Firereed4Reburst

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Firereed4Reburst

Firereed4Reburst

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A playthrough of USF4 as Sakura Kasugano,

Playing the arcade mode of Ultra Street Fighter 4 as Poison. This is not a skill run, just something I did for fun.

A sample event from version 1.5 of the fan-game "Danganronpa: Pampered Panic", displaying one of Kyoko's scenarios. 16 characters from the series are present, along with 2 OCs.

Me and Rouge have to discuss this episode critically due to the powers of the Man Bat, but we continue Kamen Rider anyway.

Demonstrating Antonio's gameplay. At one point, when his offscreen boomerang attack hits a destructible sign, no item spawns.

I discover an oversight/glitch that causes Fog's death cry to not play when he is defeated.

Testing SORX again, recreating a glitch involving Rebellion mode

Test with a new visual filter style, with the help of Makomo once again. Anyway, we demonstrate how to read a manga spine and what’s interesting about them.

Wasn't even able to make it to game completion, so I held back from uploading this piece. Anyway, Big Ben 3 (called "Bongo" here despite the relative lack of visual differences) has a command grab as his B, able to toss enemies into one another and the stage walls, for juggle setups with his triple slap. He also has an F,F,A rolling attack that has decent damage, but leaves him dizzy for a bit. Otherwise, he's much the same as Big Ben-2, having the same C, A, and Forward+A.

...Can you tell I'm getting bored with these?

Anyway, This guy kind of makes the game play like a bit of a rhythm-y shooter in the name of earning Extends. To do so, make sure to get a small group of enemies on screen and open fire one at a time, knocking them down for 24 damage. He's also oddly huggy, a lot of his attacks result in getting his foe into a grapple, then he is able to toss them.

Robot X here is one strong character, able to swiftly rip through stages with powerful attacks, so I ended up taking a detour to extend the play for more KOs, and... I got a new high score! Robot X's best move is his neutral A electric shock, easily cancelable out of his C normals and hits all around him for a whopping 80 damage. His B is a bullet spray has nice juggle potential and does 24 damage per bullet, but can't be cancelled into or out of. His Forward+A is a homing missile that deals 100 damage, but has a lot of end lag. Can do interesting tricks with it, though.

Break here is one of the most full-featured players in Rebellion, simply because he's simply a few degrees removed from Axel, gameplay-wise. There are pros and cons between Break and Axel

Pros:

* Break will speed up when he takes damage, and near death he is blitzingly speedy. This also causes his combos to speed up, not just his walk speed.
* Upon death, Break explodes, damaging enemies nearby for 100 damage.

Cons:

* Cannot use weapons
* Fewer air attacks than Axel

I did find a B&B for him, do his normal attack combo, then do a F,F,C, then lastly his Forward+A (the normal A works fine too)

Barbon here represents a watershed moment for Streets of Rage boss design; bosses in SOR1 were quite simple, more akin to bosses from platform games by comparision. While 2's sub-boss characters already had more possible moves, they were ultimately minor hurdles compared to the heavy-hitting bosses, who had inventive movesets that provided more variety to the battles than Final Fight did, something Capcom would have to play catch-up with in their later games.

Anyway, Barbon here has a good combo for his C attack, which is to say that one 6 damage, fairly slow attack is repeated thrice followed by the ender, which does 24 damage and is a good anti-air. He cannot jump, but he can block and has a powerful A attack, a 48-damage spin kick that hits all sides, while his Forward+A is a beefed up version of his C combo finish. He is also able to throw enemies.

Some enemies in SOR2X come in multiple versions, taken from multiple games. Electra's SOR3 version plays a lot differently from the SOR2 one, where rather than long combo strings from her normals, she has instead a powerful C attack combo that is basically an infinite. Her A is a purely defensive maneuver where she crouches down in "shock", much like Nora. Use it once you've already been hit to avoid the full brunt of the combo. Her Forward+A works much like the SOR2 version. While she can jump with B, she has no ability to attack while jumping.

...I really, really should stop doing these playthroughs.

A run as SOR2 Big Ben. Last time I tried I lost interest after losing a continue to R. Bear, but this time I managed to make it. A lot of the time, winning with the lesser characters is based on perseverance and luck, especially for characters with combos as poor as him. His C is a 32-damage slap that knocks foes down; it can be cancelled into his A moves, but this is only really useful for juggles, but even then just spamming C does far more damage. His A is a slap flurry that does 16, 16, 32 damage and then knocks down. Good to break from grapples and maybe start combos. His Forward+A is his signature fire breath, that does 64 damage and moves surprisingly quickly. His Air C is a chest puff of sorts that does 16 damage, that can quickly be cancelled into and out of his Down+C, a belly flop that also does 16 damage, but does not knock down. Overall, his game should be centered on meaty attacks on downed victims, as well as juggles by spamming C. Use his Fire Breath to plow through enemy groups as well as hit Vehelits and Dahm hard.

The second and third chapters of Fist of the North Star, both together.

You wa shock!

