Submission #5600: £e_Nécroyeur's Arcade Karate Champ: Player vs Player in 20:37.82

Arcade
(Submitted: Karate Champ: Player Vs Player)
baseline
MAME-rr 0.139 v0.1 beta
73155
59.10001236047008
105187
Unknown
KARATEVS.ZIP
Submitted by £e_Nécroyeur on 7/14/2017 8:26:37 AM
Submission Comments
Karate Champ: Player Vs Player is an arcade game developed by Technōs Japan and published by Data East in 1984. This is the groundbreaking sequel to Karate Champ. As Karate Champ was the defining game of the one-on-one fighting genre, Karate Champ: Player Vs Player was surely the defining game of the one-on-one player vs. player fighting genre, which would become the preeminent genre for competitive video gaming in the early to mid-1990s. Even now, players continue to compete in older games of this genre, and new games continue to be developed. Karate Champ: Player Vs Player was released less than two months after the release of Karate Champ, but gameplay aside, the game received a fairly thorough overhaul. The game features a new story, new and varied backgrounds, new and enhanced Bonus Intervals, much improved sound samples and opponent AI, and even an ending!

Game Objectives

  • Emulator used: MAME-RR v0.139 v0.1-beta
  • Aims for fastest game completion
  • Aims for maximum score without sacrificing Frames
  • Abuses programming errors
  • Entertains without sacrificing Frames
  • If do right, no can defense

DIP Switch Settings

  • Difficulty set to Hardest

Jean-Claude Van Damme and Donald Gibb compete in a glory greater than kumite...a game of Karate Champ.

Tricks and Glitches

Rapid Advance:
Press Up on the Right Joystick for 1 Frame. Delay for 2 Frames. Repeat as needed. This technique begins and then immediately cancels a Round Kick, which causes the Hero to move to the right much more quickly than walking or jumping. Round Kick is the only move that does not immediately set the Posture Delay Timer, which allows it to be immediately cancelled. Using this technique, the Hero can move to the right at a rate of 6 pixels per each 3 Frames, or 2 pixels per Frame. Additionally, the Hero will be ready to attack within 2 Frames after making such a move.
Manipulate Opponent AI:
By delaying for as little as just 1 Frame, the Opponent can be manipulated to take a different action. A delay Frame must be used on a Frame when Hero Status is Ready and the Posture Delay Timer is not active. Delay Frames can be used at the start of a Match or between Frames of movement (walking or Rapid Advance). Delay Frames can not be used while an attack Technique is being used without interrupting the Technique. Note that this affords only a very limited degree of manipulation.
The Opponent can also be manipulated to respond in a particular manner by beginning a Technique, but not fully executing it. The Opponent's response to a Technique varies, depending on the Match, with 1 exception. Using Front Foot Sweep on the first possible Frame will always cause the Opponent to Jump.
Enter any input on a Frame when no other input is required (e.g. while the Posture Delay Timer is counting down) to manipulate the Opponent AI without losing Frames. Note that this affords only a very limited degree of manipulation.
Manipulate Time:
The Hero begins 160 pixels distant from the Opponent. This is a far greater starting distance than in Karate Champ (128 pixels in a Dojo Match, 96 pixels in a National Championship Match). Because this distance is so great, even if the Opponent is defeated as quickly as possible, it is only a few Frames before an additional second of Time expires. At the end of a Match, each second of Time remaining when an Opponent is defeated requires 6 Frames to be added to the Player's score. As such, it is often faster to allow an additional second of Time to expire (to save time on the next transition) than to defeat the Opponent as quickly as possible. Time stops decrementing when the Opponent is hit. As such, the priority is not simply to hit the Opponent as quickly as possible with the Technique that requires the fewest Frames overall to complete, but to hit the Opponent as quickly as possible with the Technique that requires the fewest Frames to complete after the Opponent has been hit. Although Back Round Kick requires more Frames overall to complete than Round Kick (51 Frames compared to 44), both of these Techniques require the same number of Frames (26 Frames) to complete after the Opponent has been hit. As such, for a situation where it is faster to allow an additional second of Time to expire, Round Kick and Back Round Kick can be used interchangeably. Note that Back Round Kick can not be used for this purpose until Girl 10: Match 2 and beyond. Back Round Kick is preferred, as it scores more points (and is just plain cooler), though Round Kick is used on occasion to manipulate Lag or the RNG for a subsequent Round.

