Touhou has some minor balance issues and some bugs. It also only has 11 characters. Aside from that, it’s the only Doujin fighter I would ever label as “unique”, and I’m not refering to a bad kind of unique either.
EFZ is kind of a more extream version of GG’s combo systems. Everyone typically has two retardo loops, many characters use “Dust Loops”, and so on. They really aren’t that hard at all… once you get the basic idea behind one person’s loops, you can just toy around and you’ll figure everyone else’s out without much trouble.
Considering that you are using a hacked version, I am not sure. I have never bothered with the Kanna crack myself.
Tohou is a good game. Definitively looks better than EFZ, but it will really get you offguard if you are expecting something like a traditional fighter.
http://www.tasofro.net/ is the web page of the creators of EFZ. You can also find screens and a demo of Tohou (the game above EFZ in the list).
tell me a retardo loops of Kano(mashing A doesn’t count) and Nanase then.
i’m sure Sayuri, EX Mizuka and Akane’s “retardo loops” is not so easy to pull out also
looking at replay and seeing other people do it is one thing but actually do it is another.
So i dont think they are so “retardo”
I meant “retardo” loops as in they are very powerful and can generally be set up into from most anything, not that they were spamable or broken. Some characters don’t have such good loops, or can rely on other things for damage. “Dust Loop” style combos are just what I refer to as “up > down” styled combos… you combo on the way up and continue on the way down, so that you are back to where you started from.
I actually don’t know Kano or Nanase very well, I mostly stick with simple big damage combos with both of them. Nanase has some loops involving j.C that I’ve seen, they do a lot of damage. Kano has some really weird looking loop that involves TKing her down dive normals. Wish I knew how to do it, since it’s pretty goofy looking.
I could probably screw around with it and figure it out, if I get the free time to later.
Also about EX Mizuka (which is Unknown right?), she has some really dopey loops in the corner involving her de-fly glitch. That is, she can cancel out of fly mode by running out of EX meter, but then recancel into it. So she can do combos where she is “jumping” like 4-5 times. Not sure if that’s practical outside the corner though, I don’t know much about her other than that glitch.
What about her got nerfed? I’ve been waiting to hear some info on what happened to her. She didn’t seem majorly different, but I don’t play her so I can’t really tell. I’m a bit glad if she got toned down since she was too good before.
2A shit priority. I used to use it as a meaty then mash the hell out of it :lol: Now it either gets beat or trades
6B: Does not hit overhead anymore :(. Was one of the staples of my mix-up rush down.
236A or B: If this hits all the hits hit. It no longer goes all the way through. Also affects the way i rush down. Although this does knock down on hit, so It might be a good thing.
21441236A, B, or C super: Damage doesnt occur until the upper cuts?! WTF?! So damage was toned down on it It’s crazy seeing 28 hits with no damage until the upper cuts :lo:
That’s all I’ve found so far, im still seeing what else about her has been nerfed
i just started playing EFZ (a hardcore 4 days), and the version is memorial. Wot version is that? is that newest one?
my main is mvc2 assist player (there’s a littl’ girl that i control as well) and goenitz(i think her name is ikumi)
does anyone have some vids of them in the memorial edition? and can someone share some tips on mvc2 assist player, esp what you do after your twirp’s ex 236c hits?
and as for goenitz(ikumi?), does anyone use her genocide mode? i figured out a wack combo with her that takes them to the last quarter but im not sure if it’s worth it.
So you have max everything.
(corner) 2aa,2b, 5c, 236b (3 hits), 22c, then grab super.
anywhere version (does a bit less) 2aa, 2b, 5c, 236b(3hits), 22c, 236b(3hits), grab super.
here’s the replays (it’s memorial edition, dun know if other versions will work)
You don’t want to go into Genocide mode with Ikumi, it makes her worse. You only do it if you’ve got someone pinned down or on the defensive, and even then it’s not great. Use 236B and tornados to burn that last blood bar before you hit Geno.
If you do a maxed-out 236B at 3 hits, you don’t need to IC it. The hitstun alone is enough to combo into her super grab (or a 2A, for that matter).
If you insist on using Geno mode, just do [2AB 5C 236B] x 3 and super grab in the corner. Outside the corner, only two reps will work before pushback takes over. With all-but-one blood bar, two reps will work anywhere on the screen.
If you play Ikumi, you need to know her dust loop, anyways.
You are highly unlikely to ever have the chance to use level 3 and blue IC in the same combo with anyone in EFZ. It’s not a bad idea to learn a huge badass combo using both, but you’re far likelier to land a level 3 combo or a blue IC combo instead of both.
i got an important question. Is there different weights like ggxx? becoz i tried to dust loop ayu, and hell i couldn’t even land a 2nd jump c after 662c launcher. I was wonderin’ what the dust loop combo on ayu is.
so far i’ve got
662c launcher, jc, wait air bc, air dash, c, land, rejump air abc, jc, air abc…
i’ve managed to hit a few character with this dust loop, but is there a betta generic one as well?
Ayu is the only character that has a different weight. While Mayu and EX Mizuka are in the “small” character size, they can be comboed by the dust loop like anyone else.
The interface and effects have changed from the EARLY versions, but this one looks almost identical to the V3 series.
The game seems to generally run around 64FPS. The old versions wouldn’t report higher than 60FPS though, and the new version does.
Yes, there are different weights for different characters. Also, some characters have strange air hit boxes, so you’ll have to adjust combos for them acordingly (Mishio has some issues doing combos on some characters in the corner, for example).
As far as having Lv3 and BIC for one combo, not only is it fairly unlikely (unless you sit on your meter as bad as I do half the time), but also tends to be a waste. For example, you might get 5000 damage off a Lv3 combo, and 5000 damage off a BIC combo. But a Lv3 BIC combo might only get you 6000-7000 damage. I would prefer to save one or the other to use later (preferably which ever one is more “useful”, that is, which one has uses outside of raw damage).
Sometimes I will use both though, typically that comes in the case where I use a BIC early in a combo and then near the end have the opportunity to use the super. For example, with Kaori I might do the ground A C loop with a BIC, and if I push them close to the corner, I will end with a 214214C. This gets me extra damage, continues to build up my EX meter, and wall bounces so that I may continue the combo and get a knockdown into more pressure.
It is, of course, a cost/benefit analysis. Make sure you understand just how much extra damage using that meter will get you so you know when to use it or not.
well i use [dash a, c]x4 into qcbx2+A (d,d+C cancel by 4~5hit of the super), then [dash a, c]x2 into dash C. That’s a b/b I use. it’s not even mine, lol I bit off from someone else. On a juggle situation, j.B xx airdash j.A j.B, land, j.AAB dj.AAA. If you wanna ask someone about the game, eternal romancia would prolly be a good place to go.