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"JoJo's Venture" - CAPCOM/1998 ・Charactor: AVDOL ・Difficulty:Lv4, Damage:Lv2, Time:Lv2(99sec).
all settings are "Factory-Settings". its the standerd-rule for HiScore-Challenge in Japan. but be careful, World-Version is different from Japanese-Version about some settings.
its a maximum of 4 matches of 2 preoccupation. the victory-bonus only as for the second winning. damage is OK in the first winning not having the bonus.
- Victory Bonus - ・Life: +28800pts. ・Time: +1sec×300pts. ・Perfect: +100000pts.
its intrusion of "DEATH-13", if perform no-lose and finishing by Super-Move. but donot aim at an intrusion. drawn twice and earn score and bonus in total 4 rounds.
the key-point for high-score is to maximize "combo-compensation". the number of hits is more many, the more better. the basic is "Infinity-Combos".
all damage becomes 1-Pixel, after the 12th by "infinity-combos". aim at hitting the attack of high-score to this "1-Pixel" as much as possible.
Note: AVDOL is a character of "Tandem-Type". the trick when you earn score is to sandwich the enemy between using "Tandem-Combos".
Note: AVDOL's "Tandem-Combos" is... ・{ Stand:Cr.HP(1200pts) + AVDOL:S.Jmp.HK(1000pts) }×n and adjust the combos by AVDOL's attack.
Note: "Alternative Rapid-Machine (Auto-Fire)" is indispensable to finishing an enemy with only 1 meter. its impossible by manual. the details, please watch the video of "AVDOL's combos".
Note: even if you think that "Tandem-Type" lets infinity-combos succeed to be simple, but its very really difficult.
Note: including AVDOL, join most of "Infinity-Combos by Tandem" together in a timing of "2-1-2-1...".
Note: you must use "Alternative Rapid-Machine (Auto-Fire)" definitely to create a period of this "2-1".
Note: with or without Rapid-Machine use, its no use only by tapping a single button.
Note: for example, when you want "Tandem with Hard". if you are tapping a "Hard-Button" only, but it becomes very slow "1-1-1..." in a period.
Note: its necessary to tapping with { Medium, Hard }×n to make a period "2-2". even manual is possible, but uses the "Alternative Rapid-Machine" to maximize input.
Note: in this time, its a input-order of the button to be important. the first input after the Tandem-StartUp being "Medium" absolutely! if its "Hard", Tandem becomes a period of "1-1".
Note: in the case of "Tandem with Medium", its the same. unless the first input is "Light", the result becomes a period of "1-1".
Note: when you use the Rapid-Machine (Auto-Fire), its not avoided that time-lag occurs, if you push 2 buttons with manual at the same time.
Note: you may do it for spirit once or twice. but its impossible to do without confusion of 1-fps in the whole playthrough, because the round has 28 times in total.
Note: therefore, "the device which completely controls 2-input with 1-button" is necessary to aim at perfection. it means that use the macro.
Note: connect the gap of Stand's-Attack which is 1set of twice by AVDOL's-Attack. use "the highest score attack" when you perform.
Note: in AVDOL, [Jump-Hard] is the highest score attack (+1000pts). but the combos fails if you use Normal-Jumping, because the flight-duration of Normal-Jumping is long, its too late for next.
Note: therefore, its necessary to use "Short-Jump" with a few recovery-time. its easy to do if you input with {↑↓+Hard}.
Note: but attention, you must not attack during the ring in jump. you must attack it during the falling in jump.
Note: because the combos fails if you attack about 10 times. the reason is that, the Stand's-Pressure is strong and distance leaves it.
Note: its difficult to let sandwich the enemy between with using "Tandem". to that end, its necessary to do the most suitable action for the moment and moment, and memorize all CPU's reaction.
Note: CPU:POLNAREFF gives you many chances. the tagets is [Stand-Release] and {[Ray-Darts]×3}.
Note: but the score-efficiency lowers if you give attacks to CPU during "Stand-Releasing", because CPU get the double damage than normal.
Note: as for the best, when you should attack it, CPU's state is always "Stand:On".
Note: but you should attack than turtling when the first chance came. because the loss is about 1500pts.
Note: counterattack comes in the gap of the combos because CPU's rank rises after the 4th-Enemy. therefore, you must do { Dashing → Jump:Medium-Kick } for prevention of counterattack.
Note: very very quick lever operation is required. you intend to input {→→↗+Medium} as Command-Move and should do it. but you will fail if use "Hard".
Note: attention, AVDOL's Jumping-Hard-Kick does not hit for most enemies during rising. Medium-Kick is certain, because Medium has hit-box under.
Note: let CPU spend meters and lose for the beginning at the 4th-Round. the best is "defeating by Super-Move" and "CPU's state with Stand:On".
