From: "Steven Scougall" Subject: Re: [GRIT][NC] GRIT Arcade 2001, The Second Coming. Date: Saturday, 13 October 2001 1:33 AM "Kiwi Li" wrote in message news:ToQw7.5203$9i3.263402@newsfeed.slurp.net... > Okay, fine... I can't make an interesting title. Anyways it's the 2001 > Arcade verison of GRIT! Yay! (Actually I made this a long, long time ago.) > It's basically kinda combined of Marvel vs Capcom 2, and Project Justice. > > Play GRIT the Arcade Game! And while in a GRIT the Arcade Game mood, here's a movelist for Wing I came up a while back. It gets rather technical at times, but that's because I was writing it mainly for my own amusement. ^_^; Wing ---- Appearance: His usual open flannel shirt, blue jeans, and white T-shirt combo. Alternate Appearance: His Cric-Fu uniform, which is the standard white uniform a cricketer wears, complete with gloves and shin pads. There's no helmet, though, as that would just reduce his visibility. Stage: Outside Zuni's, in the middle of the day. There are customers inside the restaurant alternating between looking out from the windows and eating lunch. There are a couple of crowds, including the regular Zuni's crew, standing nearby and watching / cheering the fighters on. Occasionally a pedestrian wanders by, sometimes stopping to watch for a while. Also occasionally, Tsu wanders on and tries to force someone to the KnK. Some or maybe all of the other Zuni's staff share this stage. The Zuni's staff in the background change according to who's fighting. (Observant readers will see I've ripped this directly from Steve's old videogame movelist. ^_^;) Entrance: Against friends: Grins at his opponent and says "Let's keep this friendly, okay?" Against evil characters: He asks, concernedly, "Can't we just get along?". The evil character snarls back and unleashes a long range attack, which Wing easily blocks. "I guess not," he sighs, and goes into his fighting stance. Normal: "I really don't want to fight you," he says. Then he points towards the players. "But they're making me do it. Sorry." He then goes into his fighting stance. Taunt: He doesn't have one. ^_^; However, if you press the taunt button enough times, eventually Wing will face towards the player and say, "I'm sorry, but I don't taunt." This works as a taunt at a pinch, but is entirely random, so don't rely on it. Poses: Victory 1: Looks at downed opponent, and blinks. "I won?" he asks. "Wow!" Victory 2: (Only when opponent is KOed) Hurries over to the opponent and crouches over him/her. "Are you okay?" he asks. Loss by time: Looks at his watch and sighs. "I didn't move fast enough," he says. "Oh well, next time I'll attack faster." Draw game: Shrugs, and slings his bat over his shoulder. Victory Quotes: "Even though we just fought, I hope we can get along. ^_^;" (Against friends) "I really didn't want to do that. Sorry." (Against enemies) "Can we get along now?" Overview: Wing is a hellishly weird character to play at first. He has two stances to master, and the amount of damage he can do is usually quite low. He has a lot of defensive options, however, and an expertly used Wing takes very little damage. And now, the main part of this writeup, his moves: --------------- HIS TWO STANCES --------------- Playing Wing is like playing two different characters. He has two stances - Normal and Defensive. In Normal Stance, he has the bat down by his side, tapping the ground occasionally, in the traditional pose a cricket batsman takes as he's waiting for the bowl. In Defensive Stance, he's almost in a block; he's holding the bat up in front of his body. He always starts a match in Normal Stance. If he wins a round in one stance, he'll be in that stance for the next round. The different stances change his gameplay style drastically. Special moves are done differently, normal moves are changed, and so on. In brief - in Defensive Stance his attacking potential is hugely reduced, but if played well he's untouchable and takes very very little damage. Whereas in Normal Stance his attacks are average and he can mount a decent offense. Here are the differences in some more detail. In Normal Stance: - The punch buttons give attacks with his cricket bat. These are fairly slow but can do some good damage. The most surprising thing is that for a VS style game, these bat attacks cannot be chained together. - His kicks however can be chained together in the standard Light Kick -> Medium Kick -> Strong Kick sequence. You can also chain from a kick into any strength bat attack. In Defensive Stance: - The Cric-Fu Block special move is done with a simple press of a punch button. On the other hand, he cannot perform his normal punches. - His kicks aren't chainable. - Also, he will automatically normal-block single hits, but you have to pull back after that autoblock to block the rest. If you're standing, he'll automatically block high-mid and air attacks. If he's crouching, he'll automatically block low attacks. If he's in mid-air, yes, he'll automatically block aerial attacks. - His mobility and movement speed go down. - He cannot follow the Hook Shot special move with a Long Drive. - He cannot use the Bowling move. ------------- SPECIAL MOVES ------------- Stance Switch ------------- All three punch buttons together. Swaps between Normal stance (bat down by his side) and Defensive stance (bat held forward and up). This can be done at any time, except while he's attacking. At all other times, while he's being hit, when jumping, when crouching, when