Comments

This TAS uses the Japanese version of the game, the more poetically titled Taisen Karate Dō: Bishōjo Seishun Hen ("The Competitive Way of the Empty Hand: Pretty Maiden Edition"), as it does not feature a Practice Stage. This saves 10 Frames compared to Karate Champ: Player Vs Player. Due to the improved opponent AI in Karate Champ: Player Vs Player, gameplay in this TAS is considerably more varied than in Karate Champ.
Opponent Response Range:
The Opponent has a Response Range of 86 pixels. If the Hero uses a Technique within this range, the Opponent will immediately respond. Only specific Techniques can elicit a response. For Match 1 through Match 12, the Opponent can be manipulated to Jump by using 1 posture of Front Foot Sweep. No other response is possible. For Match 13, the Opponent can be manipulated to Jump by using 1 posture of Front Foot Sweep. The Opponent can also be manipulated to use Round Kick by using 1 posture of Back Kick.
Opponent Attack Range:
The Opponent has an Attack Range of 62 pixels. If the Hero approaches within this range, the Opponent will use an attack Technique without advancing further. Note that the Opponent does not necessarily attack immediately after the Hero approaches within Attack Range, but he will not advance any further.
The nearer the Hero approaches the Opponent, the fewer postures of Low Kick are required in order to manipulate the Opponent to retaliate with Jumping Side Kick.
Hitting Bull 1 is worth 1,000 points. Hitting Bull 2 is worth 2,000 points. Hitting Bull 3 is worth 3,000 points. Upper Punch, Upper Lunge Punch, Squatting Reverse Lunge Punch, Front Kick, and Back Kick can all hit the Bull. Get The Bull ends when the Hero hits the Bull, or when the Bull hits the Hero. The Bull can not be evaded. Allowing the Hero to be hit by the Bull on the earliest possible Frame requires 43 Frames fewer than hitting the Bull on the earliest possible Frame. All Get The Bull Bonus Intervals are identical. Use Rapid Advance 12 times and then use Round Kick.
The transition from one Match to the next begins when the Technique score appears above the Hero. The Technique score appears when the animation for the Technique that hit the Opponent has expired. When the Technique animation expires, the Technique Score Display Timer is set to 90 and the Transition Timer is set to 40. When the Transition Timer expires, judgment is rendered. As such, the priority is not simply to hit the Opponent as quickly as possible, but to hit the Opponent as quickly as possible with the Technique that requires the fewest Frames overall to complete.
Using Round Kick to stop Time at 28 after using Rapid Advance 8 times and then Front Foot Sweep to manipulate the Opponent to use Jump causes 1 additional Frame of Lag. Instead, use Rapid Advance 9 times, use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump, use Rapid Advance 2 times, delay 2 Frames, and then use Round Kick.
Time stops decrementing when the Opponent is hit.
If the Hero uses Front Foot Sweep within 86 pixels of an Opponent, the Opponent will Jump.
On an Evade Bonus Interval, input can begin 2 Frames before the Hero spawns.
On a Demo Bonus Interval, input can begin 1 Frame before the Hero spawns.
On a Get The Bull Bonus Interval, input can begin 1, 2, or 3 Frames before the Hero spawns, depending on Lag.
The Hero begins 160 pixels distant from the Opponent.
The transition from one Match to the next begins when the Technique score appears above the Hero. The Technique score appears when the animation for the Technique that hit the Opponent has expired. When the Technique animation expires, the Technique Score Display Timer is set to 90 and the Transition Timer is set to 40. When the Transition Timer expires, judgment is rendered. As such, the priority is not simply to hit the Opponent as quickly as possible, but to hit the Opponent as quickly as possible with the Technique that requires the fewest Frames overall to complete.
If the Hero uses an attack Technique that approaches within 16 pixels of an Opponent, and the Opponent uses Front Foot Sweep, the Hero is pushed away to a distance of around 30 pixels. This can also occur when the Opponent uses Jumping Side Kick.
The RNG determines the X and Y location of objects during an Evade Bonus Interval.
1 second of Time expires on the first Frame of a Round. Thereafter, 1 second of Time expires per each 60 Frames. Each second of Time remaining when an Opponent is defeated scores 100 points and requires 6 Frames to be added to the Player's score.
The first Frame of Hero input for a Round is 1 Frame before Posture Delay Timer is changed from 0 to 1. During Practice and Dojo Matches, input can not be started on the same Frame on which Posture Delay Timer is changed from 0 to 1, but input can be started on the next Frame after that. If input is not entered on the first possible Frame, the Opponent will take a step toward the Hero. Note that during a Match, Time can also be observed as a visual cue, as it changes from 30 to 29 on the same Frame that the Posture Delay Timer is changed from 0 to 1.
The game lags for 1 Frame occasionally. Get The Bull is particularly prone to lag.
During Match and Evade Bonus Interval, the playfield extends from X 32 on the left to X 223 on the right.
Using certain Techniques while in close proximity to the Opponent can cause the Hero to end up behind the Opponent.
If the Opponent has an attack Technique in progress when the Hero's Technique hits the Opponent, the Hero generally scores double points. If a Technique is capable, this will score a Full Point.