Note: CPU:DEVO in the 1st-Round is defenseless (reproduce comics). because the attack-frequency is loose and without moving a Doll, make meters about 2.5 for after the 2nd-Round.
Note: in the 1st-Round; its easy to Tandem because CPU does not block. but its difficult to make a draw-game because CPU does not have block-damage.
Note: therefore, you win as its on the 1st-Round. the main is after the 2nd-Round.
Note: in battle of CPU, DEVO is the most barrier enemy. its very difficult to sandwich CPU:DEVO, because its "Stand-Release (Doll's Attacks)" and "Stage of INN without screen-zoom-out".
Note: by all rights, its a chance when DEVO using [Stand-Release]. because DEVO becomes defenseless while DEVO moves Doll...
Note: but its impossible to sandwich CPU:DEVO, if you go into between DEVO and Doll, and startup Tandem.
Note: "Stage of INN" does not have "screen-zoom-out". because Doll located in the opposite disturbs and screen is fixed, "gap" that go into DEVO's back is not made!
Note: even if you fight other than DEVO, after all this phenomenon is caused. in other-enemies, the Stand disappears at the moment when CPU received attack. you can sandwich CPU barely.
Note: but DEVO's Stand Doll does not disappear if received attack, or becomes "Stand:Off". Doll is disturbing zooming out the screen.
Note: and so, you are easy to fail in input command very much when you are between DEVO and Doll. because the direction moves intensely in right-and-left.
Note: such a reason, in battle of DEVO, screw Tandem-Combos forcibly while guiding DEVO and Doll to the center always.
Note: after the 2nd-Round, its a premise that the Tandem-Combos begins with block for DEVO. concentrate on sandwiching at any cost. thereafter, think about what to do.
Note: even if Tandem is blocked, CPU get it certainly, only if the period becomes "2-2". because CPU is going to counterattack the break of the period.
Note: but the success is even by this method. because CPU's counterattack becomes trade-hit with the Tandem-Combos.
Note: this method is a fate request without recovery. therefore, you may use the "stable method".
Note: guide CPU to the center for the Final-4th-Round.
Note: DEVO attacks using [Front:Medium (Tackle)] in response to it, when you close to DEVO with "Stand:Off".
Note: "DEVO's Tackle" has very long recovery-time. you succeed a counterattack with Tandem-Combos, if you push-block the attack and startup Tandem immediately.
Note: in this time, the Tandem without charging. but the number of hits is not enough, make up for hits using "tapping Cr.LP". its OK more than 12-hits, 16-hits are finished certainly.
Note: as a matter of course, the score-efficiency lowers. a difference of about 10000pts is made every one set. in battle of DEVO only, try your luck!!
Note: the 3rd stage vs. N'DOUL; this stage is the side-scrolling-game. this is special event only for "the Joestar Party".
Note: its basically similar to "Ghosts'n Goblins". cannnot block in this stage, because the character turns to the direction where input a lever. and you have 3 meters from the beginning.
Note: vs. N'DOUL; the appearance pattern of the enemy is fixed. it becomes same every time, if you completely patternize your movement. not "Walk", all "Jump and Attack"!
Note: donot attack with looking and confirming, you do the attack that was completely patternized by using the Rapid-Machine (Auto-Fire). the number of times whiffing is decided too.
Note: this stage has 2 kinds of enemies. the one which stays until defeated, and the one which goes past unilaterally. but cannot defeat "Puddle (Pit)", because its similar to trap.
Note: if you donot let a screen scroll during definite period of time, "Endless-Prevention Enemy" will attack, after "GO!" is displayed on the screen. you cannnot defeat it.
Note: the enemy as aqua-monster does not have a life-bar and stamina. not damage, the attack number of times is counted. "Small" is 1 shot, "Large" is 7 shots for defeating.
Note: the basic is defeating all enemies by [Stand-On:Cr.HP]. because 1-shot is 1-shot, defeat by Cr.HP having high-score (+1200pts).
- Victory Bonus in N'DOUL - ・Life: +72000pts. (perfect is none) ・Time: +1sec×1000pts. ・Enemy: +defeated×3000pts. ・Special: +1Meter×1000pts.
Note: CPU:MIDLER is defensive. first, take distance with MIDLER and CPU's reaction is invited by tapping Cr.MP.
Note: CPU:MIDLER casts [Harpoon] or [Car]. CPU walks soon if you continue tapping Cr.MP. startup Tandem, when CPU comes until in front of AVDOL.
Note: CPU:MIDLER does not readily approach, if block CPU's attaks. wait while getting attacks except the 4th-Round.
Note: including AVDOL, as for the character of the "Tandem-Type", the meter is apt to remain. you can make meters enough by whiffing with { Jump-Hard×n }, without thinking deeply.
Note: when you aim to draw-game too, its OK just to sometimes whiff [Stand-Off:Cr.Medium/Hard] in the interval of CPU's attack. its easy to make a meter if there are 10sec.
