Players can freely walk around Kamurocho and Sotenbori, interacting with people they meet to trigger side-quests, battling enemies who attack them on the street, or playing several minigames, including fully playable versions of Sega arcade games such as Out Run, Super Hang-On, Space Harrier and Fantasy Zone. Completing certain objectives, such as eating every dish at a restaurant or reaching a target score in a minigame, will also grant the player special Completion Point currency; these Completion Points can be spent at a shrine to receive additional bonuses, such as special items or character upgrades.
The game's fighting system has often been praised for its brutality, though IGN felt it might come across as too simple due to players' tendencies to smash buttons. GameInformer compared the random battles with arcade beat em up games and praised the usage of its grinding system as its usage is needed due to how challenging every character is across later chapters. GameSpot was critical to the gameplay, calling it dated as he remarked that, despite gameplay improvements from the PlayStation 3 games, there is still occasional poor performance. Nevertheless, the reviewer enjoyed the fighting system and the grinding aspects, finding them more entertaining. PlayStation Life Style praised the encounters with minor characters as well as the heat function for the cinematic movements Kiryu and Majima perform although he felt they were barely stronger than normal moves. The cabaret club minigame was particularly praised as "addictive" and "the best part" of the game.
Super Macho Man (スーパー・マッチョマン, Sūpā Machoman) has made multiple video game appearances; his first appearance was as the WVBA World Champ in the arcade version of Super Punch-Out!! in 1984. Later, he became the very last boxer to fight against in the Japan-only, limited-edition, Famicom gold cartridge game simply called Punch-Out!!. Next, when Mike Tyson became the final boxer to fight against in Mike Tyson's Punch-Out!! (and later, Mr. Dream in Punch-Out!! featuring Mr. Dream), Super Macho Man became the champion of the World Circuit. His next appearance was when he became champion of the World Circuit in 1994's Super Punch-Out!! for the Super Nintendo Entertainment System. In his latest appearance on Punch-Out!! (Wii), he appears as the #1 contender in the World Circuit. He is a stereotypical bodybuilder, taunting Little Mac by flexing his pectoral muscles in Mike Tyson's Punch-Out!!, and incorporating his exercise routines into his powerful attacks in the SNES Super Punch-Out!!.
Super Macho Man's first appearance was as the WVBA World Champion in the arcade version of Super Punch-Out!! in 1984. He's extremely strong and uses a 360 degree punch to defeat the player. This attack will knock the player down and the only way to avoid it is by ducking. He fights a lot like the other fighters except that he punches a lot more often, and he'll use his spin punch a lot.
Old Sagat's moves are mostly similar to those of N.Sagat. The differences one will notice the most is that his Tiger shots recover faster and he has no super. In addition to it, as all characters from SSF2, he can not soften throws. His Tiger Uppercuts knock down on the first hit and do not have any juggle properties. Finally, he does not have a cross-up jumping attack such as N.Sagat's Forward kick, and some normal moves have different frame data while his tigers have better defensive hitboxes.
When jumping, always use jump RH, it magically beats a million things and does massive damage on connect. If you happen to land a jumping RH, combo into either:1. low forward kick, roundhouse tiger shot (sometimes dizzies)2. stand light kick (1-2 hits depending on distance), roundhouse tiger shot3. if you land DEEP, 1-2 hit standing forward kick with OPTION of either 1-hit Tiger uppercut or roundhouse tiger knee for 1-2 hits.
Basically what you want to choose as your combo depends on your distance from your opponent. If you want to go for a quick dizzy and you've landed deep enough, go for the low forward kick into tiger shot. However, this doesn't always combo if you're not close enough and also doesn't always dizzy. A more reliable combo is option 2, where the stand light kick ALWAYS connects for 1-2 hits and then the tiger shot is guaranteed. If you get lucky enough to connect the jump RH and you land deep, do the standing forward and judging on the results, either cancel into Tiger uppercut after 1 hit or go for the gold with the 2-hit tiger knee if the forward is deep enough to land twice.
What do you do if your jump RH doesn't connect, and they block? In that case either do a blocked standing light kick into tiger shot, or just do the roundhouse tiger shot by itself as soon as you land. This will keep them pinned and taking a bit of block damage.
