
#278 Virtua Fighter 4 PS2 \\ Quest mode: metered-up Shun Di is a damage monster!
Playing my 1st dan drunken kung fu master Shun Di in Kumite mode of Virtua Fighter 4 on PS2! Last time I finally realized that as his "drink meter" goes up, his damage output goes up--up to +40% damage for each hit when he's at the 40 drink maximum!
And I was trying to crank up his meter by throwing the opponent with his GP neutral throw (gives +4 to the drink meter), but the AI gets ridiculous about throw teching--so this time I tried using his hcf motion to lay down, from which position you can use his normal GPK drinking command, but it counts for +3 to the drink meter each time, instead of just +1!
And it turns out the AI, even at up to 9th dan (highest I fought here), can be pretty dumb about that situation, often just swinging fruitlessly into the air over you as you recline there chugging away. (Lau and Lion though seemed to knock me out of the drinking pose a lot, maybe just because they tend to use a lot of attacks that strike low.)
So after a bit of practice, I got my Shun super-sauced a *lot*, and he laid down some pretty disgusting super-powered inebriated destruction on the Kumite AIs--even got my first 2nd dan ranking match! : o And I went out on a huge win streak. Man, this drink damage is ridiculous. : ooo No two ways about it: if I want to compete as Shun in Kumite, I gotta play the drinking game.
0:00 - about the drinking
5:50 - Kumite!
16:00 - Ranking Match
19:20 - matching rank match (vs Lau)
22:10 - matching rank match (vs Jeffry)
24:10 - matching rank match (vs Lei-Fei)
40:34 - matching rank match (vs Jeffry)
49:06 - matching rank match (vs Shun)
51:26 - matching rank match (vs Aoi)
1:02:26 - matching rank match (vs Jeffry)
1:05:27 - wrap-up & what's next!
Moves:
new:
hcf - lay down
faves:
GPK - drink (x3 drinks while in lay down pose)
KK,dP,K (16 drinks req.) - more damaging than KKP (hold d)
GP - throw opponent & get drinks!
Punch (repeat) : P
dfP - little low uppercut thing
bP - fast backhand, good range, knockback
fPK - long range, long recovery
dbP (crouching) - shoulder, surprising range, K sweep follow
dbK,K - quick mixup kick
dfK - good spacing
bK - take a nice break
ffK - cartwheel; P ~follow; dfP or cK if opp doesn't recover
bGK - tiptoe kick retreat
bbK - fast turn around spin kick, seems comboable
maybe:
ffP,P - couple hits, good range
ufK - heel kick flop
fK - into hopping combos
dfPK (charges) - low elbow, good range
dbGK - 2 mid(?) kicks, lie down; slightly slow start
eh:
fGK - scorpion kick
ufP - spinning body fall thing, gets back up, maybe dangerous
ubP - leaps back & falls down (is there an attack?)
ubK - drop kick knockdown, lays down
uK - semi-drop kick knockdown, remains standing, ground comboable
uP - slow turn-around lay-down flail : o
10/30/20
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