Note: the beginning of the 4th-Round, do gambling for the time-bonus. that CPU blocks tapping Cr.LP is luck. the score-efficiency very lowers if CPU gets attacks.
Note: if you want to safely, you should wait for CPU to approach, after take distance with CPU in the same way as until the 3rd-Round.
Note: CPU:CHAKA is very defensive too. first, wait for CPU to approach voluntarily.
Note: when CPU:CHAKA approaches, goes back one step just before a player-character, and approaches again and attacks at the time. and so, "the ebb tide" is a chance.
Note: not only AVDOL, a score of Super-Move is low in this game generally. particularly, all "Grappling (Throw)" is 0pts.
Note: you cannot gain the socore, unless use the Super-Move as Mult-Hitting (ex:"Darkness-Illusion" by Morrigan). because it finishes in one of the first.
Note: therefore, "the Finishing-Blow" having highest score-efficiency often becomes "Regular:Hard-Attack" with "Stand:On".
Note: vs. VANILLA; the method for him is very special. CPU does not use the move except [Dark-Space] as unblockable-move basically. you cannot adjust the AVDOL's stamina using "block-damage".
Note: get damage by a pattern decided. ・AVDOL:Stand-On - VANILLA:[Dark-Space]×4 with the above the stamina becomes just 0-Pixel.
Note: the motion of [Dark-Space] is decided. ・Up,Up,Md,Md,Md,Low,Low,Crv,Crv,Up,Up,Md,Md... this does not change, unless CPU damaged.
Note: if CPU's stamina nears 0, go through using [Backslash]. you keep distance between CPU in advance. its throw measures.
Note: its difficult to let Tandem-Combos succeed for VANILLA. beat VANILLA with "Dashing-Attack", score-efficiency lowers after it was understood.
Note: unless hit with the attack more than medium before Tandem-StartUp once, CPU:VANILLA escapes by [Dark-Space] in response to Tandem. its escape measures.
Note: at this time, be careful! you must not startup a Tandem with cancelling. because the period changes itself into "1-1".
Note: input a command slowly and late to prevent it. CPU:VANILLA becomes "Standing Stock-Still" for several seconds, if the attack succeeds. input a command calmly without being in a hurry.
Note: after [Dark-Space], the position where CPU falls is random. tapping St.Light, if fall down in front. only VANILLA; "Perfect:300000pts".
Note: CPU:DIO does not change the mode "Stand-On" in the 1st-Round. so that, use method only for the 1st-Round.
Note: and so, you should certainly win at the 1st-Round. because CPU's reaction changes after loses once.
Note: CPU:DIO with "Stand:Off" is easy to fight. however, DIO becomes "Stand:On" by all means on the Final-4th-Round after all.
Note: and CPU:DIO has a glitch that suddenly his clothes break during a play. DIO becomes "Stand:On" without a notice.
Note: therefore, you win without fail in the 1st-Round. you are going to make a draw-game after the 2nd-Round.
Note: if DIO has some meters after the 2nd-Round, you become troublesome. you should win immediately to not let DIO make extra meters.
Note: its impossible by the normal method for DIO after the 2nd-Round. therefore, you should wait for [The-World] to come earnestly.
Note: if even once can block [The-World] at a long distance, you can make DIO a repeat-mode by { block → Re:Cr.MP×n }.
Note: when distance leaves, DIO cast [The-World]. ・block → Re:Cr.MP → Dashing → Tandem-StartUp attack without confirming by a series of events.
Note: if { Dashing → Tandem-StartUp } is too slow, its failure. because this method is at the very limit of timing.
Note: and "Tandem-Release" should be very fast too. its cast immediately with a quarter of the "Charging-Meter".
Note: as for the criterion; the background is "the moment when over the victory-mark". CPU's motion is "the moment when [The-World] hits".
Note: DIO is remaining unless stop tapping. this is the stable method that combined making-meters and stamina-adjustment (block-damage).
Note: the beginning is stable, if "Trick" succeed. ・{ Cr.MP → Dashing → Tandem-StartUp } ~is OK without confirming. DIO casts [The-World].
Note: DIO uses [Tokiyo-Tomare! (Time-Stop)] immediately if becomes more than 3 meters. its better you do { Dashing-Back → Jump:Medium-Kick } at the moment when DIO uses "Time-Stop".
Note: the beginning is stable, if "Trick" succeed. ・{ Cr.MP → Dashing → Tandem-StartUp } ~is OK without confirming. DIO casts [The-World].
Note: donot lose in the 3rd-Round, because you must aim to Time-Up. you cannot get perfect-game at the next Final-Round, unless do it. the beginning is hopeless.
Note: conversely, there is no method except this. end of the 3rd-Round, you must take it to this situation at any cost. only DIO; "Perfect:500000pts".
it is completion of "AVDOL:6567800pts". all playthrough over.
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