Man, I'm getting quite good at recording these things, aren't I? Zamza here is a powerful boss selection; a ninja beast-man with nasty claws, with a good selection of moves. His C is a quick series of 2 attacks in quick succession, and is able to be canceled into his F,F+C or either of his A attacks. His A is a claw uppercut attack that is able to hit twice and juggle multiple victims. His Forward+A is a deceptively powerful slide kick that does 48 damage to its victims, and is great for hitting foes when they hit the ground as a powerful juggle, actually his B&B. His Air C is a dive kick that does decent damage, and his F, F+A is a rushing rolling attack that hits multiple times for 16 damage, cutting through foes. He also has the ability to block.

Electra, another subboss-class foe from SOR2, is interesting because of the sheer number of hits her C can do depending on her position, and it is able to hit many targets either at once or in a row (the latter leading to bigger combo values and thus a higher combo bonus at the end of the level). Her B is another good move, where she cannot jump without attacking, unlike many other subbosses. This B also causes her recovery and respawn to deal damage to enemies, and can do a sort of juggle. Her A is a decent poke, that does huge damage, but is only semi-practical in combos. It works as a sort of block breaker as well, enemies that like blocking should be hit by this when they are opened up. It works wonders on Dr. Dahm, too.

An update on why I haven’t done Manga Club stuff for some time. My next video will probably be a haul.

Who knew a character designed as a tag-team boss would have such awkward controls on her own? Monalisa here has a very strange C attack, a forward jump kick that does not knock down, but deals a solid 8 damage. She has two jumping attacks, both of which can chain into each other. Her air C is a good crowd-clearing weapon, while her Down+C is a pursuit tool useful to end Aerial Raves with. She also has two throws; her back throw is a slam and her neutral throw is not, but both go backwards. Bosses that like to recover are better dealt with the slam, while her neutral throw is the start of her bread and butter; throw the foe, then time your C to the moment the enemy hits the ground, launching them into the air and dealing a total of 32 damage, then start juggling with your C, then when the foe is high enough, jump and then do an Air C into a Down+C. Her Forward+A, a projectile, does 64 damage, but I haven't found a way to put it into a combo too effectively. The startup animation, combined with its groundbound nature, makes it tricky to use against some less conventional bosses like Jet or Dahm, where you have to time it right to get a good hit in, but it's effective on rows of enemies. Her A is a strictly defensive backflip that allows her to bob and weave through enemies, as well as quickly grab foes when she lands. I suppose that with a second copy of her this allows her to get in those team moves; she is unique in this department, whereas characters like Particle and Molecule do not do this sort of thing.

Well... I'm just gonna keep on doing this until I've cleared at least one route with every single character in Rebellion Mode, right? Maybe. But Raven here is a solid character. While he cannot jump, he has the ability to block, and the attacks he does have are devastating, and can be made even more painful in combos. His C attack starts with a 6 damage kick, which he can do twice, and if one manages to "Final Combination" it, it offers more points per hit than a lot of the other mid-ranking enemies can, allowing for a quicker way to get extends. Not like one will need it, anyway, as he has a powerful ender, that does 12, then 24 damage. Charged/hotbutton enders make good pokes against enemies, as well as a reliable juggle tool. His A is an alternate anti-air version of the last hit, making it a viable combo ender and juggling tool. His most devastating attacks, however, are his grab attack and his Forward+A. The Forward+A is a brutal jumping knee attack that does 48 damage and knocks down, and has good potential as a juggle-finishing tool, especially if you link it out of a combo attack. His grab attack is an elbow and knee smash for 24 damage, which can be done thrice in a row, then linked into normals. With that said, I found his best B&B is to use his grab atttack thrice, then his C combo, then cancel his A out of the first hit of his last C. Linking it into his Forward+A can be even more devastating.

..Yeah, boredom can send you weird places. Decided to do a run as Kusanagi, a ninja enemy. As we can see, Kusanagi here is one of the best low-rank enemies, if not the best (if you decide to consider P-1 more of a full sub-boss), as he has a dodge move, several projectiles (neutral air C and Forward+A), and compatibility with two weapons, both of which grant alternate Forward+A moves. With the sword he becomes especially deadly, due to his output of 48 damage on his C when using it. His multi-hitting Diagonal Air C isn't bad either, nor his throw, but he has to rely a lot more on "Final Combination" (linking his standing C without the final hit connecting) than higher-ranked foes do, which needs some good timing. I wasn't able to find a bread-and-butter for him, either, the closest thing being his Diagonal Air C into a "Final Combination", then the last hit into his A. His Forward+A makes a good sniping tool, while his Neutral Air C is a good way to carpet-bomb the ground or a close enemy, for possibly 48 damage.

Regardless, I couldn't 1CC the game this time, having to use 2 continues to get to the end, losing against a few later boss encounters.

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Created 4 years, 5 months ago.

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Re-Uploads of various videos of importance. I made this to archive those who have not come to BitChute. Also home to "The Column", which has been overtaking the re-uploads in importance. I really suggest people like Mr. Enter and SugarPunch set up shop here. Also vines.