Gleam of Force thread

Not entirely true!

If she can flip her 2A+B time slow super on, she can Infight and start a combo… with B normals, even!

I should probably add that the opponent can still burst out of the Infight activation as usual, though with the time slow power, Futaba can dodge the burst… though the opponent winds up with invulnerable frames that seem to last right up to when the time slow ends. Well, if Futaba has more meter, she can time slow again and take advantage of the fact that the opponent is now in cool down for the burst…

Whoa, I never thought about that.

Well she has some rather damaging combos to begin with, so perhaps this was intentional for balancing reasons.

I believe her to be a pretty good character, but I just don’t like her. It’s probably because after playing the demo version so much, I got sick of seeing her and Kanae.

I feel like bumping the thread.

Here’s something fun:

  • if two people run into each other at the same time, they can both initiate Infight simultaneously (with neither getting stunned)

  • backdashing not only has dodging frames, but it also has immunity to Infight practically all the way to the end of the dash. Try backing all the way up to the corner, have the opponent stand right up to you, and backdash while they try to Infight by running/dashing at you. Now, characters with run have a certain advantage over characters with dash here, because the running character just holds down towards and keeps running, eventually catching the cornered person once their backdash ends. A character with a dash may not be so lucky.

So let’s take that tidbit of info and go back to a previous example:
Futaba does 2A+B and slows time. Knowing that she might just run in and do an Infight combo, you brilliantly decide to backdash: even though it’s assured that she’ll be able to reach you, your animation is so slow that there’s no chance that she’ll be able to Infight you until the time slow super ends, and you know that when the time slow super has ended, she has no move fast enough to start a combo from Infight.

The problem with this brilliant tactic is that Futaba can just punch you while you are in slow-mo backdash. Though your slow-mo backdash is sloooooow, the frames of it where you will dodge attacks are still very limited and will run out before her time slow ends. So Futaba still wins.

Now, you can try to run at her. Frankly, you might not make it. You are so slow during time slow that she can run at you and initiate Infight on you during the startup frames of your dash/run. She might even see you trying to run at her and just punch you for a CH. If you both ran at each other, you might get the simultaneous Infight activation, and maybe, just maybe, you’ll have a better chance to defend yourself.

Has anyone tried the Netplay? i know that you need an original “Serial Key” (yeah, anti-copy on a Doujin game) but Gleam of Force is one of the most expensive Doujin games ever (i saw it in some stores at 40 US dollars) and it doesnt run well on my PC so… but iim just curious.

I’m going to try to play Futaba more after learning about that. I always thought her slow time super wasn’t all that good.

This game is too good to be just forgotten, so I’m bumping.

Negai is horribly evil. I just discovered that you can combo her time slow punch super into itelf without even having to wait for your opponent to hit the wall. I try to save up 2 or 3 of them, then counterhit the opponent with her down counter, follow with Air 5B, then go for a backstab with 6A+B and repeat into itself until I run out of super. It’s crazy damage.

Negai’s jab isn’t the best, it just looks the best. Ammy’s jab actually gets more range and is a bit faster. I think Rumi has the best jab in the game.

I feel like bumping the thread, too.

So there are a variety of loopable combos in the game, but you’ll often find that looping combos quickly result in whiffing moves.

Some observations:

  • under normal conditions, around 8 hits/moves, things start to reliably break down for Negai.
    e.g. Negai can do 5A 4A 4B 22A 5A 4A 4B 22A, and then it seems everything whiffs. Or she can do 5A 4A 4B 22A 4A 4B 22A one more hit, and then whiffage. 236A 236A 236A (9 hits total) and then everything whiffs. Variations of the above loops result in whiffage even with careful alternation/omission of A normals (e.g 4A 6B/4B 22A 4A 6B/4B 22A 4A 6B/4B after which everything whiffs, 4A 6B/4B 22A 4A 6B/4B 22A 5A 4A whiff, etc.). 2A 236A 2A 6A 4B 236A is another example of a combo after which nothing hits even though you’d think you’d be able to (you are still well within range for another 2A after that second 236A), except that it’s 10 hits. If you try 5A 4A 4B 236A (walk forward a bit) 5A 4A 4B 236A, you’ll find that the second 236A whiffs, though everything up to that hits, for a total of 9 hits. So the logic is probably some kind of OR between the hit count and the number of moves. This somewhat extends to the other characters, though I seem to have misplaced my record of the test cases.

  • Assault Infight seems to reset this limitation to some degree. For instance:
    5A 4A 4B 22A 5A 4A 4B 22A 6CC 5A is a combo, but you’ll find that normals following the 5A that aren’t 5A whiff. It seems that Assault Infight allows you to get the hits in for one MOVE following it (e.g. 5A 4A 4B 22A 5A 4A 4B 22A 6CC 236A scores 11 hits)? But Negai’s 50% life super 2A+B still whiffs the first hit in the case of the combo 5A 4A 4B 22A 5A 4A 4B 22A 6CC 2A+B.

  • all of this ignores Resist, which can cause normals to start whiffing well before the rough 8 hit/move measurement.

Some more Negai notes:
Negai has three A normals that combo into B normals, 6A, 4A and 1A. None of her A normals combo into 1A, while all of her A normals combo into 4A. 4A and 1A can both combo into all B normals except 1B, though some require the opponent to be at 0% Endurance or lower or else there will be whiffage (e.g. 4B and 2B). 6A can be comboed into via 9A, 1A, and 3A, but 9A and 1A are slow to come out such that no A normals combo into them, while 3A only combos into 6A at 0% or less Endurance.

