Fighter's History Dynamite: Difference between revisions

From SuperCombo Wiki
Line 39: Line 39:


===Combos===
===Combos===
Combos normally follow the same formula, linking a couple of crouching light attacks into a special move. However, quite a few characters can add a crouching or standing strong attack after the light attacks before canceling into a special, much like the CPS1 combos in SF2, but nowhere near as difficult.
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.
 
=Game versions=
=Game versions=
*[[MVS (FHD)|Arcade (MVS)]]
*[[MVS (FHD)|Arcade (MVS)]]

Revision as of 20:42, 13 July 2008

Introduction

Fighter's History Dynamite (Also known as Karnov's Revenge) is a game created by the now-defunct company Data East. It is the second in the Fighter's History series (and the last that hit arcades), which famously drew the legal wrath of Capcom during the mid-90s.

Game Mechanics

Button Layout

Being on the NeoGeo, this game only has 4 buttons, but doesn't follow traditional SNK fighting game layout.

A = Light Punch

B = Hard Punch

C = Light Kick

D = Hard Kick

You can backdash by tapping back twice.

Throws

Throws are performed by holding Back or Forward on the joystick when close to the opponent, and then pressing Hard Punch (some characters also have throws done with Hard Kick). Regular throws can not be softened or escaped in any way.

Clown and Samchay have "grab" 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.

Marstorius and Ryoko have special command throws. Unlike regular throws, their special throws can actually be buffered into off a regular attack, and will combo during hit stun 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 Light Punch, so you don't cancel into a Hard Punch that might whiff and put you in danger.

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 redizzies. 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.

After a character has been dizzied, any further attacks to that character's weak spot will deal 1.5x damage for the rest of the round. Doing a simple combo on a dizzied opponent using attacks that hit their weak point can result in huge damage.

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

Super 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. The secret moves tend to have input motions that aren't as "obvious" to discover as other moves.

Strategy

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.

Game versions

The Characters

Tier list

Tiers are always up for debate, but here is a rough list based on Japanese tiers.

Top

  • Ray
  • Karnov

Upper-Mid

  • Zazie
  • Lee

Mid

  • Yungmie
  • Jeam
  • Samchay
  • Mizoguchi

Lower-Mid

  • Clown
  • Matlock
  • Marstorious

Low

  • Ryoko
  • Liu Feilin

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