Fighter's History Dynamite/System: Difference between revisions

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(General cleanup, fixed charge timers on Marstorius Dash Lariat and Kneel Kick)
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===Back Dash===
===Back Dash===
Tap {{b}}{{b}} to perform a fairly quick hop backwards to retreat. It doesn't grants invulnerability, but makes character airborne for it's whole duration. Backdash lasts 12 frames (or 13 frames for Ryoko, Jean, Mars and Zazie).
Tap {{b}}{{b}} to perform a fairly quick hop backwards to retreat. It doesn't grants invulnerability, but makes character airborne for it's whole duration. Backdash lasts 12 frames (13 frames for Ryoko, Jean, Mars and Zazie).


===Throws===
===Throws===
Throws are performed pressing {{b}}/{{f}} + [[File:Snkb.gif]] (some characters also have additional throws with [[File:Snkd.gif]] or {{db}}/{{df}}). Regular throws can not be softened or escaped in any way. As in the old SF2's, throws can be performed on reversal frame on wakeup if the opponent is close enough. Throwboxes in this game are all the same for all characters and they are ridiculously big. They're even extends to the characters' backs and this allows to do throws from your spine (actually CPUs in this game using it constantly).
Throws are performed by pressing {{b}}/{{f}} + [[File:Snkb.gif]] (some characters also have additional throws with [[File:Snkd.gif]] or {{db}}/{{df}}). Regular throws cannot be softened or escaped in any way. As in the old SF2's, throws can be performed on reversal frame on wakeup if the opponent is close enough. Throwboxes in this game are all the same for all characters and they are ridiculously big. They're even extends to the characters' backs and this allows to do throws from your spine (actually CPUs in this game using it constantly).


Clown and Samchay have '''hold throws''' in which you can do more damage during the grab by mashing the joystick/buttons. The opponent can also counter-mash and break out faster. Clown can do over 25% damage with enough mashing, giving him the best normal throw in the game.
Clown and Samchay have '''hold throws''' in which you can do more damage during the grab by mashing the joystick/buttons. The opponent can also counter-mash and break out faster. Clown can do over 25% damage with enough mashing, giving him the best normal throw in the game.


Ray, Jean, and Ryoko have '''air throws'''. Air throws do slightly more damage than regular throws, but generally aren't seen too often in play. Unlike normal ground throws, aerial ones have different throwboxes and so different ranges.
Ray, Jean, and Ryoko have '''air throws'''. Air throws do slightly more damage than regular throws, but generally aren't seen too often in play. Unlike normal ground throws, aerial ones have different ranges.


Marstorius and Ryoko have '''command throws'''. Some can be done with {{hcb}}/{{hcf}} and some can be done with {{uhcb}}/{{uhcf}}. The last one looks odd at first glance, but it's doable. Unlike regular throws, special throws can actually be ''comboed out of regular attack'' if you're in range. Special throws have no whiff animation - if you buffer into a special throw off a blocked normal attack, you will instantly interrupt the animation of the previous normal attack with another normal attack (the button you just hit). You can continually repeat this as long as your attacks are in range, creating a blocked hit string to keep the pressure on the opponent. For this reason it's usually best to stick to performing Marstorius' and Ryoko's special throws with [[File:Snka.gif]], so you don't cancel into a [[File:Snkb.gif]] that might whiff and put you in danger.
Marstorius and Ryoko have '''command throws'''. Some can be done with {{hcb}}/{{hcf}} and some can be done with {{uhcb}}/{{uhcf}}. The last one looks odd at first glance, but it's doable. Unlike regular throws, special throws can actually be ''comboed into'' if you're in range. Special throws have no whiff animation - if you buffer into a special throw off a blocked normal attack, you will instantly interrupt it with the button you just hit. You can continually repeat this as long as your attacks are in range, creating a blocked hit string to keep the pressure on the opponent. For this reason it's usually best to stick to performing Marstorius' and Ryoko's special throws with [[File:Snka.gif]], so you don't cancel into a [[File:Snkb.gif]] that might whiff and put you in danger.


