The game has mixups for sure, but doesn’t have high/lows. Since you can’t get hit if you are blocking eternally in the corner (chip damage at best), they needed to try punishing too defensive players.
If the entire game is frame traps, tick throws, and punishes, I super don’t care because that is extremely shallow and monstrously boring. And punishing defensive play is already retarded, but is made exceptionally retarded in a game literally built around projectiles and ranged play. Forcing people to be offensive with projectiles is dumb, and here’s a radical concept, if it were possible to actually OPEN PEOPLE UP WITH MIXUPS defensive play wouldn’t be such a dominating style of play and you wouldn’t need to punish people for being defensive in a game that promotes defensive play.
It’s just poor game design. Literally all of the mechanics and systems in the game are heavily leaning towards defensive play, so instead of making offense any kind of solid, they implemented the Popularity system to discourage defensive play, so even though offense sucks you can still win regardless of health or actually landing hits because the defensive player is put at an immediate disadvantage because the game doesn’t like them. And the worst part is IT DOESN’T EVEN WORK, so what the fuck is the point of the popularity system? I don’t see this game having legs anywhere except the hardcore Touhou community who would play it even if it was a clone of E.T. on the Atari because it’s Touhou, and even then I see people in the Touhou community hating the game because it doesn’t have their favorite character as playable or other stupid reasons.
This moreso than ever with the popularity system the way it is now,
once someone gets a solid point lead, just hanging back and blocking out the clock is a way too potent option with how little it’s punished and how you gain nothing with blockstrings. Every fresh out-of-the-gate doujin fighter has its rough spots, but I feel the popularity system is a pretty glaring flaw.
Although i’m also very dubious about the popularity system yet, this strategy doesn’t work very well. If you try to just go to a corner and push block for around 10 or more seconds, your popularity will go down while your opponent’s will get pumped up. Eventually you’ll be guard crushed also, so you have to do a jump to escape, but your foe can punish the jump with a melee attack. Of course you can do this if your popularity is way ahead and there aren’t much time to time it out, but you can do this in any other fighting game (when you start to doing this in this game, your victory is assured though). I think a better strategy for wining by time out is running away, dashing backwards and forward, but this is not that easy either, at least, not with all the cast.
This is the very first Touhou game that i play, but i know also the other fighters. I can see that Touhou games don’t have any intentions of being traditional fighters. If you give it traditional offensive tools and mixups, then the popularity system is useless and the game becomes into a traditional fighter. I also wanted to see more mixups in the game, at least some reliable throws (i think throws and tech throws are completely possible to implement in the game as it is), but i’m also grateful about a fighting game being original.
As for mixups, this are the kind of mixups you’ll get in HM as i’m aware of:
Persuade your opponent to graze through your projectiles and punishing them with a melee attack
Traditional poking and frame traps
Crossups after an untechable knockdown (crossups in this game are Marvel-like some times)
Traditional baiting moves
Offensive play is more about pressuring, and guard crush isn’t the only goal for doing block strings. The spirit gauge is shares by 2 functions: the guard metter and the special moves metter, so if your opponent’s spirit gauge is down, it will be more difficult to him/her to give a fight.
Being in early stages and with potential patches upcoming, i don’t feel this game is that bad overall, but needs more testing about the mechanics. There are some big flaws right now, for example the girl with the colored hair can do a combo, gain popularity, and go on the top of the screen to run away the entire match!
After i wrote the above, i played with a friend of mine, and now i have to take back what i wrote about the crossups. There are a lot of moves that look like they will crossup, but that’s all. For example, Reimu’s dashing A and Ichirin’s dashing A can hit right in the back of a character, but you don’t have to block in the opposite direction of the attack. So that limits a lot the crossup mechanics. You can still really crossup with certain characters and special moves, but i now can see the options aren’t that vast. I feel like this is another flaw of this game. Hope to see some good patches later for the variety of gameplans, unlike games like UMK3 where your attacking options are very limited.
So guys I made a simple Beginner Koishi Tutorial video
Since it’s a beginner tutorial video, it only goes over her moveset and the conditions they need to satisfy to be activated, their properties, and some beginner strategies on getting in and a nice Okizeme setup.
I just have something to say about your okizeme setup with the crossup. I believe that all crossups in this game are fake, you just need to allways block in the opposite direction you were facing when you got dizzy by the limit combo. In your video, if the 2nd player is holding “right” in his/her controller he/her will block the incoming attack. You can do the most fancy crossup setup you have but it’s a no go, doesn’t matter if you are using projectiles or if you put yourself right in the back of your opponent. The only way you can crossup a girl after a limit combo is by delaying enough your attack, but the delay is so wide that is difficult to call it “mixup”. It’s a pity, i think the game would have been very cool with some real crossups.
In my opinion, the best thing you can do after a limit combo is pressure or going for a guard crush with some brooms if you can. It is probably very hard for Koishi to do that, i don’t know.
Again, nice video, very detailed. I hope to see more coming. I’d like to contribute myself, but my computer sucks and i can play this game and record the screen at the same time without big slowdowns, sorry.
Yeah I found that out while playing with a friend locally, but I later discovered that if you either attack early (whiff) or just crossdash and quickly do her dial-A a few frames later, it will cross up. It’s mostly timing in the end (the whiff is better as they’ll think you’ll try to go for meaty, as trying to dash down will result in them getting hit).
Anyways, final video related to Koishi for a while, another combo video that also includes a couple combos from other characters as well :V
Yeah, i do the same with Ichirin. Delaying the crossup to be actually a crossup, also wiffing moves. I have like 4 crossup setups with her. however i can’t find them very useful. It can be tricky, if the other character is mashing As, you can get caught. Still, i believe Ichirin is the best character in term of guardcrushing, so it is better to pressure your foe rushing down.
I believe you can combo Koishi’s throw after one of the spellcard supers, you should try it.
Are you looking for patch notes for any of 1.10? Or just 1.10c in particular? If the latter, I read somewhere that it only contained bug fixes to prevent netplay from crashing on the 1.10 series.
So many Nitori nerfs and so many Koishi buffs. Miko buffs don’t seem like much, but seems like they improved her overall (the new guardcrush setups can’t hurt, either)