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"JoJo's Venture" - CAPCOM/1998 ・Charactor: MIDLER ・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: MIDLER is a character of "Tandem-Type". the trick when you earn score is to sandwich the enemy between with using "Tandem".
Note: MIDLER's "Tandem" is... ・{ Stand:Cr.MP(1100pts) + MIDLER:S.Jmp.HK(1000pts) }×n and adjust the combos by MIDLER's attack.
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 "MIDLER's combos".
Note: even if you think that "Tandem-Type" lets infinity-combos succeed to be simple, but its very really difficult.
Note: including MIDLER, join most of "Infinity-Combos by Tandem" together in a timing of "2-1-2-1...".
Note: you must use "Alternative Rapid-Machine (Auto-Fire)" definitely to create a period of this "2-1".
Note: with or without Rapid-Machine use, its no use only by tapping a single button.
Note: for example, when you want "Tandem with Medium". if you are tapping a "Medium-Button" only, but it becomes very slow "1-1-1..." in a period.
Note: its necessary to tapping with { Light, Medium }×n to make a period "2-2". even manual is possible, but uses the "Alternative Rapid-Machine" to maximize input.
Note: in this time, its a input-order of the button to be important. the first input after the Tandem-StartUp being "Light" absolutely! if its "Medium", Tandem becomes a period of "1-1".
Note: in the case of "Tandem with Hard", its the same. unless the first input is "Medium", the result becomes a period of "1-1".
Note: when you use the Rapid-Machine (Auto-Fire), its not avoided that time-lag occurs, if you push 2 buttons with manual at the same time.
Note: you may do it for spirit once or twice. but its impossible to do without confusion of 1-fps in the whole playthrough, because the round has 32 times in total.
Note: therefore, "the device which completely controls 2-input with 1-button" is necessary to aim at perfection. it means that use the macro.
Note: its difficult to let sandwich the enemy between with using "Tandem". to that end, its necessary to do the most suitable action for the moment and moment, and memorize all CPU's reaction.
Note: vs. KAKYOIN; its a reaction of 2 either "[Emerald-Splash]×3" and "Stand-Off:Jump-Back → Provocation" mainly that a Tandem-Chance comes.
Note: other chances include "Stand-Off:Move-Forward → Jump-Forward" too, but this is last-resort in the 4th-Round, because its difficult to react.
Note: connect the gap of Stand's-Attack which is 1set of twice by MIDLER's-Attack. use "the highest score attack" when you perform.
Note: in MIDLER, [Jump-Hard] is the highest score attack (+1000pts). but the combos fails if you use Normal-Jumping, because the flight-duration of Normal-Jumping is long, its too late for next.
Note: therefore, its necessary to use "Short-Jump" with a few recovery-time. its easy to do if you input with {↑↓+Hard}.
Note: but attention, you must not attack during the ring in jump. you must attack it during the falling in jump.
Note: because the combos fails if you attack about 10 times. the reason is that, the Stand's-Pressure is strong and distance leaves it.
Note: let CPU spend meters for the beginning at the 4th-Round, afterwards defeat CPU by [Stand-On:Cr.Hard (Bulldozer/+1300pts)].
Note: all MIDLER's Super-Moves are "Grappling (Throw)". the score is not added even if you let a Super-Move hit enemy. "Grappling = 0pts" is common-system in this game.
Note: including MIDLER, as for the character of the "Tandem-Type", the meter is apt to remain. you can make meters enough by whiffing with { Jump-Hard×n }, without thinking deeply.
Note: when you aim to draw-game too, its OK just to sometimes whiff [Stand-Off:Cr.Medium] in the interval of CPU's attack. its easy to make a meter if there are 10sec.
Note: even if attacks is blocked, CPU get it when the next-period certainly. only if the period becomes "2-2". its no-problem if you do about calmly.
Note: make meters for next rounds, if you can afford. you can make meters enough by whiffing with { Jump-Hard×n }, without thinking deeply.
Note: when CPU:AVDOL reached the end of the round with "Stand-Off". CPU does [Stand-Release] with high probability, if you invite CPU's reaction by [Cr.Light].
Note: AVDOL becomes defenseless if you make this situation. afterwards, pass through the Stand (Magician's-Red) using [Backslash] and close to AVDOL, the Tandem-Combos becomes certain and safely.
Note: the score-efficiency lowers if you give attacks to CPU during "Stand-Releasing", because CPU get the double damage than normal. but the stability takes precedence over the score-efficiency.
Note: you lose during Stand-Releasing, for the stability of the beginnig in the 4th-Round. in that time, its the best to put MIDLER's position in "between AVDOL and Stand".
Note: adjust each other's positions before combos, because IGGY'***-box is strange. the combos fails if you start the combos at the center. combo starts after driving IGGY into the corner.
Note: but, often fail halfway even if you think succeeded. because the timing of the attack is difficult too. you may use [St.Medium] by compromise.
Note: counterattack comes in the gap of the combos because CPU's rank rises after the 4th-Enemy. therefore, you must do { Dashing → Jump:Hard-Kick } for prevention of counterattack.
Note: very very quick lever operation is required. you intend to input {→→↗+Hard} as Command-Move and should do it.
Note: if { Flight → Sand-Bomb×5 } comes, lucky. the Tandem-Combos becomes certain and safely. perform it surely!
Note: the conbos starts slightly than IGGY's landing early, and its a trick that whiff the first attack only once.
Note: vs. IGGY; there is no need to adjust CPU's meter. if meter for the next-round is enough, you may lose immediately.
Note: CPU:POLNAREFF does [Stand-Release] with high probability. therefore, you should do nothing and watch CPU's movement in a beginning.