On wakeup, there are 7 frames of throw protection. This is ignored if you're canceling a normal into command throws. This can allow you to grab someone seemingly the instant they recover from knockdown.
On wakeup, there are 7 frames of throw protection. This is ignored if you're canceling a normal into command throws. This can allow you to grab someone seemingly the instant they recover from knockdown.
===Combos===
A very loose ground combo system is in place. Every character has at least one light attack that can be chained into any other normal move (not including command normals). Most combos consist of an optional jumping attack followed by a couple light attacks chained into a hard attack, and then canceled into a special move. Nearly every normal move is bufferable into special moves, with the exception of some command normals (such as Samchay's f+HP or f+HK).<br>
There is no juggle system, except for Ryoko's hidden move, which allows her to juggle one free hit.


===Dizzies===
===Dizzies===
Dizzies work differently from most other games. Each character has a unique piece of clothing on their body, which is damaged when hit, indicated by the object flashing. Once the object takes three hits it will fall off and the character will become dizzy. You can only lose the item once per round, so there's no fear of multiple dizzies or re-dizzies. Clothing is positioned in different places depending on the character, so some characters (depending on their attacks) will have an easier time dizzying certain other characters. When character gets dizzied, player can mash to get out of it faster. But unlike other FGs getting rid of dizzy is hard in this game. Even with really hard mashing character will be vulnerable for at least ~1.5 seconds and opponent will have a time to prepare his best combo. Therefore after a character has been dizzied, any further attacks to that character's weak spot will deal <u>1.5x damage</u> for the rest of the round. Thus, for the many of times getting dizzied can mean a round loss.
Dizzies work differently from most other games. Each character has a unique clothing item ("weak point", which is damaged when hit, indicated by the screen flashing. Once the object takes three hits it will fall off and the character will become dizzy. You'll know that someone is about to be stunned if their weak point is flashing. You can only be dizzied once per round, which is a neat way to prevent redizzy combos.<br>
Because every weak point is located in a different spot, some characters will have an easier time dizzying other characters. Naturally, certain moves will move a character's weak point around. When you gets dizzied, you can mash to get out of it faster. Unlike other games at the time, even with really hard mashing you will be vulnerable for at least ~1.5 seconds and opponent will have a time to prepare his best combo.<br>
After a character has been dizzied, any further attacks to that character's weak point will deal <u>1.5x damage</u> for the rest of the round. Characters like Lee and Zazie can often KO you by stunning you and following up on the weak point. However, you can also attempt to avoid getting hit and dizzied by Stance Shifting, explained under Advanced Mechanics.


Each character's weak point will be listed in their individual section.
Each character's weak point will be listed in their individual section.


===Hidden Moves===
===Hidden Moves===
A popular misconception is that there are super moves in the game, which is not true. Some characters ''DO'' have secret moves which can be performed at any time, but they're only considered secret in the sense that they did not show up on movelists distributed with the game and CPUs doesn't use them. The secret moves tend to have input motions that aren't as "obvious" to discover as other moves.
A popular misconception is that there are super moves in the game, which is not true. Some characters ''DO'' have secret moves which can be performed at any time, but they're only considered secret in the sense that they did not show up on movelists distributed with the game and the CPU doesn't use them. The secret moves tend to have input motions that aren't as "obvious" to discover as other moves, like Ray's Thunder Dynamite Tackle requiring a long charge into a dash input.