3B, 4B, and 6B all combo into 22A, and the 22A will leave the opponent stunned such that you can link almost any A normal after it (not 1A, cuz it’s too slow).

236A is not a good choice to follow a 6B, as unlike 22A it will not ground the opponent for more links. However, 236A combos from a variety of things that 22A doesn’t (like 2A), and leaves enough time for you to link something afterwards, albeit not quite so nicely as 22A does.

Happy comboing.

With Negai, I always try to get an infight because she has a guaranteed heartbreak combo from a normal infight. It is infight 7A 9B B(miss) turnaround 3B forward forward

This is a heartbreak every time she gets an infight, which is just evil.

But enough about that broken monster, I’ve started playing Ammy recently and she’s a lot of fun.

sigh looks like this great game is forever doomed to be a niche fighter.

But anyway, I discovered a hilariously damaging counterhit combo with Ammy. When you counter with Ammy, you are allowed to use her lightning charged hits for free without sacrificing a zap counter. This is true for ALL HITS IN THE NEXT COMBO. Also, the more zap points you use by mashing B, the more power her attacks get.

Now after hitting with her high parry and getting a counterhit, you can dash behind the opponent and then use 2BBBBBBBBBB. It hits twice and deals massive damage, but then you can immediately follow up with 3BBBBBBBBBB, and then if the opponent was in heartbreak after your first parry or hasn’t resisted anything, you can do 5BBBBBBB to finish off, and then if you have any super arts, you can go even further and use her 2A+B.

The damage, even when fully resisted, is incredible, and all of it comes from just one parry counterhit against a strong attack, lol.

If anybody’s trying to meet up for netplay I offer the hamachi room [GleamOfForce:TENSAI]. I’m trying to spam this places because I want more people to play with. So far I’ve only had two people willing to netplay. Serial code isn’t a problem as we have two and can just switch out to one that’s different.

New character has been released in version 1.1.0.0. of the game. Katsuko-sensei is playable in all her ancient glory.

She kicks ass, but she’s not a broken character and has clear weaknesses and strengths, which makes me very happy. She also fights like a pimp.

Her strengths from what I can see is that she’s pretty deceptive and has great feints/fakeout moves, deals a lot of damage with single hits, and has excellent mobility (FAST). However, she lacks combo ability outside a heart break, and her attacks can be slow/situational at times.

Her supers are pretty good. Her first two attacks are like better versions of Papeko’s 6A+B, except they hit once and are giant glowing punches. 6A+B has great range and 4A+B is the same but upwards and launches very high. Her desparation super is just like Negai’s 6A+B except more powerful and not as good. Katsuko slows time, hobbles towards the opponent like the old cow she is, then delivers a crushing “Shame on you for picking on a poor old lady” punch to the hooter.

She can combo just fine. 5a3a4a5b3b and pick something to finish with if you want an infight combo on somebody with full endurance. Can has people to fight? I’m not one to play fighters vs cpu…

Ok…Katsuko doesn’t suck, but she’s very hard to use. She gets rushed down real easy in the corner for some reason. I lose with her a lot.

While I was losing to the CPU repeatedly while trying to figure out, I noticed that sometimes a little “cooldown” sign would flash under her lifebar character sprite. Does anyone know what that does?

The “cooldown” indicator on the little character portrait appears when you do a Heroic Bomber (i.e. burst). While the cooldown sign is up, you can’t do burst even if you have the super gauge for it.

Oh I see, thanks.

Katsuko suffers from some of the same problems as Papeko. Some of the stuff that SHOULD combo from aerials just doesn’t happen. for example, she should totally be able to do her aerial 5B off an 8B counterhit. But for some reason they thought it’d be good to not let her do that. >_>

I’m sure she’s a good character…but…right now she looks like she just sucks.

I actually didn’t play 1.1.0.0 (only just upgraded to 1.1.0.1) due to real life stuff, so I was pleasantly surprised to see Papeko’s followup to her drill super. Well, maybe she had it before and I just never knew… in any case, it reminds me of Heavy D!, in a good way.

Katsuko’s flick (4B I think? Can’t remember…) is pretty funny in that the flick can inflict the big counter hit common to B normals, even though the flick itself does almost no damage.

I think the most exciting thing about the patch is not just Katsuko, but the fact that it added another stage on top of Katsuko’s, with the stage’s character being some shadowy ???. More characters to be patched in? Or will they come in expansion packs?

Papeko’s always had that followup, but it’s never been useful, since even with a heartbreak, it would always allow the opponent to parry and didn’t combo. 9_9 Don’t tell me it’s been fixed? If it has then I’m happy.

More problems I have with Katsuko: the second hit of her 3A only combos when the opponent is in heartbreak. This move would be actually useful if it always comboed. Her flick is way too slow, although it can lead to some nice things from a parry. I don’t know, I find her to fail even harder than Papeko. I can actually win when I’m playing Papeko, but Katsuko is just…bagh…she is so weak to pressure and her infights are so hard to perform.

And yeah, they seem to be on a character-making spree! If you watch some of the earlier promo vids of the game, you can pause at the end and see a bunch of ‘secret’ characters that Harukaze Namikai designed.

It combos, just do the followup right after you pass through your opponent.

It only combos from the first few hits of the attack though 9_9 it still won’t combo if you do it from a distance and the opponent resists a few of the hits, even with a heartbreak. Do they hate Papeko or something? Gawd…

Anyway, a pretty good Katsuko: [media=youtube]SWtMcphsAug[/media]

And a really really good Papeko!: [media=youtube]ZTNCmcDBnLo&NR=1[/media]

i just tried to play this i dont understand this shit at all