Note: afterwards, pass through the Stand using [Backslash] and close to POLNAREFF, the Tandem-Combos becomes certain and safely.
Note: the score-efficiency lowers if you give attacks to CPU during "Stand-Releasing", because CPU get the double damage than normal. but the stability takes precedence over the score-efficiency.
Note: counterattack comes in the gap of the combos because CPU's rank rises after the 4th-Enemy. therefore, you must do { Dashing → Jump:Hard-Kick } for prevention of counterattack.
Note: waiting for [Stand-Release] is steady, but {[Ray-Darts]×3} is a few chances too. after push-blocked the 2nd-Attack, Tandem-Combos starts. if positioning is perfect, the 3rd-Attack does not hit.
Note: adjust each other's positions on the corner, for the stability of the beginnig in the 4th-Round. because this is a mental ceremony for me, you donot have to do. lol
Note: CPU:JOTARO uses many [Backslash]. first, move to the corner and wait, as the measures.
Note: its difficult to let sandwich CPU:JOTARO between with using "Tandem". to that end, its necessary to do the most suitable action for the moment and moment, and memorize all CPU's reaction.
Note: vs. JOTARO; its a reaction of 2 either "[Ora-Ora] → Move-Forward" and "[Mach-Ora] → Jump-Forward" mainly that a Tandem-Chance comes.
Note: but its more difficult to judge his movement than other characters. as a result, it cannot but often become "the attack without confirming"...
Note: fix for a draw with crouching-blocks all the time. because, CPU:JOTARO not use the "Overhead" in the 1st-Round.
Note: CPU:JOTARO uses Super-Move as soon as there is meters. therefore, let CPU spend meters first and afterwards go into Tandem-Combos.
Note: even if attacks is blocked, CPU get it when the next-period certainly. only if the period becomes "2-2". its no-problem if you do about calmly.
Note: you lose with being defeated by Super-Move, for the stability of the beginnig in the 4th-Round.
Note: the Final-Round is special for JOTARO. CPU's state changes your method in "Stand-On" or "Off".
Note: if CPU is "Stand-On", its easy to get attacks. if "Off", CPU blocks attacks.
Note: no-chance may come if you wait. you should go positively into Tandem-Combos when the beginnig of the Final-Round with a few risk.
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 MIDLER's stamina using "block-damage".
Note: get damage by a pattern decided. ・MIDLER: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,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 "Jump-Kick in Rising". you keep distance between CPU in advance. its throw measures.
Note: its difficult to let Tandem-Combos succeed for VANILLA. beat VANILLA with "Dashing-Attack", score-efficiency lowers after it was understood.
Note: unless hit with the attack more than medium before Tandem-StartUp once, CPU:VANILLA escapes by [Dark-Space] in response to Tandem. its escape measures.
Note: at this time, be careful! you must not startup a Tandem with cancelling. because the period changes itself into "1-1".
Note: input a command slowly and late to prevent it. CPU:VANILLA becomes "Standing Stock-Still" for several seconds, if the attack succeeds. input a command calmly without being in a hurry.
Note: because VANILLA is tall, cannot jump over him with "Stand-On", if you dash and jump-attack.
Note: therefore, you have no choice but to use [Backslash] for sandwiching VANILLA. but sometimes CPU does [Throw] in response to it.
Note: its impossible virtually to avoid this. first, another reaction is invited by [Dashing-Forward]. afterwards, pass through it using [Backslash] with invincible-time.
Note: after [Dark-Space], the position where CPU falls is random. its lucky if fall down in front, tapping St.Light. you can minimize damage and start Tandem. 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: make meters for next rounds. and gain 1 meter, defeat CPU immediately.
Note: if DIO has some meters after the 2nd-Round, you become troublesome. you should win immediately to not let DIO make extra meters.
Note: when distance leaves, DIO cast [The-World]. ・block → Re:Cr.MP → Dashing → De:Tandem-StartUp attack without confirming by a series of events.
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 a long distance, you can make DIO a repeat-mode by { block → Re:Cr.MP×n }.
Note: it works before the Next-Round and adjust each other's positions.
Note: DIO is remaining unless stop tapping. this is the stable method that combined making-meters and stamina-adjustment (block-damage).
Note: the beginning is stable, if "Trick" succeed. ・{ Cr.MP → Dashing → De:Tandem-StartUp } ~is OK without confirming. DIO casts [The-World].
Note: at this time, be careful! the Tandem-StartUp after the Dashing must not be too early.
Note: after a dash, begin input a command for a feeling so as to wait a little. you can whiff DIO's [The-World] by doing so it, during Tandem-Programing.
Note: you will be attacked adversely, if Tandem-StartUp was too early. DIO's [The-World] hits you before finishing Tandem-Programing.
Note: DIO uses [Tokiyo-Tomare! (Time-Stop)] immediately if becomes more than 3 meters. its better you do { Dashing-Back → Jump:Medium-Kick } at the moment when DIO uses "Time-Stop".
Note: if DIO enters the repeat-mode once, he go with [The-World] 1 of twice without MIDLER's whiffing.
Note: DIO is remaining unless stop tapping. this is the stable method that combined making-meters and stamina-adjustment (block-damage).
Note: there is no-problem with 30sec, if the stamina remaining is half. although [The-World] has a big block-damage, but has a few meter-increment for DIO.
Note: the beginning is stable, if "Trick" succeed. ・{ Cr.MP → Dashing → De:Tandem-StartUp } ~is OK without confirming. DIO casts [The-World].
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: 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 "MIDLER:6455800pts". all playthrough over.
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