Рет қаралды 99
"I ain't combo off that throw for nothin'!"
I liked this game enough to run it over 9000 times so I could see how the credits change when you beat Elimination Mode at every difficulty.
What I learned in the process is that "Makyou Touitsusen" is one of those games you could play alone or with friends, with the AI set either to easy or at its hardest, and in various match formats: no matter how you set up the game you are guaranteed a good time.
I think what stood out the most about fighting the AI at its hardest was that it feels far more "natural" and "fair" compared to other fighters: as I mentioned in the "Hard" run, each character's AI has a "gameplan" it tries to follow, and the difficulty affects how aggressively it'll approach the player, and how well their defense is. The AI doesn't let you get away with super obvious jump-ins, dash-ins, and projectiles, but it's not like it button reads and always reacts perfectly to what buttons you press. Instead, it behaves more like you're playing a person with a good familiarity of their character's kit, and a decent sense of match awareness; your openings come from the gaps in its defense created by the moves it tries to use. In other words, you don't spend most of the time shut down, nor do fights become overly predictable.
A good example of how the AI works are characters with different attack ranges, like Yuusuke, Kuwabara, Genkai, Toguro, and Sensui: each have a projectile, and if they wanted to, they could pressure and zone the player from across the screen, wait for the player to get close, and then punish them. Of the 5 characters mentioned above, this is actually AI Sensui's plan, but it's not the plan for the other 4: Yuusuke and Genkai are pretty aggressive, and like to be in your face; Kuwabara alternates between zoning with the Jigen-tou and the Rei Shuriken, and rushing you down with his Rei-ken; and Toguro will alternate between finger flick bullets or clobbering you with his big, meaty fists on approach. That is to say: the AI doesn't always stick to the same tactic, and it's not like you can bait them into a cycle of repeating the same attack and punishing them over and over in most cases.
That's why I find the AI to be pretty "fair", even on "Super". While you can't just throw out random jump-ins or mash lows to try and oki the opponent, you can still punish them in other ways: you can always throw an opponent with no concept of personal space like you would in most fighters, then combo off of your throw as this game graciously allows you to do. It's also entirely possible to plane jump and flank towards the opponent to try bait them into plane jumping to you, so you can try and catch them on landing with either a confirm off of a Light at point blank or with a throw.
You also get a lot of mileage with the backstep. The backstep can position you just right for a throw after dodging on a good number of the cast's forward-lunging moves. Sometimes it'll put you close enough that you can confirm off of a Light into a damaging special move, or use a special move outright if your character has one with enough reach and knockback.
With Yuusuke, I'm fond of trying to confirm off a crouching light into Yuusuke's Heavy unga bunga barrage. The Shotgun's also not a bad option either as a get-off-me: if mashed you can get some pretty good airtime and distance, which gives you the opportunity to back off and recharge, reposition, or charge up the Rei Gun. His sweep's also got solid range, even allowing for a careful dash-in into a sweep to beat out certain attacks.
But the crown jewel of Yuusuke's kit? It's definitely his Rei Gun. It can take a bit to get used to, but it ends up being useful in a surprisingly wide variety of situations: no charge is an excellent throw follow up as it sends the opponent a large distance away, which gives you the opportunity to charge up your meter or your Rei Gun. Once it's charged, you can trade shots with almost anyone with the cast, punish them from afar, or even use it as a devastating follow-up to a throw. It'll eat up meter like crazy, but it's surprisingly easy to find an opportunity to recharge considering Yuusuke's standing Heavy and his other specials can blow the opponent away to create some space; he can also drop some fast and heavy damage to quickly dizzy an opponent when played right. In this way, Treasure really captures Yuusuke's character essence: hit fast, hit hard, and blow them away, making sure to not waste any precious Rei Gun shots along the way.
Honestly, I think Treasure nails the feel of a lot of the cast, which just adds to how great the game feels to play. Add in the fact that the AI isn't completely dumb, nor is it unfair, and Elimination Mode ends up being a surprisingly fun single player gauntlet against the whole cast.
And the credits for a No-Continue run? I miss "Insoluble Flame", but I do enjoy the Real Bout Special-esque skits.
Played on Sega Gennie Mini. "Super" difficulty.