==Advanced Mechanics==
==Advanced Mechanics==


===Cancelling Normals===
===Cancelling Normals===
It's a common thing for all fighting games. In case of FHD the overwhelming majority of normals are cancellable, giving more options for combos. Most ground normals are cancellable, sweeps are cancellable, aerial normals are cancellable (if the character have an aerial special move to cancel into) and some command normals are cancellable. Both on hit and on block.
It's a common thing for all fighting games. In FHD, the overwhelming majority of normals are cancellable, giving more options for combos. Most ground normals are cancellable, sweeps are cancellable, aerial normals are cancellable (if the character have an aerial special move to cancel into) and some command normals are cancellable. Anything that can cancel on hit can also cancel on block. You can also delay the special cancel, which is more notable on hard normals, to throw them off from challenging you after blocking.


===Fuzzy Guard===
===Fuzzy Guard===
After blocking an attack, you're automatically able to block every following attack automatically as long as you're still in the original blockstun. So you can hold Back to block a jumping attack, and if they do any low attacks afterward you can automatically block them even if you remain in high block. Once blockstun has ended, you must then block the next move in the correct direction.
After blocking an attack, you're automatically able to block every following attack as long as you're still in the original blockstun. You can hold back to block a jumping attack, and if they do any low attacks afterward you can automatically block them even if you remain in high block. Once blockstun has ended, you must block the next move in the correct direction.


===Stance Shifting===
===Stance Shifting===
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* Ray's '''Thunder Dynamite Tackle''' - 64f
* Ray's '''Thunder Dynamite Tackle''' - 64f
* Marstorius' '''Dash Lariat''' - 80f
* Marstorius's '''Dash Lariat''' - 72f
* Marstorius' '''Kneel Kick''' - 80f
* Marstorius's '''Kneel Kick''' - 72f
* Jean's '''Rondato''' - 64f
* Jean's '''Rondato''' - 64f


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===Damage Scaling===
===Damage Scaling===
In the original FH even some easy combos on exposed weakpoint could lead to an inadequate damage. In a matter to fix this, FHD introduced two simple systems to scale down damage output, though in certain cases it doesn't really helps.
There are two different mechanics that adjust damage dealt in FHD.
 
'''Low health ("Guts"):''' when character is down to <u>less than 20% health</u> (not the same time the music speeds up, but a little after that), all damage from attacks is <u>reduced by 50%</u> (except normal and command throws). This makes it harder to kill with a chain combo that isn't cancelled into a special move near the end of the round. The best visual clue to see the threshold is character's name under the healthbar, look at the three letters that are closer to the timer.


'''First one:''' when character is down to <u>less than 20% health</u> (not the same time the music speeds up, but a little after that), all damage from attacks is <u>reduced by 50%</u> (except normal and command throws). This makes it harder to kill with a chain combo that isn't cancelled into a special move near the end of the round. The best  visual clue to see the threshold is character's name under the healthbar, look at the three letters that are closer to the timer.
'''Combo scaling:''' There's a damage scaling system for combos, but its rules are confusing at first. The game has two ''separate'' scaling systems for normal moves and special moves. Each of these have their own scaling values, which apply immediately after the first hit:
*Normals: 100% → 75% → 75% ...
*Specials: 100% → 50% → 50% ...
*''Note: Command throws are never affected by scaling''
These two scaling values work ''independently from each other''. Here are some examples to illustrate:
*Karnov: cr.LPx3 xx 100-kick(3 hits)<br>Result: 8 → 6 → 6 → 24 → 12 → 12
*Yungmie: jump-in HK(1st hit) xx Aura smash, cr.HK<br>Result: 20 → 16 → 21 (instead of 28)


'''Second one:''' also FHD includes a damage scaling system for combos, but it's rules are confusing at first. The game have two ''separate'' scaling systems for normals and special moves. Each of these have their own scaling values:
*Normals: 100% → 75% → 75% → 75% → ...
*Special moves: 100% → 50% → 50% → 50% → ...
*''Note: command throws are never affected by scaling''
Two separate systems like these also means that they works ''independently from each other''. That fact leads to damage outputs like these:
*Karnov: cr.LPx3 xx 100-kick(3 hits)<br>Output: 8 → 6 → 6 → 24 → 12 → 12
*Yungmie: jump-in HK(1st hit) xx Aura smash, cr.HK<br>Output: 20 → 16 → 21(instead of 28)


