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[SFA3] More No-ism info...

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RpM - acct4/5

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Sep 7, 1998, 3:00:00 AM9/7/98
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I don't know if it's just the machine we were on, but we were
testing out how NO-ism works as opposed to Xism and the others
and we got some interesting results.

1) Throws do more damage. Significantly more damage.

2) Regular hit damage varies according to character, though
NO-ism Ryu's damage per hit was astoundingly big. NO-ism
Ryu needs no super. A regular combo from the bastard
hurts as much as a few hits from Xism Zangief. Damage per
hit on a few other characters ranged fron not terribly
impressive (dhalsim) to so-so (Sakura's fierce punch hits
HARD but her other moves.... eh)

3) Special moves vary in change on NOism. Gief's piledriver
doesn't seem helped much, but Sagat's fireball is worth
using in a combo now.

4) It _seemed_ that NOism characters couldn't be bounced aruond
as much as Xism characters. We could be wrong.

Well, that's about it for now. I'll try to mess with it
some more and have notes on more specific characters.

The one thing that sticks in my mind from that night of
using NOisms is that Ryu is definitely, alarmingly,
majorly beefed up in NOism. Every hit _hurt_.

-rpm

Kao Megura

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Sep 7, 1998, 3:00:00 AM9/7/98
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In article <6t1ci6$hhs$1...@Masala.CC.UH.EDU>, rpm3...@Bayou.UH.EDU (RpM -
acct4/5) wrote:

> I don't know if it's just the machine we were on, but we were
> testing out how NO-ism works as opposed to Xism and the others
> and we got some interesting results.
>
> 1) Throws do more damage. Significantly more damage.

All moves do more damage, it's to balance out the lack of SCs. No-ism does
more damage than X-ism in most all cases. As with the length of the GPG in
other modes, "weaker" characters do less damage (aka Sakura) while
"stronger" characters do more (Ryu). Why Capcom did this seems sort of
foolish, but that's them for ya :)

> 4) It _seemed_ that NOism characters couldn't be bounced aruond
> as much as Xism characters. We could be wrong.

This is true. You can't air recover, but the window for getting juggled is
miniscule now, like in SSF2T.

- Kao Megura -

mail: kmegura (at) yahoo (dot) com
home: i.am/kao (or) kao.home.ml.org

The Quick Guide to Winning with Dan Hibiki (c) K. Megura 1998

1. If they throw a projectile, stand and taunt them.
2. If they attempt a jump attack, jump and taunt them.
3. If they attempt a throw, crouch and taunt them.
4. If they attempt a SC/VC, use a rolling taunt.
5. If they attempt a re-dizzy/infinite, use a Super Taunt.
6. If they turtle, use the Level 3 Super Taunt & keep taunting.
7. If they go on offense, use the Lvl 3 Super Taunt & keep taunting.
8. If they attempt a taunt, turn to them and taunt them proudly IRL!

WhoaMoses

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Sep 8, 1998, 3:00:00 AM9/8/98
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>This is true. You can't air recover, but the window for getting juggled is
>miniscule now, like in SSF2T.
>

Tell me about it! This is great! Tee's Vega couldn't even juggle me once, and I
was Gief! Alright!

HooHaw

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Sep 9, 1998, 3:00:00 AM9/9/98
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RpM - acct4/5 wrote:

> I don't know if it's just the machine we were on, but we were
> testing out how NO-ism works as opposed to Xism and the others
> and we got some interesting results.
>

I'm new. It looks like I missed something. Is NO-ism a secret or so I
have to change something in the options. I'm also pretty new to
newgroups in general so the answer might be right in front of me. If
that's the case, please quote it for me.

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