Matchups in IaMP aren’t as skewed as in other fighting games, with a few exceptions. This is because with the bullet system, it is possible to make virtually every move in the game safe, and the large variety of movement options and lower overall damage means that sometimes whoever gets the most pressure can win. Matchups aren’t as much of an uphill battle as they can be in SF-style games.
For combos, take a look at [media=youtube]UtrTjy9xrQk[/media]. It’s a little bit outdated but most of the combos there are still current.
A) Is it overly fanservicey/embaressing (don’t have a pc of my own so have to use the family one.)
B) After hearing about the bullets and melee and watching a video a while ago it seems a bit like Wartech: Senko no Ronde, is it similar to that or does it play completely differently?
No fanservice other than its a touhou game so it has Zun designs and uber touhou music.
Snr is in a completely different league from this game. I find it hard to call SNR a fighter. This is a fighter straight up, some characters melee is hardcore and you do not want them in your face for long periods of time, it will lose you the game.
Thanks, might check it out then, just got to find time to juggle it with MBAC, EFZ and SFIV lol, seems like now is a pretty good time to be into fighting games :lovin:
Man this game looks great.
If the community was bigger and Blazblue wasn’t coming out I would definitely put more time into a game like this.
I don’t think its necessarily the loli characters that keeps people away from it but the lack of people even knowing about it. I learned about it from looking through shmup games… no clue how but yeah.
No harm playing it on the side. And yeah it’s pretty obscure, which is why every few years I make a thread on SRK. The general impression I’ve received was that people respect the gameplay, are neutral/negative on the designs, and find the game too difficult to get into casually.
After sitting my room for two hours playing against Easy mode computer, I’m kinda getting used to the controls. The loops aren’t catching on to me, though, like Yuyuko’s 5A corner loop… But the bullet spam is hella fun.
What’s so different between this game and SWR? I haven’t played SWR, but the game mechanics seem similar at first glance…
All you have to make sure of is that you don’t go back to neutral and that you tag 2 at some point. So you can try like 4123, or 4121. As a keyboarder I have a habit of just doing 421, even though this actually translates to 4121 at the speed i’m pressing/depressing keys.
Yuyuko’s corner loop is probably one of the most boring combos in the game. Fortunately it doesn’t usually come up much in the most boring form since most players aren’t quite dumb enough to get caught in it.
I don’t want to start an IaMP vs SWR discussion, honestly, I’ve seen a bit too many as it is. But I can state that the games are only similar on a superficial level: SWR removes bombs, has omnidirectional flight, border escapes(At the cost of one red orb you can get an airdash/HJ out of any block), wrongblocking being beneficial(extra pushback at the cost of one orb), a randomized system for supers/spellcards, a semirandom weather system that drastically modifies the battle(such as no melee, or superamor/no blocking, etc), and frankly just a skewed risk/reward system overall. It is pretty much a completely different game, so you might like it, and you might not. IaMP players in general tend to not think very highly of it.
The spirit system is replaced with the orb system where all spirit costs are calculated according to a 5-orb limit. You can’t drain yourself anymore, guard crushes remove one orb temporarily instead of depleting your whole bar.
Wrongblocking a move depletes one orb instead of a set chunk of spirit. However, it also adds pushback so it’s actually beneficial to wrongblock some strings.
Airblocking has massive upwards bounce momentum, instead of making you slowly lose altitude. In IaMP airblocking could be punished heavily; in SWR chickenblocking is extremely strong because it’s hard to punish.
The combo system was relaxed, moving away from situational air to air juggles into dial combos. Timing hits became less important and combos became more Melty/Marvel style.
Pressure game was greatly reduced. There are many ways to get out of pressure now and being a good blocker isn’t rewarded much.
Weather system to add effects to battles, such as extra damage to certain moves, inability to block or use melee attacks.
Card system to determine spellcard usage, making them more commonly used in matches instead of near the end of rounds.
Discussing IaMP vs SWR is akin to talking about Melee vs Brawl; it’s a can of worms that’s been opened many times before and never really accomplishes much through discussion. While some SWR players may find IaMP interesting, the opposite is generally untrue; most IaMP players find SWR thoroughly unplayable.
Oh… sorry for accidentally peeking in Pandora’s Box.
I’m having a run for my money with the hard mode computer shutting me out with its superior bullet spam… I need to L2not suck with yu-yuko/kari…
I almost want to give up and go China with all of her melee attack goodness… but I’m holding on here, not diverting…
I tried connecting to the .cgi thing, and behold, my school’s filter caught me trying to access IRC and banhammered my connection for a good thirty seconds per attempt ;_;
Wierdly enough, I can spectate matches on GGPO… so if anyone knows of any valid IRC ports that would work, I’d love to set up my pidgin so I could IRC some (sex-RP, anyone? j/k)
Also, if anyone’s really willing to give me one 1 on 1 pointers, the only way I would be able to do it is through Hamachi (I think, at least, one of my friends used it on this network to play Sins of a Solar Empire)… so hit me on the AIM if you’re interested…
edit: ooh! It’s 1:00 A.M… time for my school’s effective internet-curfew to kick in… I’LL BE BACK L8R, GUISE
I’ll be finishing the rest of the brackets over the week. This was definitely one of the better tournaments overall and probably the second best in 2009 to date, next to Tohgeki 4. Lots of solid play, strong players, and a dark horse that took everyone by surprise.