===Player Side Differences===
===Player Side Differences===
FHD does have differences between Player 1 and Player 2, though it's not uniqe for earlier Neo Geo titles. Detecting all specific differences is hard, here's a list of known ones:
FHD does have differences between Player 1 and Player 2, though it's not unique for earlier Neo Geo titles. The known differences are:
*P1 Lee can crossup foes in the corner with HP version of quick lunge punch, whereas P2 Lee cannot;
*P1 Lee can cross up foes in the corner with HP version of quick lunge punch, whereas P2 Lee cannot;
*P2 always have 1fr more of frame advantage than P1 (a.k.a. "+1"), thus making some links easier. It happens because of a bug that P1 always suffers on 1 frame of impact freeze more than P2. This applies to normals, special moves (except fireballs) and trades;
*P2 always has +1 frame advantage over P1, thus making some links easier. This happens because of a bug causing P1 to suffer from 1 more frame of impact freeze (aka hitstop) than P2. This applies to normal and special moves (except fireballs), and makes trades work in P2's favor;
**Also pushback starts on this particular bugged frame, thus P1 suffers more pushback than he should. It's especially noticeable at chain links and multi-hits.
**Pushback also starts on this particular bugged frame, thus P1 suffers more pushback than he should. It's especially noticeable in chain combos and multi-hits.
Due to such differences, players on tournaments tends to use coin flip or rock-paper-scissors to determine who can choose the side.
As a result of these differences, tournament players tend to decide who picks their side by coin flip or rock-paper-scissors.
 
There are some exceptions to the P1 rule, so each character will have it noted on their page what moves can cross up in the corner. For example, only P2 Marstorius can cross up in the corner with D, U+LP or D, U+K


===Hitstun, Blockstun, Impact Freeze===
===Hitstun, Blockstun, Impact Freeze===
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</table>
</table>


==Strategy==
==Other==
 
The in-game clock takes 39 frames to tick one second. This is very close to regular charge time (40f), and slightly longer than "long" charge times like Marstorius's Dash Lariat/Kneel Kick (72f).
===Combos===
A very loose ground combo system is in place. Every character has at least one light attack that can be chained into itself or other light attacks, or you can chain into a hard attack. Most combos consist of an optional jumping attack followed by a couple light attacks, chained into a hard attack, buffered into a special move. Nearly every normal move is bufferable into special moves too, with the exception of some command normals (such as Samchay's f.HP or f.HK). There is no juggle system.


{{Navbox-FHD}}
{{Navbox-FHD}}
[[Category:Fighter's History Dynamite]]
[[Category:Fighter's History Dynamite]]

Revision as of 15:07, 24 October 2021

Basic Game Mechanics

Back Dash

Tap B.pngB.png to perform a fairly quick hop backwards to retreat. It doesn't grants invulnerability, but makes character airborne for it's whole duration. Backdash lasts 12 frames (13 frames for Ryoko, Jean, Mars and Zazie).

Throws

Throws are performed by pressing B.png/F.png + Snkb.gif (some characters also have additional throws with Snkd.gif or Db.png/Df.png). Regular throws cannot be softened or escaped in any way. As in the old SF2's, throws can be performed on reversal frame on wakeup if the opponent is close enough. Throwboxes in this game are all the same for all characters and they are ridiculously big. They're even extends to the characters' backs and this allows to do throws from your spine (actually CPUs in this game using it constantly).

Clown and Samchay have hold throws in which you can do more damage during the grab by mashing the joystick/buttons. The opponent can also counter-mash and break out faster. Clown can do over 25% damage with enough mashing, giving him the best normal throw in the game.

Ray, Jean, and Ryoko have air throws. Air throws do slightly more damage than regular throws, but generally aren't seen too often in play. Unlike normal ground throws, aerial ones have different ranges.

