobody recover, and reset immediately! lol
Note: if the beginning succeeds, put Doll behind enemy. afterwards, repeat jump back and [HP]. and continue making-meter all the time.
Note: if becomes this formation, CPU hovers about the center of stage, right and left. there is hardly that CPU approaches DEVO. battle start! when made to 2.5 meters.
Note: "Rapid-Machine (Auto-Fire)" is indispensable to Tandem-Combos, but if you donot use the device that stop Tandem with just "0-Pixel" has difficult too.
Note: sometimes, AVDOL's [***-Bomb] becomes unblockable. is it glitch??
Note: after the 2nd-Round, it works before the beginning and adjust each other's positions.
Note: if you can take to this situation when CPU is "Stand-Off", the CPU freezes. but always be careful about CPU's reaction! because it may begin to move suddenly.
Note: 3 character of the early are "Inn Stage". [Backlash] is difficult because this stage without screen zoom out. if you take the position, keep it till the last.
Note: vs. JOSEPH; if he has a meter when the beginning, ・A: Dashing → [Master's-Teachings (Lisa-Lisa)] ・B: Forward-Roll → [Hamon-Overdrive (FAB)] ~CPU performs A or B with high probability. other than the 4th-Round when a perfect-game is necessary, get it.
Note: its difficult to let Tandem-Combos succeed for JOSEPH. first, wait for CPU to do "[Hermit-Web]×3". next, startup Tandem when the 2nd-shot ended just, and insert Doll at the 3rd-shot moment.
Note: if JOSEPH has a meter when the beginning, ・A: Dashing → [Master's-Teachings (Lisa-Lisa)] ・B: Forward-Roll → [Hamon-Overdrive (FAB)] ~CPU performs A or B with high probability. other than the 4th-Round, get it.
Note: if you can take to this situation when CPU is "Stand-Off", the CPU becomes repeat-mode too. but always be careful about CPU's reaction! because it may begin to move suddenly.
Note: its correlative to each other's modes and attacks in this game. its similar to "Rock-Paper-Scissors", and win-or-lose is decided.
Note: that is... ・Win: Stand-Off Light > Lose: Stand-On Hard ・Lose: Stand-Off Medium < Win: Stand-On Light ~it becomes like that.
Note: there is not simple formula, and it changes by a character. but learn you with "Stand-Off:Cr.Light is the Strongest". there is the exception.
Note: and so, "Initiative" of the next round is decided by the result of the round just before. for the beginning of 4th-Round, "trick" of the end of the 3rd-Round is important.
Note: for DEVO, an enemy has better "Stand-Off". basically, its a draw or a lose when the 1st and 2nd-Round. and certainly win in the 3rd-Round.
Note: make to 3 meters including the expenses of the 4th-Round.
Note: the beginning, move Doll a little forward and make a space. afterwards, turn Stand-Off immediately and jump over CPU. and do with { Cr.LP×2 → Cr.HP → Tandem }.
Note: this method is effective for all character except VANILLA and DIO. change a method for them individually and cope. this method is block aim, but even hit is the same.
Note: if you can take to this situation when CPU is "Stand-Off", the CPU becomes repeat-mode too. but always be careful about CPU's reaction! because it may begin to move suddenly.
Note: Doll's attack is late because IGGY'***-box is strange. its necessary that stalling for Doll completely close to CPU. meanwhile, support by DEVO with { Cr.LP×2~3 }.
Note: during making-meter, no-damage is desirable each other. but during all 4 rounds, its the tolerance level until 3 Cr.Light-Attacks.
Note: the beginning, move Doll a little forward and make a space. afterwards, turn Stand-Off immediately and jump over CPU. and do with { Cr.LP×2 → Cr.HP → Tandem}.
Note: in this time, it may be a trade-hit with IGGY's "Sand". there is no evasion method, and give up! lol
Note: vs. JOTARO; get damages first, and make meter. but be careful not to die!
Note: in the stage with screen zoom out, unless DEVO push CPU regularly, the combos will fail, until Doll drive CPU into the corner. [Cr.MP] is used for 5 times at once.
Note: but score lowers as much as pushed back (-200pts/hit). that's way, move DEVO as much as possible to the corner before starting Tandem-Combos.
Note: fix for a draw with crouching-blocks all the time. because, CPU:JOTARO not use the "Overhead" in the 1st-Round.
Note: its Super-Move measures which get damages first. because JOTARO uses Super-Move as soon as there is meters, you always make an effort to 0 CPU's meter left.
Note: escape a JOTARO's Super-Move [Ora-Ora] by [Backslash], and take distance with back-dashing. afterwards, JOTARO freezes during tapping Cr.LP.
Note: when put Doll in the back, CPU begin to go back in response to it. start Tandem if make CPU come near.
Note: escape a JOTARO's Super-Move [Patsun-Ora] by [Backslash], and take distance with back-dashing. afterwards, JOTARO freezes during tapping Cr.LP.
Note: if you donot move, cannot [Backslash] when the beginning of the 4th-Round. so that, moved nearer some center and make a space in advance.
Note: the beginning, move Doll a little forward and make a space. afterwards, turn Stand-Off immediately and jump over CPU. and do with { Cr.LP×2 → Cr.HP → Tandem }.
Note: in this time, if JOTARO has some meters, he is super-sensitive with Super-Move! even if which of [Patsun-Ora] and [Star-Breaker] comes, its unavoidable.
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 DEVO's stamina using "block-damage".
Note: get damage by a pattern decided. ・DEVO:Stand-On(Doll) - 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,Md,Low,Low,Crv,Crv,Up,Up,Md,Md... this does not change, unless CPU damaged.
Note: be careful, let Doll receive only [Dark-Space]. because DEVO is different from Doll in the durability. durability is slightly than "Stand-Off" lower "Stand-On".
Note: if CPU's stamina nears 0, go through using [Backslash]. you keep distance between CPU in advance. its throw measures.
Note: its difficult to let Tandem-Combos succeed for VANILLA. first, wait for CPU to use [Dark-Space]. next, startup Tandem when the falling is defenseless.
Note: but, the timing is very difficult. when too early, the combos fails because flick CPU away with Doll's attacks in the air. when too late, CPU escapes with [Dark-Space] again.
Note: if escapes with [Dark-Space], the next-chance is about 5sec later. its a waste of time and the meter is errand loss too. you are Time-Up and will be unable to win.
Note: CPU:VANILLA is defenseless always. such a reason, if completely overlap a Super-Move when CPU's rising, its certain (+1500pts). 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 a story-demonstration is inserted when loses once.
Note: "Stand-Off" will be better for some characters. but, glitch may outbreak if you do 3 times of draw-games. suddenly DIO's clothes break during a play...!
Note: if DEVO is crouching during Stand-Off, DIO certainly whiff a last attack with St.HK. when the moment, push "Stand" and "Light" at the same time.
Note: afterwards tapping a Light-Button, if the first Cr.LP startups. CPU:DIO reacts immediately and becomes repeat-mode with [The-World]. DIO is remaining unless stop tapping.
Note: DIO uses [Tokiyo-Tomare! (Time-Stop)] immediately if becomes more than 3 meters.
Note: in this time, its safer for you not to move confusedly. the moment when DIO uses "Time-Stop", put attack with Cr.LP. its easy to finish without any trouble?
Note: if DIO enters the repeat-mode once, he go with [The-World] 1 of twice without Doll's attacks. just moment, startup Tandem-Combos.
Note: donot finish by Super-Move 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. ・{ Doll:Cr.LP×2 → Tandem:StartUp } ~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 "DEVO:5117900pts". all playthrough over.
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