Karate Champ/Karate Champ: Player Vs Player Version Differences

In Karate Champ, if the Opponent is hit while he is jumping, the Opponent will appear to hover in midair after he has been hit. In Karate Champ: Player Vs Player, if the Opponent is hit while he is jumping, the Opponent will fall to the ground after he has been hit.
In Karate Champ, Practice is mandatory. In Karate Champ: Player Vs Player, Practice can be cancelled.
In Karate Champ, during Get The Bull, the Hero starts at X 64 and the Bull starts at X 232. In Karate Champ: Player Vs Player, during Get The Bull, the Hero starts at X 80 and the Bull starts at X 232. As such, this TAS completes Get The Bull Bonus Intervals rather more quickly than in Karate Champ.

Karate Champ: Player Vs Player/Taisen Karate Dō: Bishōjo Seishun Hen Differences

In Karate Champ: Player Vs Player, there is a Practice stage, though it can be cancelled. In Taisen Karate Dō: Bishōjo Seishun Hen, there is no Practice stage. Because there is no Practice stage, Taisen Karate Dō: Bishōjo Seishun Hen begins 10 Frames earlier.
In Karate Champ: Player Vs Player, the flag of the United States (albeit circa 1819) is displayed throughout the game. In Taisen Karate Dō: Bishōjo Seishun Hen, the flag of Japan is displayed throughout the game.
In Karate Champ: Player Vs Player, the Hero gets a big head as each Girl approaches him after a Stage. In Taisen Karate Dō: Bishōjo Seishun Hen, the Hero better maintains his composure.
In Karate Champ: Player Vs Player, a maximum of 3 characters may be entered on the Name Registration screen. In Taisen Karate Dō: Bishōjo Seishun Hen, a maximum of 5 characters may be entered on the Name Registration screen. Jucky gets the recognition he deserves! :)

Taisen Karate Dō: Bishōjo Seishun Hen/Karate Champ: Player Vs Player Equivalents

Note that words enclosed by quotation marks are audio samples.
始め "Hajime!" BEGIN "Begin!"
白 "Ippon!" WHITE "Full Point!"
演武 DEMO
うモー MOO!
強いあなたが好き MY HERO♥
完 THE END