Now if you end up close, O.Sagat has two awesome options. One is simply his low roundhouse, which is very fast, has decent range, and does a crapload of damage. If you time it right, you can play a wicked game of footsies that will really damage the opponent if they're just slightly out of range and keep whiffing, and you just sweep to punish them afterwards. The other option is just stand light kick, with the option of following with a roundhouse tiger shot. This is good for guaranteed block damage and you don't have to worry about missing and getting counter-swept, since the stand light kick has considerable range and keeps them blocking.
My only warning with O.Sagat is getting over-zealous. DON'T do too many "psychic" tiger uppercuts or you will be getting your ass handed to you. Also, don't try to play TOO many footsies with stand short or crouching roundhouse and just assume you're going to hit every time...sometimes you can get stuffed with DPs or special moves and it can get frustrating to get back to your "zone game" when the opponent has control of the round after a knockdown.
This matchup appears to be incredibly lopsided in o.gat's favor, but looks can be deceiving. Don't get me wrong, this is a highlyfavorable matchup, yet it isn't as free as you think it is. Guile's character design seems to be somewhat of a counter to Sagat. OrI should say it has balance, synchronicity, good design. Guile's demise? his nerfed low forward, his nerfed sonic boom hitbox, andO.Gat's absurdly unfair low tiger recovery. What does Guile get? the forward sobat kick. A popular move against O.gat, made famousby Kurahashi in his set vs John Choi. He defeated Choi, but not Valle. What did Valle do differently?
Choi's problem is he was blindly throwing out low tigers (and still the match was close), Valle instead pressured with low tigers.This is what you must keep in mind when fighting against Guile. If Guile is close, you should tend to throw out slow low tigers moreoften because his sobat kick will cleanly hit you while avoiding the low tiger. The slow one will usually trade, with about equal damage, anda stun advantage, making Guile scared to do it again. You regain your momentum. Also slow low tigers give you a better frame advantage, meaningyou'll get more than just one safe follow up low tiger. That being said, don't be afraid to throw out fast lowtigers to maintain the projectile's poke pressure potential. That's what the fast low tiger is for after all, hitting people at closerranges with an insanely fast, cheap projectile. if you hit guile with a low tiger at a closer range, immediately follow up with a slowlow tiger, and you'll have a wonderful projectile game surmounted. Generally your most used low tiger will depend on your range, up close,do slow ones often, medium range, do medium ones, far range, fast ones.
Guile can do a trick similar to what he does to ryu, neutralizing your projectile and punishing your recovery. Be wary of this, but don'tbe afraid to throw them out. Their is a bit of a guessing game, but it's still highly in your favor. just don't be too predictable.The low tiger is still an incredibly fast, and it still has a good hit box, even though o.gat's arm extends a little. You're going to haveto make the initial guess, but once you've safely thrown out a low tiger, the odds are very much in your favor. Don't let Guile get thelife lead, or you're going to be the one doing all the work here. If guile is good, he'll be able to neutral jump a lot of your low tigers.There is still a bit of a guessing game here, because o.gat's low tigers are so fast. you can bait neutral jumps and punish with a hightiger to catch him in the air or make him land on a low tiger on his way down. You can also just mix up your speeds, cause the RH lowtiger is so fast, guile has to jump almost immediately after seeing it, so if you throw a slower one, he'll jump and land right on it.If Guile is really good at neutral jumping you will be forced to guess a bit and even play some footsies. Having your footsies down in this matchup is good to have, it makes you a lot less1 dimensional, and can pretty much solidify your victory. If you rely too much low tigers and uppercuts, Guile can guess right eventhough his jumpin sucks and punish you good. So by having strong footsies, you essentially make his jumpin even more useless than italready is. The best option is normally just st.lk xx fast low tiger and continue your zoning game. st.lk is a phenomenal normal ingeneral. if you want to punish low forwards, use cr.mk. it's a fast normal. CR.lk has a good counter hitbox like a shoto cr.lk, and itdoubles as a fake low tiger bait. use st.mk to hit guile on sonic boom startup, or use st.hp if you've got a good read or a momentof twitch reactions (or a combination of the two). even if it trades, the damage is favorable, and st.hp does a lot of dizzy. Sweepis useful too, to hit guile on sonic boom startup and get you out of a tight spot. j.rh can be useful too, even though guile can usuallypunish it. Sometimes it can trade evenly which is worth getting out of a bad spot, but it is a risk. 2b1af7f3a8