This strat might be speedrunning material, I've already explained how it works in the description, take a look and tell me what you guys think xD.
This is great!!! Nice find!!! Would this work with others?
Damn, that's a good one! That's much more doable than forcing him into a teleport loop. Kinda wonder if you can occasionally put a screw shot between them for more damage since the distance is close.
Ah after playing with it a bit, I get it! This exploits the fact that Rikuo's Crouching Heavy Punch can only be blocked high in the early Japanese ROM. The later Japanese ROM does not have this. I've tested this out before and it didn't seem to work for me, but I've never tried it on Turbo 2.
Makes me want to compare the animation frames... really wonder what's so different on T3.
This would work on other characters, but there's a lot where this would be hard to execute on as their responses to this aren't favorable.
After messing with this a bit .. I think its improved slightly by using standing LK instead of crouching for some unknown reason. I was able to go st LK into cr HP and loop Pyron fairly consistently on T3. Using cr LK or cr LP on T3 seemed to make it a lot harder to chain ... no idea why.
I've been poking around with the debug menus on MAME to try to see what's different. Info on them here for folks that don't know about them: https://tcrf.net/Darkstalkers:_The_Night_Warriors_(Arcade)/Debug
Kinda seems like there might be an inconsistent number of delay frames on T3 for chains. I wonder if it's merely dropping frames of startup and end animation to achieve that speed.
If so, there might be more viable high damage strats on T2 than T3 in general. Interesting.
T2 would be the best bet. It's hard to chain and do simple dashes with certain characters on T3.
@NerdyNester This only works with Rikuo, I'm still messing around with the other characters to see what other crazy stuff I can find :)
Oh, not sure if I've shared this at all:
Raptor Cheese. There's ways you can add some other moves in to make it better, but this exploits the fact that Pyron's common response moves can't hit low enough.
I was helping Dusty route Dimitri and I came across this:
It looks like as long as you connect one "shoryuken" with Dimitri you can then fireball spam him and he wont block. If you time each one correctly you can loop it infinitely.