The Techniques

Note that the times listed for these Techniques is based on the neutral posture. Depending on the Hero's posture when a Technique is started, the Technique may require more or fewer Frames.
Front Kick requires 20 Frames to execute and requires 54 Frames overall. Front Kick is worth 100-200 Points. Front Kick scores Half Point.
Middle Reverse Punch requires 9 Frames to execute and requires 34 Frames overall. Middle Reverse Punch is worth 100-200 Points. Middle Reverse Punch scores Half Point. Middle Reverse Punch only occurs when the Opponent is within 62 pixels of the Hero. If the Left Joystick is held to the Right while the Right Joystick Right is held to the Right, Middle Reverse Punch will be overridden by Front Kick.
Squatting Reverse Lunge Punch requires 21 Frames to execute and requires 57 Frames overall. Squatting Reverse Lunge Punch is worth 400-800 Points. Squatting Reverse Lunge Punch scores Half Point or Full Point.
Jumping Side Kick requires 25 Frames to execute and requires 62 Frames overall. Jumping Side Kick is worth 500-1000 Points. Jumping Side Kick scores Half Point or Full Point.
Low Kick requires 21 Frames to execute and requires 52 Frames overall. Low Kick is worth 100-200 Points. Low Kick scores Half Point. Low Kick is the only Technique that has a 4-Frame Posture Delay Timer for its final posture. All other Techniques require 8 Frames except Squat and Jumping Techniques. In later Matches, starting a Low Kick on the first possible Frame will cause the Opponent to immediately use Jumping Side Kick.
Round Kick requires 18 Frames to execute and requires 44 Frames overall. Round Kick is worth 300-600 Points. Round Kick scores Half Point or Full Point. Round Kick is the fastest Technique capable of scoring a Full Point.
Back Round Kick requires 25 Frames to execute and requires 51 Frames overall. Back Round Kick is worth 500-1000 Points. Back Round Kick scores Half Point or Full Point.
Turn Back Kick requires 31 Frames to execute and requires 57 Frames overall. Turn Back Kick is worth 500-1000 Points. Turn Back Kick scores Half Point or Full Point. This Technique changes the direction that the Hero is facing. Turn Back Kick is identical to Back Round Kick, except that the Hero begins by facing away from the Opponent. When Turn Back Kick is started, the Hero turns to face the Opponent, requiring 5 Frames, and thereafter the Technique behaves the same as a Back Round Kick. Unlike Jumping Back Kick, if input for Turn Back Kick is pressed for just 1 Frame, the Hero will be turned around.
Front Foot Sweep requires 28 Frames to execute and requires 78 Frames overall. Front Foot Sweep is worth 200-400 Points. Front Foot Sweep scores Half Point.
Back Foot Sweep requires 25 Frames to execute and requires 75 Frames overall. Back Foot Sweep is worth 100-200 Points. Back Foot Sweep scores Half Point.
Back Kick requires 19 Frames to execute and requires 49 Frames overall. Back Kick is worth 200-400 Points. Back Kick scores Half Point.
Middle Lunge Punch requires 21 Frames to execute and requires 55 Frames overall. Middle Lunge Punch is worth 200-400 Points. Middle Lunge Punch scores Half Point. Note that if the Opponent is within 62 pixels of the Hero, Middle Lunge Punch can not occur. Entering input for Middle Lunge Punch when the Opponent is within 62 pixels of the Hero will result in a Front Kick.
Upper Punch requires 19 Frames to execute and requires 53 Frames overall. Upper Punch is worth 300-600 Points. Upper Punch scores Half Point or Full Point. Unlike other combination Techniques, the Left Joystick only needs to be pressed on the first Frame of input for an Upper Punch. After the Left Joystick has been pressed, only the Right Joystick input is required to complete the Upper Punch.
Jumping Back Kick has a maximum range of pixels. Hold the Left Joystick Up and the Right Joystick Left. Input must be held for a maximum of 25 Frames. This Technique changes the direction that the Hero is facing. Jumping Back Kick requires 52 Frames overall. Jumping Back Kick is worth 500-1000 Points. Jumping Back Kick scores 1/2 Point or 1 Point.
Upper Lunge Punch requires 21 Frames to execute and requires 55 Frames overall. Upper Lunge Punch is worth 500-1000 Points. Upper Lunge Punch scores Half Point or Full Point. Note that if the Opponent is within 62 pixels of the Hero, Upper Lunge Punch can not occur. Entering input for Upper Lunge Punch when the Opponent is within 62 pixels of the Hero will result in a Round Kick. This is to prevent the Hero from being able to easily get behind the Opponent. Starting from the neutral posture at X 79, Upper Lunge Punch can hit a target at X 154, 75 pixels distant. It is the ultimate power in the universe.
Block requires 1 Frame to execute and requires 22 Frames overall. Block only occurs when the Opponent uses certain attack Techniques within 62 pixels of the Hero. There are 3 types of Block: Low, Middle, and High. The specific type of Block that occurs is determined by the attack Technique that the Opponent is using when the Block begins. Block defends against attack Techniques that target the defended area. Block does not occur if the Hero is not facing the Opponent. Block can be held indefinitely, but the type of Block will not change to reflect the Opponent's current attack Technique. No Block will occur or can defend against Low Kick, Front Foot Sweep, or Back Foot Sweep.
Crouch requires 30 Frames overall.
Jump requires 47 Frames overall.
Forward Somersault requires 70 Frames overall.
Backward Somersault requires 70 Frames overall.

Match By Match Comments

Girl 1:
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Girl 2:
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Girl 3:
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Girl 4:
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Match 2:
This Match can be completed 2 Frames earlier by using a different strategy, but it causes a less favorable RNG for Match 13: Round 2. After Match 13: Round 2, the TAS would be 1 Frame slower.
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Girl 5:
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Girl 6:
Match 1:
Due to the Opponent's long-range attack, this is the first Match where manipulating the Opponent to attack is faster than manipulating the Opponent to Jump.
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Back Kick to manipulate the Opponent to use Middle Lunge Punch. Use Rapid Advance 3 times. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Punch. Use Rapid Advance 4 times. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Girl 7:
Match 1:
Round 1:
Use Rapid Advance 12 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 1 Frame. Use Round Kick.
Round 2:
Use Rapid Advance 10 times. Delay 3 Frames. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to Jump. Use Rapid Advance 5 times. Delay 2 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Back Kick to manipulate the Opponent to use Front Kick. Use Upper Lunge Punch.
Girl 8:
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Punch. Use Rapid Advance 4 times. Use Round Kick.
Round 2:
Use Rapid Advance 12 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 1 Frame. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Back Kick to manipulate the Opponent to use Front Kick. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Back Kick to manipulate the Opponent to use Middle Lunge Punch. Use Rapid Advance 3 times. Use Round Kick.
Girl 9:
For this Stage, the Opponent's posture delay is reduced by 1 Frame per posture. This is a significantly different fight than anything yet encountered. With this speed advantage, the Opponent can Block, evade, and counterattack with impunity. If the Hero takes no attack action and remains 60 pixels or greater distant from the Opponent, the Opponent will move directly to the Hero and use Front Kick. If the Hero approaches within 60 pixels of the Opponent, he will use Front Foot Sweep. If the Hero attacks high, the Opponent will use Front Foot Sweep. If the Hero attacks center, the Opponent will Block and then use Front Kick. If the Hero attacks low, the Opponent will use Jumping Side Kick. If the Hero uses Front Foot Sweep, the Opponent will walk out of range and then use Jump.
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Rapid Advance 2 times. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Upper Lunge Punch.
Match 2:
Round 1:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Middle Lunge Punch. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Rapid Advance 2 times. Use Upper Lunge Punch.
Girl 10:
Match 1:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Rapid Advance 2 times. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 7 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Middle Lunge Punch. Use Upper Lunge Punch.
Match 2:
For this Match, the Opponent's posture delay is reduced by 2 Frames per posture. This is the maximum speed that the Opponent attains. At this speed, the Opponent can be more quickly manipulated to use Jump or Jumping Side Kick. To manipulate the Opponent to use Jump, use Rapid Advance 5 times instead of 6, and then use 1 posture of Front Foot Sweep. To manipulate the Opponent to use Jumping Side Kick, use Rapid Advance 9 times instead of 12, and then use 1 posture of Low Kick.
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Punch. Use Upper Punch.
Girl 11:
Match 1:
Round 1:
Use Rapid Advance 6 times. Delay 2 Frames. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 2 times. Use Round Kick.
Round 2:
This Round can be completed 1 Frame earlier (Frame 32428), but doing so causes 1 Frame of Lag in the next Match, so no Frames are gained by it overall. Note that though this Lag Frame can be prevented by using Round Kick instead of Back Round Kick, it results in a less favorable RNG, so no Frames are gained by it overall.
Use Rapid Advance 9 times. Delay 1 Frame. Use Rapid Advance 1 time. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Back Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Delay 2 Frames. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Rapid Advance 2 times. Delay 3 Frames. Use Round Kick.
Round 2:
Completing this Round with a Back Round Kick instead of a Round Kick prevents a Frame of Lag in the next Match. Of course, it also scores 400 more points.
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Girl 12:
Match 1:
Round 1:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Match 2:
Round 1:
Completing this Round with a specific series of input ending with a Round Kick prevents a Frame of Lag in the next Round.
Use Rapid Advance 8 times. Delay 1 Frame. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Rapid Advance 3 times. Delay 1 Frame. Use Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Girl 1: Part 2:
Match 1:
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Rapid Advance 2 times. Delay 3 Frames. Use Round Kick.
Round 2:
Completing this Round with a specific series of input ending with a Round Kick prevents a Frame of Lag in the next Round.
Use Rapid Advance 8 times. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Rapid Advance 3 times. Delay 2 Frames. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 2 Frames. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 2 times. Use Round Kick.
Girl 2: Part 2:
Match 1:
Round 1:
Use Rapid Advance 9 times. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Rapid Advance 1 time. Use Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 3 times. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Back Round Kick. Use Upper Lunge Punch.
Girl 3: Part 2:
Match 1:
Round 1:
Use Rapid Advance 9 times. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Middle Lunge Punch. Use Rapid Advance 3 times. Use Round Kick.
Match 2:
Round 1:
Completing this Round with a specific series of input ending with a Round Kick prevents a Frame of Lag in the next Round.
Use Rapid Advance 8 times. Delay 2 Frames. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Rapid Advance 3 times. Use Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Girl 4: Part 2:
Match 1:
Round 1:
Completing this Round with a specific series of input ending with a Round Kick prevents a Frame of Lag in the next Round.
Use Rapid Advance 7 times. Delay 4 Frames. Use 1 posture of Front Foot Sweep to manipulate the Opponent to use Jump. Use Rapid Advance 3 times. Delay 1 Frame. Use Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Match 2:
Round 1:
Use Rapid Advance 9 times. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Girl 5: Part 2:
Match 1:
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Upper Punch.
Match 2:
Round 1:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Girl 6: Part 2:
Match 1:
Round 1:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Upper Punch.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Match 2:
Round 1:
Use Rapid Advance 9 times. Delay 1 Frame. Use Rapid Advance 1 time. Use Rapid Advance 1 time. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 2 times. Use Round Kick.
Girl 7: Part 2:
Match 1:
Round 1:
Use Rapid Advance 9 times. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Rapid Advance 1 time. Delay 1 Frame. Use Round Kick.
Round 2:
In this Round, due to a Lag Frame for the Opponent, the Opponent can not be manipulated to use Jumping Side Kick as he usually can. This Lag Frame can be prevented by delaying for 1 Frame at any time before the 9th Rapid Advance. Because a 3 Frame delay is required before using Back Round Kick regardless, the Frame of delay before the 9th Rapid Advance does not cause the Round to last longer than it normally would.
Use Rapid Advance 8 times. Delay 1 Frame. Use Rapid Advance 1 time. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 2 Frames. Use Back Round Kick.
Match 2:
Round 1:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 1 time. Delay 3 Frames. Use Round Kick.
Round 2:
In this Round, due to a Lag Frame for the Opponent, the Opponent can not be manipulated to use Jumping Side Kick as he usually can. This Lag Frame can be prevented by delaying for 1 Frame at any time before the 9th Rapid Advance. Because a 3 Frame delay is required before using Back Round Kick regardless, the Frame of delay before the 9th Rapid Advance does not cause the Round to last longer than it normally would.
Use Rapid Advance 8 times. Delay 1 Frame. Use Rapid Advance 1 time. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 2 Frames. Use Back Round Kick.
Girl 8: Part 2:
Match 1:
Round 1:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 2 times. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Upper Punch.
Girl 9: Part 2:
Match 1:
Round 1:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 1 time. Delay 3 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Upper Lunge Punch.
Match 2:
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Rapid Advance 2 times. Delay 3 Frames. Use Round Kick.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Girl 10: Part 2:
Match 1:
Round 1:
By entering random input during Rapid Advances, the Opponent can be manipulated to use Front Kick immediately after the 6th Rapid Advance. This is the first Round where manipulating the Opponent thus saves Frames.
Use Rapid Advance 2 times. Press Up on the Right Joystick for 1 Frame. Delay 1 Frame. Press Down on the Right Joystick for 1 Frame. Use Rapid Advance 3 times. Use 1 posture of Back Kick to manipulate the Opponent to use Front Kick. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 9 times. Use 1 posture of Low Kick to manipulate the Opponent to use Jumping Side Kick. Delay 3 Frames. Use Back Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 2 times. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Upper Lunge Punch.
Girl 11: Part 2:
Match 1:
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Middle Lunge Punch. Use Rapid Advance 3 times. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 2 times. Use Round Kick.
Match 2:
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Upper Lunge Punch.
Round 2:
Use Rapid Advance 7 times. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Upper Punch on Frame 70113.
Girl 12: Part 2: Final Game
Match 1:
Round 1:
Use Rapid Advance 6 times. Delay 2 Frames. Use 1 posture of Back Kick to manipulate the Opponent to use Jumping Side Kick. Use Rapid Advance 2 times. Use Round Kick.
Round 2:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Round Kick. Use Upper Lunge Punch.
Match 2:
Because this is the last Match, there is no need to manipulate Time for a shorter transition to the next Match.
Round 1:
Use Rapid Advance 6 times. Delay 1 Frame. Use 1 posture of Back Kick to manipulate the Opponent to use Upper Lunge Punch. Use Rapid Advance 2 times. Delay 3 Frames. Use Round Kick.
Round 2:
By entering random input during Rapid Advances, the Opponent can be manipulated to use Low Kick immediately after the 6th Rapid Advance.
Use Rapid Advance 1 time. Press Up on the Right Joystick for 1 Frame. Delay 1 Frame. Press Down on the Right Joystick for 1 Frame. Use Rapid Advance 4 times. Use 1 posture of Back Kick to manipulate the Opponent to use Low Kick. Use Rapid Advance 1 time. Use Upper Lunge Punch.

feos: Finally a MAME game with a real ending! 2 loops of 12 tournaments resulting in 24 girl congratulations displayed in the end, and the player name screen with music.
Unlike the first game though, this submission gained basically no feedback, and even though it's a bit more varied (some more moves used, BG changes), it's also way longer, while still being the same gameplay over and over. Accepting to Vault.
fsvgm777: Processing.
Last Edited by adelikat on 10/23/2023 1:20 PM
Page History Latest diff List referrers