[TAS] SUPERマッスルボマー - リップ.セイバー:19239700pts. [4K.2160p/60fps]

Описание к видео [TAS] SUPERマッスルボマー - リップ.セイバー:19239700pts. [4K.2160p/60fps]

勝利のスコップ https://amzn.to/3ImfJmT

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SUPER MUSCLE BOMBER - R.SABER : 19239700pts.

Using-Character: RIP SABER
Score: 19239700pts.
BIOS(ver.): JAPAN 940831
Settings: Difficulty:Lv3(Default:3/3/1/1), Time:99sec.
Result: ALL(P){ R×28, undefeated and with ORTEGA }.
Brand/Maker: 1994©CAPCOM
Date-of-Recording: 2020-08-08.

timetable of this video:
00:00 Start-Up and Title-Screen
00:36 Character-Selecting
00:50 01: STINGER/STINGRAY
01:50 02: COLT/GUNLOC
02:55 03: R.SABER
04:00 04: TITAN/TITANIC
05:08 05: GOMES/RASTA
06:12 06: WRAITH
07:18 07: SHEEP/GRATER
08:25 08: M.BUDO/ONI
09:30 09: HAGGAR
10:40 10: KIMALA/JUMBO
11:45 11: B.WIDOW
12:48 12: ZALAZOF/BIFF
13:52 13: ASTRO/SCORPION
14:59 14: ORTEGA
16:05 Ending and End-Credits
18:50 Score-Ranking

"SUPER MUSCLE BOMBER":    • SUPER MUSCLE BOMBER  

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notes on this game:
although this game claims to be a pro-wrestling-game, it is just a fighting-game virtually. for this reason, you might seem that the relevance of the series of "Slam-Masters" as pro-wrestling-games is greatly impaired, but you will be able to fully enjoy this game, even if you play it as a single game.

a base of the scoring in this game is the system of combo-bonus. ​you can gain more bonus by the making a combo with heavy-attacks or moves, but you should give a priority to increse the number of hits, because the increasing-rate of the scoring in combos by the number of hits is extremely large. so, the ideal is a "infinite-combo".

and also, you can gain a special bonus score with "+10000000pts(ten million!)" if you win in this match against COM:ORTEGA with "undefeated". but you have to beware lest make a draw-game or a DKO, because it also is judged as "lost" by the system.

notes on this character: R.SABER
R.SABER has some infinite-combos with "dashing:LK(Jumping-Knee)". R.SABER's infinite-combo can be made using "dashing:LK" alone, but you should increse the number of hits by using "St.LK" between "dashing:LK" in order to raise up a combo-bonus. and, you have to connect into a cancelable "normal-attack" from "dashing:LK" in order to make a finishing by a move at the last of the combo.

"Fatal-Air-Raid" that is a command-throw and also R.SABER's finishing-move (super-throw) is not useful to add combo-bonus in comparison with other striking-moves in contrary to the loudly movement. this reson why is that the evaluation of a combo-bonus for "command-throw" is set lower than other "moves". so, the final total score that you can gain is low, even if its finishing bonus score with "+20000pts" is added.

this is a phenomenon that happens because of R.SABER who has the infinite-combos that can stably make a large number of hits against all enemies. usually, you can gain more score as a combo-bonus by the making to finish by a "command-throw(super-throw)" at the last attack, if you use a character who has just a combo with less than 10 hits.

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notes on watching this video:
the playthrough in this video has been made using "MAMErr" and "MacroLua". and also, you have to pay attention when you watch my videos and evaluate them, because all playthroughs in my videos are in accordance with a few special rules. those are different from the rules of "Twin-Galaxies" or "JHA" known as the standard rules for game-competitions.

"learn more": https://drive.google.com/file/d/1_Phu...

in addition, this video has been reedited or added with different images from the original game for the parts that are not directly related to the scoring. paradoxically, it means that we make significant changes and corrections to the original material without hesitation, if it is not directly related to the scoring. so, some people may feel that it is "excessive production" or "fake", but please understand that the top priority is to make the scoring playthrough look better.

#WARASUBOFACTORY #FightingGameScorerun #ToolAssistedScorerun

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