Marstorius and Ryoko have command throws. Some can be done with Hcb.png/Hcf.png and some can be done with Uhcb.png/Uhcf.png. The last one looks odd at first glance, but it's doable. Unlike regular throws, special throws can actually be comboed into if you're in range. Special throws have no whiff animation - if you buffer into a special throw off a blocked normal attack, you will instantly interrupt it with the button you just hit. You can continually repeat this as long as your attacks are in range, creating a blocked hit string to keep the pressure on the opponent. For this reason it's usually best to stick to performing Marstorius' and Ryoko's special throws with Snka.gif, so you don't cancel into a Snkb.gif that might whiff and put you in danger.

On wakeup, there are 7 frames of throw protection. This is ignored if you're canceling a normal into command throws. This can allow you to grab someone seemingly the instant they recover from knockdown.

Combos

A very loose ground combo system is in place. Every character has at least one light attack that can be chained into any other normal move (not including command normals). Most combos consist of an optional jumping attack followed by a couple light attacks chained into a hard attack, and then canceled into a special move. Nearly every normal move is bufferable into special moves, with the exception of some command normals (such as Samchay's f+HP or f+HK).
There is no juggle system, except for Ryoko's hidden move, which allows her to juggle one free hit.

Dizzies

Dizzies work differently from most other games. Each character has a unique clothing item ("weak point", which is damaged when hit, indicated by the screen flashing. Once the object takes three hits it will fall off and the character will become dizzy. You'll know that someone is about to be stunned if their weak point is flashing. You can only be dizzied once per round, which is a neat way to prevent redizzy combos.
Because every weak point is located in a different spot, some characters will have an easier time dizzying other characters. Naturally, certain moves will move a character's weak point around. When you gets dizzied, you can mash to get out of it faster. Unlike other games at the time, even with really hard mashing you will be vulnerable for at least ~1.5 seconds and opponent will have a time to prepare his best combo.
After a character has been dizzied, any further attacks to that character's weak point will deal 1.5x damage for the rest of the round. Characters like Lee and Zazie can often KO you by stunning you and following up on the weak point. However, you can also attempt to avoid getting hit and dizzied by Stance Shifting, explained under Advanced Mechanics.

Each character's weak point will be listed in their individual section.

Hidden Moves

A popular misconception is that there are super moves in the game, which is not true. Some characters DO have secret moves which can be performed at any time, but they're only considered secret in the sense that they did not show up on movelists distributed with the game and the CPU doesn't use them. The secret moves tend to have input motions that aren't as "obvious" to discover as other moves, like Ray's Thunder Dynamite Tackle requiring a long charge into a dash input.

Advanced Mechanics

Cancelling Normals

It's a common thing for all fighting games. In FHD, the overwhelming majority of normals are cancellable, giving more options for combos. Most ground normals are cancellable, sweeps are cancellable, aerial normals are cancellable (if the character have an aerial special move to cancel into) and some command normals are cancellable. Anything that can cancel on hit can also cancel on block. You can also delay the special cancel, which is more notable on hard normals, to throw them off from challenging you after blocking.

Fuzzy Guard

After blocking an attack, you're automatically able to block every following attack as long as you're still in the original blockstun. You can hold back to block a jumping attack, and if they do any low attacks afterward you can automatically block them even if you remain in high block. Once blockstun has ended, you must block the next move in the correct direction.

Stance Shifting

When in either blockstun or hitstun, it's possible to switch from a standing to crouching position (and vice versa) between hits of your opponent's combo or block string. You might think it would be better to always go into crouching position once you are being hit, as going into crouch could make some high attacks whiff. But there is a very important additional factor in play in this game - when you go into a crouching position, it changes the hitbox for your weak spot too. Attacks that might not have hit your weak spot when you were standing could very well register when you're crouching instead!

