Dreamclub - Round 4: TBA

SMS, Genesis, 32X, Sega CD, Saturn, Dreamcast
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CD AGES
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Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by CD AGES »

Sorry guys about the lack of responding on the thread. Busy this last weekend. Helping run a local tournament all day yesterday and currently doing SF All-Nighter stream at the Jace Hall studio. Will paost score and talk CvS tomorrow. Have a good one and keep playing CvS :)
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foxhound1022
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Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by foxhound1022 »

Well, scratch the last score. Broke the 1 mil mark, and maxed out the groove points. Not sure if I can improve on this, but I'll keep trying.

foxhound1022 - Terry/Ryu - SNK Groove - 1,172,800/100 G.P. - All

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mjmjr25

Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by mjmjr25 »

Donnie - Amazing man, truly! Really awesome to see that - well done.
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CD AGES
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Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by CD AGES »

Was able to beat own score quite convincingly last nite after the stream.

Has anyone experimented playing with the EX roster?
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Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by Flake »

Had my best night yet. Classic Fatal Fury team, Terry and Mai. S-Groove. 100,901 points.

Mai's downward super has an insane level of priority and is fantastic for chipping down enemies while maintaiing a decent GPS rating. Terri is excellent for handling the Ratio 3 characters - although his burst wolf super really doesn't seem to do much damage, making it hard to finish the tough fighters off with a high GPS. Also, this team fights M.Bison in the end instead of Geese and I find that to be a WAY more manageable battle.

Worth noting: I got this score after getting chipped out by Bison in a real nail biter battle. I think tomorrow I'll be able to finish the thing and hopefully fight a secret character.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
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CD AGES
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Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by CD AGES »

The reason !Bustah Woof! Lacks damage is because its got juggle properties at the tail end of the super. You can juggle with a rising tackle (or power dunk with Ex Terry) or go max damage and hit em with a power geyser!
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foxhound1022
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Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by foxhound1022 »

What I found to work for me is using characters that have a projectile-type super.

The Power Geyser has a wide hit range and good priority, so use it to interrupt your opponent's attacks, and up your GP score.

Then Ryu and Ryo's supers both hit multiple times, so if you're fighting a fireball spammer (i.e. Sagat), use it to cancel out their shot, and then the remaining hits of your super will still hit them during their move animation.

The AI has predictable patterns; use that to your advantage.
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Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by Flake »

The problem I keep running into is that I can't seem to keep my GPS up - I keep having to play defensively while waiting for obvious move telegraphing to get as many counter attacks as I can. It seems to me that there must be more ways to earn GPS than just waiting.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
mjmjr25

Re: Dreamclub - Round 3: Capcom vs SNK Millennium Fight 2000

Post by mjmjr25 »

I think you can earn groove points playing almost exclusively offensively, but you need to do a sort of a special or combo each move and can't do the same ones repeatedly.

Meaning, if you do a hadoken, followed by an aerial spin kick, followed by a shoryuken, followed by a hadoken, you can keep getting A's.

If you do a hadoken, followed by a hadoken, followed by a shoryuken, followed by a shoryuken, you're going to get 2 A's and probably a B and a C.

I don't know if that's exact, but it seems to hold pretty close to true from what I can tell.
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