Ehrgeiz

Ehrgeiz

15.10.2013 16:49:08
~B
VERSION 1.1
4/17/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

This is as an "easy reference" for Inoba players. The strategies are
from my Expert FAQ Version 1.33.

Send any tips/questions/comments to: Mallen1@csulb.edu


=======================================================================


TABLE OF CONTENTS
-----------------

I. COMPLETE MOVES LIST

II. STRATEGIES

III. V.S. INOBA

IV. WHY SHOULD I PLAY INOBA?

V. REVISION HISTORY


=======================================================================


KEY:
----

H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)


=======================================================================


I. COMPLETE MOVES LIST
----------------------

HHH
H (hold)
90-degree (either direction), H
90-degree (either direction), L (hit G to cancel)
H+S, jHjH
L
L (hold), L
L+S
M
Walking H
Running H
Running M
Running LLL
Running G+H
Projectile-Evasion, H
G+H
G+H (hold)
G+H (quickly release G), S
G+L
Step LL
Step LH
Step H
J+H
J+L
Rising H
Ducking HH
Ducking H (hold), H

Throws
------

front, G, G
front, hold H
front, hold L
left
right, G, G, G
back
back, hold (H or L)
360-degree
after a tackle, hold H
after an interrupt, G
M+S (attack reversal vs. high and middle kicks)
360-degree (while enemy is down -> 8 variations depending on opponent's
position)

Specials
--------

S
S (hold)
S, H (attack reversal vs. high and middle punches and kicks)
S, direction key, M
J (after peak), S
S (while opponent is down -> down throw)
S (white meter empty)


=======================================================================


II. STRATEGIES
--------------

Close-Range Fighting
--------------------

First off are the H mix-ups. After "conditioning" an HHH, mix-up an H,
throw and an HH, throw. Once they learn how to duck the jab, mix-up the
H, M AND the HH, M. You can also delay the throw until they're fully
crouching, and then reach down to snatch them up.

The H (hold) is an UNBLOCKABLE high attack that TURNS YOUR OPPONENT
AROUND. Try using it after blocking a big attack. Follow with a back
throw. You can also mix this with a regular H.

The basic M is slow, but after a rising H you can stick this in for an
air combo. After a rising H you can also let your opponent fall and do
a down throw. If they consistently do ground reversals, throw them
after the invincibility wears off.


Medium-Range Fighting
---------------------

The J+L is a MUST-USE for Inoba players. It goes over most attacks,
hits mid, and doesn't leave you heavily exposed when blocked.

The Step H leaves you exposed when blocked, but Inoba has no other
quick middles with range. Try to mix it in with your low attacks.

While walking if you push H, you'll do a double-fisted attack that'll
knock them down. Nothing special, BUT if they don't pull a ground
recovery you can do an "unbreakable" ground throw EVERYTIME. Yeah!


Wake-Up Games
-------------

If you can do the 360-degree motion, go for "unbreakable" down throws.

At the proper range you can hit downed opponents with the L+S, which
also goes under wake-up H attacks. The J+L is also effective against
most wake-up attacks.

If a downed opponent is farther away, you can rush forward and do the
running LLL or jump up just outside the opponent's wake-up attack
range. If the opponent tries to stop your rush with a wake-up move, hit
S on the way down for an unblockable body press.

If the opponent likes to wake up with H, use the special to draw the H,
but change over to the "fighting stance" (hit H) to grab their leg. You
can also do the leg attack reversal or an interrupt.


"I am the King of Lows!"
-----------------------

Even if the running LLL is blocked you'll be safe against most
opponents.

The basic L has GREAT range. Use the L (hold) L against players who
haven't learned to block low. You can follow the L with another L, a
basic M, or the rising H. G+L is a bit riskier because of the slower
recovery, but it puts your opponent on the ground.

The L+S is a MUST-USE attack at close-range. It allows you to duck all
high and some middle attacks, does 25 damage, and knocks `em down for
wake-up games. Against an opponent who likes to wake-up with H, use
this to knock them back down again and again.


Warning: "Extending" Inoba makes him a bad-ass
-----------------------------------------------

If you know Inoba's throw extensions and his interrupt extension,
you'll have taken your playing ability to another level.


"I'm So Special."
----------------

The basic special is like Matsuda's, but the damage is lower and you're
more open to middle and high attacks. You can also delay his special
(like Matsuda) to make people miss.

The jumping S works best as a counter and for wake-up games. If your
opponent rushes in, jump straight-up and pop the S.


Grab It to Me Baby
------------------

Inoba can grab high and medium kicks with the capture shoot. He can
also perform a variation on the basic tackle (like Matsuda) to make it
more effective. The "fighting stance" special (S, H) works against
players who counter your basic S with high and medium "interruptible"
attacks. Unfortunately, players who have come to expect the "fighting
stance" will simply stop your S with low attacks.


=======================================================================


III. V.S. INOBA
---------------

Against Throws and Extensions
-----------------------------

If he knows the interrupt throw extension, you'll be in for a LOT of
pain if you don't mix-up your attacks.

If you're getting your butt kicked by an pro-played Inoba, you need to
learn the "break" points for his basic tackle arm-lock, the basic front
throw (which can be done 3 times), the interrupt add-on (power bomb),
and the "fighting stance."


Against Specials
----------------
If your opponent uses the special while you're on the ground, don't sit
there or you'll be down-thrown. When you see him coming (or if he's
right next to you), get up with G--you'll be temporarily invincible.
Immediately land a QUICK move to counter. This works every time.

In close-range fighting, if Inoba starts the special stick with LOW
attack counters. Otherwise, Inoba will switch over to the "fighting
stance," which grabs ALL interruptible high and middle attacks.


=======================================================================


IV. WHY SHOULD I PLAY INOBA?
----------------------------

He's not the best character in the game. Hell, he's not even the best
wrestler in the game with Matsuda around. However, Inoba is flat-out
FUN! His lows are easy to mix, he fights well close or far, he has a
sweet jumping unblockable, and his basic S makes a great counter. The
running H makes a great "feel good" move. And if you can learn the
interrupt-extension and his chain-throws--OUCH!

Don't forget the reason why you bought this kick-ass game--to have fun,
remember? Play Inoba and SHA SHA SHA the opposition.


=======================================================================


V. REVISION HISTORY
-------------------

1.0- used Expert FAQ Version 1.3
1.1- used Expert FAQ Version 1.33

I'll be updating this FAQ infrequently. New Inoba strategies will
appear in my Expert FAQ first.

Send any tips/questions/comments to: Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen


 
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