Difference between revisions of "World Heroes Perfect"
|Line 122:||Line 122:|
*[[Johnny Maximum (WHP)|Johnny Maximum]]
*[[Johnny Maximum (WHP)|Johnny Maximum]]
*[[Son Gokuu (WHP)|Son Gokuu]]
*[[Son Gokuu (WHP)|Son Gokuu]]
Latest revision as of 19:41, 19 August 2010
- 1 Introduction
- 2 Notation
- 3 Game Mechanics
- 4 Strategy
- 5 Tiers
- 6 Game versions
World Heroes Perfect is a fighting game originally made by ADK in 1995. A radical departure from the three previous games in the series, Perfect incorporates a number of subsystems and engine changes. These result in a game that is fast and exciting, and has been compared to a cross of Street Fighter 2 and Guilty Gear.
Most recently the game has been made available on the Playstation 2 in the World Heroes Anthology (World Heroes Gorgeous in Japan). It is also available for the original Neo Geo, the Neo Geo CD, and the Sega Saturn.
- f - Forward - Tilt stick forward/towards the opponent.
- b - Backward/Back - Tilt stick backward/away from the opponent.
- u - Up - Tilt stick upwards.
- d - Down - Tilt stick downwards.
- QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- 360/FC - Full circle - Complete a full rotation of the stick.
- 720 - N/A - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
Four Button Notation
- A - Jab - weak punch
- B - Strong - medium punch
- A+B - Fierce - fierce punch
- P - any punch
- C - Short - weak kick
- D - Forward - medium kick
- C+D - Roundhouse (RH) - fierce kick
- K = any kick
- ~ = Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong
- st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
- cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.
If your HERO bar is full, certain special moves will transform into EX Special moves the next time you perform them. This usually results in more hits and/or increased damage, and sometimes some invulnerability on startup.
If your health bar is flashing red (meaning you are below 50% health), you can access your character's super move(s). These may be done as much as you like without any farther cost, just like a special move.
If you have red health AND full HERO bar, the next time you perform a Super move, it will automatically transform into a HERO Super. This usually results in more hits and/or increased damage, and sometimes invulnerability on startup.
Press f,f to make your character run or quickly step forward. Dashes can be canceled by almost anything, and some attacks actually transform into other attacks when performed during a dash.
Press b,b to dash away from your opponent. These have a LOT of frames of invincibility on them, and can be used to escape most of the games seemingly 'inescapable' situations. You can even Backdash on wakeup to avoid your opponent's wakeup game. They can anticipate this, however, and take countermeasures against it. It is a lot less effective when cornered, as well.
Hold b in the air. Not all attacks, specials, or supers can be air guarded, but many can. In WHP, you can attack on the way down AFTER airblocking!
Many or all characters can do multiple weak and/or medium attacks in the same jump!
Some normals and specials can be used to hit an airborn opponent that is already in hitstun. These usually require correct spacing and timing.
This is a property of certain normal attacks. If one of these is blocked, your opponent's guard will be ripped open and they will be vulnerable to a follow up attack. Once you are guard crushed yourself, you have two options to escape. Both must be done very quickly. You can either backdash (b,b), or you can wiggle the joystick a few times to shake out.
This is a property of certain normal attacks. These normals have the ability to destroy a projectile, causing no damage to either player. Shot Break normals have no extra effect when used on your opponent, however.
Press f+HP or b+HP when very close to your opponent. Throws cannot be blocked or reduced in any way. Some characters can throw with HK as well. If your character's throw is a grab or hold, you can increase the damage/duration by wiggling the joystick. No button presses are necessary. Doing so also usually yields 70% or more HERO bar buildup. Throws have 0 frame startup in WHP, and are very useful during wakeup.
Option selecting throws is a very important part of World Heroes Perfect.
- Air Throw - Press f+HP when close to an airborne opponent, while you are also airborne. Only a few characters can do this.
Hold b after being tripped or otherwise knocked over to land on your feet instead. If your opponent expects this, they can usually score more free damage on you. Not all knockdowns can be teched.
- Jump - Press ub, u, or uf to leap into the air.
- Double Jump - Press ub, u, or uf in the air to leap again. Only Hanzo and Fuuma can do this.
- Wall Jump - Press uf when against the side of the screen and airborne to leap off the wall. Only a handful of characters can do this.
- Triangle Jump - Press uf when against the wall VERY close to the ground. Only wall jump characters can do this. It can result in some very surprising air attack situations.
- Jump Cancel - Some normals (and a few specials!) can be canceled into a jump by simply pressing ub, u, or uf. This is a very important part of some character's games.
VERY occasionally, two attacks will collide and negate each other, making a unique sound effect and pushing both characters back. Neither takes damage.
- If you use one attack, then "buffer" into another (that is, execute it ASAP), it will remove a frame of startup from the second one. That probably sounds very confusing, so I'll use an example:
Dragon's low MK is +3 on a standing opponent. The low MK has a 4-frame startup, yet he can link two of them in a row. This doesn't make sense until you realize that linking a low MK removes a frame of startup...so it's 3 frames and thus will link from a +3 move.
It turns out that this is indeed a general rule of this game. So when using the frame data to come up with possible combos & pressure strings, keep in mind that you can use moves whose startup is 1 frame longer than your advantage.
- It turns out that I was partially right when I thought that autoguard moves were high/low dependent. Actually, only part of your character's body will autoguard, while the rest of the sprite is vulnerable. Erick is the most obvious example; his autoguard moves will work on anything that touches his shield.
Also, all autoguard begins on the 2nd frame of a move, so you cannot use these attacks as true reversals. They still work if your opponent's string isn't airtight, though.
- All throws are 0 frames and can be used as reversals.
- The super flash takes 3 frames to begin in this game, as opposed to 0 in many others.
Tiers are currently a guesstimation. Keep in mind that World Heroes Perfect is very counter-character based, and thus far any character seems capable of winning.