lying on the floor, you name it, he can perform the Stance Switch. Cric-Fu Block ------------- QCF+P (in Normal stance) P (in Defensive stance) Wing thrusts his bat forwards in a blocking motion. This will block one hit of any move except a super. If he uses this to intercept a move, Wing takes no block damage and is not pushed back. After successfully blocking something with the Cric-Fu Block, he can then cancel the recovery with the following: (In Normal Stance) * Pull back to go into a normal block. * Repeat the Cric-Fu Block motion for another. * The Hook Shot special move * The Bowling special move (In Defensive Stance) * Pull back to go into a normal block. * Repeat the Cric-Fu Block motion for another. * Immediately after blocking a fireball, push Fd+P to bat the fireball back at the opponent. The button used determines which direction: straight, 30 degrees up, and 60 degrees up. * The Hook Shot special move. The button used will determine the height he blocks at: Anti-Air, High-Mid, and Low. One final note: In Defensive Stance, this is done with a simple press of a punch button, and as the bat is already in front of him, the move comes out a lot faster. This makes it very easy for Wing to do multiple Cric-Fu Blocks in rapid succession, and Cric-Fu Blocking moves like Ranma's Amaguriken is a breeze. However, the damage he can do after a successful Cric-Fu Block is a lot lower. (People who've played the SF3 games will recognise this is very much like those games' Parries.) Hook Shot --------- Fd, Dn, DF+P (Normal Stance) DF+P (Defensive Stance) (Normal Stance) Strikes low, hitting the opponent off his/her feet. If it connects you can then cancel into a Long Drive. The recovery time is average, and usually long enough for the opponent to retaliate if they blocked it. (Defensive Stance) He cannot follow it with a Long Drive, and the recovery time is quick. Long Drive ---------- QCF+P after Hook Shot (Normal Stance only) Fairly simple, this. He does a powerful blow that drives the opponent to the other side of the screen. Bowling ------- QCB+P, [QCB+P] (Normal Stance only) Throws a cricket ball at the opponent. Button determines angle. One version has the ball going downwards, hitting the ground 3/4 of the screen along, and bouncing up to half character height before leaving the screen. This is the classic cricket bowl. If you do the motion again, he'll throw several more cricket balls. Doing this drastically lengthens the recovery time, so only do it if the first ball will actually hit. This has long startup and you can't normally combo into it. It is however guaranteed if you successfully Cric-Fu Block a move with significant recovery time. If you can hit with all cricket balls, then the move does significant damage. Rankariya (Storm Shelter) --------------- QCF+K (All Stances) Wing creates a shield in front of himself. The button used determines the position of the shield: either in front, front and above, or front and low.) The shield will stay in the same relative position until something hits it. If that something is a fireball then both the fireball and the shield fizzle out. On the other hand, if it's the opponent, then he or she will take damage and the shield will fizzle out. In Normal Stance, he can only have one shield; in Defensive Stance, he can have two. Performing the motion again when he has the full number of shields in front of him will cause one of them to slide into the new position. ----------- SUPER MOVES ----------- Chou Ikari Shippuu Bou (Ultimate Anchored Hurricane Defense) ------------------------------------- QCF, HCB+K (This requires 3 levels of super meter) With a shout of "Ikari Osoru" (drop anchor) Wing concentrates, setting up a link between himself and the earth's magma layer, and then unleashes a very large spherical aura of red energy around himself, easily covering half of the screen. It lasts for several seconds, doing as much as twelve hits. It then slowly dissipates, during which Wing is slowly closing the link between himself and the earth's magma. In game terms, he's completely vulnerable, so make sure the move hits. During the first part of this move, where it's actually hitting, Wing can cancel into the Chou Sekaishin Sen super move, described in more detail immediately below. Chou Sekaishin Sen (Earth's Core Ultimate Attack) ------------------------------ QCB, HCF+P (This move requires no super meter) With a shout of "Ikari Ageru" (raise anchor) Wing cuts the connection with the Earth's core, gathers the huge amount of energy he suddenly has at hand, and fires it off as a huge beam of energy that covers most of the screen, and doing almost as much damage as the spherical aura did. And yes, you read that right, this followup requires no super meter. Wing pays a high price for this move, however: his life bar drops to almost empty, his movement speed and attack power are reduced for the rest of the match, and he can't perform the Chou Ikari Shipuu Bou for the rest of the match. It's a desperation move, pure and simple. Make sure it finishes your opponent or you might as well be throwing the match. Don Bradman 334-Strike Attack ----------------------------- QCF, QCF+P (Requires 1 level of super meter) Wing goes into a blur of strikes that draws the opponent in. If it hits, there's a sound of many many thwacks, and then Wing finishes with a Hook Shot into a Long Drive. The combo meter goes up by 334. ^_^ As usual, there's significant recovery time, so make sure it hits.