Example: if Ray does his Thunder Dynamite Tackle against a crouching Karnov, three hits will register on his weak point and dizzy him instantly! But, if Karnov remains standing, none of the hits will connect against his weak point and he will not be dizzied. It's very important to learn how your character's hitbox changes in crouch - don't assume it's always a good idea to hold Down-Back once a combo starts!

Charge Motion Tricks

Charge time for the majority of charge-based special moves are very short - 40 frames, roughly two-thirds of a second. Some moves require double the charge time, however. They are:

  • Ray's Thunder Dynamite Tackle - 64f
  • Marstorius's Dash Lariat - 72f
  • Marstorius's Kneel Kick - 72f
  • Jean's Rondato - 64f

Charge buffering exists in this game too. Instead of doing a move as just Charge B.png, F.png + Button, you can instead do it as Charge B.png, F.pngB.png + Button. This allows you to immediately start charging immediately after the move is performed. You can also substitute the last press of B.png with Db.png as well. You can even charge immediately after a flash-kick type move by doing Charge D.png, U.pngD.png + Button, but you have to be fast!

The input system shows some leniency for the last motion of charge moves - Charge B.png, F.png + Button moves can be finished with Df.png or Uf.png, and Charge D.png, U.png + Button moves can be finished with Ub.png or Uf.png. Since you can also charge by holding Db.png, this makes some charge moves even easier to do - you can perform the ones that require a B.png charge by simply starting the charge in Db.png, and then slide the joystick to Df.png and hit the button.

Damage Scaling

There are two different mechanics that adjust damage dealt in FHD.

Low health ("Guts"): when character is down to less than 20% health (not the same time the music speeds up, but a little after that), all damage from attacks is reduced by 50% (except normal and command throws). This makes it harder to kill with a chain combo that isn't cancelled into a special move near the end of the round. The best visual clue to see the threshold is character's name under the healthbar, look at the three letters that are closer to the timer.

Combo scaling: There's a damage scaling system for combos, but its rules are confusing at first. The game has two separate scaling systems for normal moves and special moves. Each of these have their own scaling values, which apply immediately after the first hit:

  • Normals: 100% → 75% → 75% ...
  • Specials: 100% → 50% → 50% ...
  • Note: Command throws are never affected by scaling

These two scaling values work independently from each other. Here are some examples to illustrate:

  • Karnov: cr.LPx3 xx 100-kick(3 hits)
    Result: 8 → 6 → 6 → 24 → 12 → 12
  • Yungmie: jump-in HK(1st hit) xx Aura smash, cr.HK
    Result: 20 → 16 → 21 (instead of 28)


Player Side Differences

FHD does have differences between Player 1 and Player 2, though it's not unique for earlier Neo Geo titles. The known differences are:

  • P1 Lee can cross up foes in the corner with HP version of quick lunge punch, whereas P2 Lee cannot;
  • P2 always has +1 frame advantage over P1, thus making some links easier. This happens because of a bug causing P1 to suffer from 1 more frame of impact freeze (aka hitstop) than P2. This applies to normal and special moves (except fireballs), and makes trades work in P2's favor;
    • Pushback also starts on this particular bugged frame, thus P1 suffers more pushback than he should. It's especially noticeable in chain combos and multi-hits.

As a result of these differences, tournament players tend to decide who picks their side by coin flip or rock-paper-scissors.

There are some exceptions to the P1 rule, so each character will have it noted on their page what moves can cross up in the corner. For example, only P2 Marstorius can cross up in the corner with D, U+LP or D, U+K

Hitstun, Blockstun, Impact Freeze

Impact freeze Hit Block
Light attacks 13 12 13
Hard attacks 21 16
Special moves

Other

The in-game clock takes 39 frames to tick one second. This is very close to regular charge time (40f), and slightly longer than "long" charge times like Marstorius's Dash Lariat/Kneel Kick (72f).

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox