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Streetwize

Aah Harimanada (Sega Genesis)

Oct 30th, 2019
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  1. I spent about three-to-four hours to uncover most of this, although the stream did give me a head start and what's already known is covered here anyway to help anybody else interested.
  2. Manual Link: https://segaretro.org/images/c/ce/AaHarimanada_md_jp_manual.pdf
  3. FAQ Link: https://gamefaqs.gamespot.com/genesis/570458-aa-harimanada/faqs/73002
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  5. In short, this game is great for some random fun and mystery tournaments. A lot of thought was put into the game's mechanics where it stands out casually, but as far as competitive gameplay goes it's a giant mess as I'll cover below.
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  7. Light characters: Tama Arashi (9), Shura Noumi (15)
  8. Heavy characters: Ooegawa (4), Fugaku (7)
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  10. Notes of interest:
  11. • Due to poor programming, this game has "variable" input lag. Inputs are polled about 15FPS and P2 is two frames behind P1 at the start (may change later on).
  12. • Health regenerates really slowly (1 point every 300 frames). Too slow to be useful, but it somewhat helps with the loss of health while on offense.
  13. • You are allowed to attack as soon as the music starts. You can buffer inputs before the round starts, including charge moves. You cannot block during the initial dash, so failure to do anything leaves you open.
  14. • Multi Palm thrust (236+B) is a weird "grab" that cannot be blocked. However, there are random gaps where the opponent can possibly jump out. If they are out of range the move stops. It does not have ring-out properties thankfully.
  15. • Stun clap is a universal move, but this telekinetic move shown in the FAQ isn't in the manual. Claps are busted with the ability to repeatedly spam it without penalty despite doing zero damage. It is unblockable, cannot be avoided, and can only be mashed out of. There is nothing you can do to counter it, but you can prevent followups if lucky enough. The motion is made easier with the intentional tweak to the controls which delays jumps. To do it, start in any direction and do a 315° motion+B. You do not need to make a complete circle.
  16. • Charge time is 60 frames. However, one second feels much longer during a fight, which is why people say two.
  17. • Patty Cakes (A) is too fast, making it randomly unblockable if not already in block. It likely has to do with the "delayed" inputs.
  18. • You cannot block while in hitstun, meaning while it works like a real fighter, infinites exist. I do not know if a counter exists to timed Bs. Doing that until dizzy and a palm thrust in the corner is an easy win. You can also combo palm thrusts into itself in the corner since you can't be pushed out of the corner.
  19. • The FAQ has many motions wrong. The manual has the correct moves. Headbutt is 623+B instead of 26+A+B. Moves that say mash two directions and a button are either FBF+BB or UDU+BB.
  20. • Any move that causes pushback can ring out. The "corner threshold" seems to regenerate fast so it may look like it's random. It certainly isn't tied to health. Differing weight classes adjust this by one or two hits' worth. Any bit of hesitation after meeting the threshold will let them recover, but it's possible to go beyond for a larger window of opportunity. (I cannot seem to find this in RAM)
  21. • Attack speed is identical between weight classes; mobility and reach are not.
  22. • Heavy class cannot jump attack (A). They can only throw (4/6+B). Possibly an oversight since only two heavies are in the game. The move is somewhat useful since the game autocorrects you while in the air, becoming a crossup.
  23. • 2+A/B are your low attacks. B is slower, but covers more distance and hits harder. The A version is generally better since it's faster, but you can try mixing up your opponent from a distance.
  24. • Everything but the low kick is an overhead (must be blocked high). This change seems intentional to make the kicks a viable option in the corner, when just the headbutt would have worked fine with some adjustment. Lighter weights are practically immune with their crouching posture, while Middles can dodge some Heavy-class attacks by shifting back a little.
  25. • The overall range of the grapple is longer than the proximity you are allowed to initiate it from.
  26. • Mash A six times to escape from grapples. I found this on accident, but it is in the manual.
  27. • 214+A/B look similar but have differences. Both motions allow ringside struggles, but each one does a different move when "successful". A shoves the opponent the other way, while B does a big throw that can ring out. If I were to guess why these moves are inconsistent, it's probably to simulate the sumos' struggling. I thought it was health related at first. A works more often than B but I get a bit more success when I do my inputs slow. I cannot fully figure this out.
  28. • 684+B is an overhead throw that can be done at anytime. It cannot ring out unless at a specific distance (varies by class), and WILL cause a Throw struggle in the corner (see below).
  29. • There are two forms of ringside struggles. Push(236) and Throw(214+A/B). I don't know if major differences exist, but Push is slightly safer since losing it makes you return to grapple. The opponent easily has a chance to try Throwing you out though. You only need to mash A and B during these.
  30. • Jumping towards someone against the edge will push you out mid-air. You cannot get behind them by jumping this way. This is for the better. Trust me. You cannot ring yourself out anyway.
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