IaMP - Immaterial and Missing Power - Touhou Suimusou - GGPO-style Netplay

Thx Domino <3

I had fun in the IRC today, everyone was really nice. I now have incentive to practice IcraMP :tup:

eyeamp more like eyecramp

hay gaiz i got a new av

If they took out Meiling from this game maybe I would feel like I actually stood a chance.

Or understood what I’m doing.

When I play her I feel like I KINDA have a chance when I get them in the corner, but then she’s ASS in everything else that matters when learning this game.

And if I play, say, Suika, it’s the opposite. I learn the game but I feel like I’ll ever actually be a threat / challenge.

This cycle of feeling like shit when getting into this game never stops, does it?

Note to self: Never play Shy again.

:\

Hey look shardz got a new av.

Thanks for capping and commentating on those matches. I was hoping to see Hago & Tazu in the finals, but it was great nonetheless. If Blazblue doesn’t consume me by summer, then I’ll definitely look into getting into some Alice or Patch.

Chibblers you should play me I’m terrible at this game :frowning:

It’s actually really to get results early with Suika, she’s one of the characters with a lower initial curve which ramps up harder at higher skill levels. With Meirin her curve starts off high and never really gets any easier since you’re fighting at a constant disadvantage.

Suika is sort-of ok to learn the game with but she’s missing a few critical components for IaMP fundamentals. She’s a lot of fun to play though.

What would those missing fundamentals be then?

Kinda sounds like I’m shooting myself in the foot no matter what I’m doing.

:looney:

Chibi - You’re going through the “iamp is too hard, i’ll never be good at it, no matter what I do I lose” phase that many iamp players went/are going through.

Which is what I went through last year when I first started learning the game, which is why yesterday was my first time playing IaMP in a year. I agree with the “IaMP is too hard” part, but personally I only see myself getting better – once I get more time to comfortably sit down and practice. School and work are kicking my arse :sad:

What I plan on doing is going to training mode and setting up the dummy options to where I can see what happens in each situation (air-to-air, wallslam, counter hit, etc.), and watch vids to see what combos I do in each situation. I also need to learn the hjc cancels, pressure, and the most important: Grazing properly :rofl:

I practiced Suika initially, but this time around I am taking a liking to Marisa. Sp00ky was telling me to use j.2B on IRC, which I didn’t even know existed :looney: I’ve got a lot of work ahead of me, but it’s gonna be fun just to learn the character. DON’T TECH THAT j.B LOOP

I wanted to avoid learning Alice, even though I liked her gameplay style, but my attempts to use other characters to accomplish my means have been futile.

…I guess I better get to work.

For those learning the game, please understand:

If you’re the type of person that gets frustrated when losing then please don’t play against the best players in the channel. They tend to do noob hazing every now and then (unintentionally or not) so watch out.

On the other hand if you’re the type of person that gets hungry to level up after getting thoroughly crushed; then yeah go for it.

Regarding IaMP’s learning curve (I’ve said this a bunch on IRC): IaMP has always felt like a brick wall to me. Each brick represents a bad habit or unlearned “function” that you’ll beat your head against until you break it.

Some bricks are harder to break than others. All that head-banging is bound to cause some headaches.

You can’t expect to pick it up and be automatically good or level up very rapidly. Seriously, no one has. The best players in the channel have been around for years, and they were trash at the game when they first started. It took a long long time to get good, and the same applies to everyone else. Just be patient and observant.

HJC rushdown is the core basis of pressure and gameflow in IaMP. HJC rush is the method by which a character can string together melee attacks, bullets, HJCs, and escape punishes to pressure your opponent and hit them by either breaking their spirit bar or punishing escapes.

Let’s start with a basic example. Say you’ve got someone cornered with Marisa. Now, you do 5B.

From that 5B, there are two options: block, or move. Blocking means you pass a chance to escape and want to wait it out. Marisa can do pretty much anything she wants and you are forced to make another decision at her next move.

Now as for moving, you can HJ, dash, backdash, normal jump, or attack. Each one of these options has a counter and an escape.

HJ and jump can be countered by 22A (it counterhits for j.B loop). Dash and attack are countered by delay 6B chained from the original 5B. Backdash can be beaten by delayed 6B or 5B, which guard breaks into j.B loop for most characters since their backdash sets them airborne.

Now the thing is, there is no universal option to beat all escapes. Dealing with pressure is a matter of experience and seeing what your opponent does and reacting accordingly. If your opponent HJs out all the time, switch your punishment to anti-HJs. If they block a lot, start using more bullets for spirit damage. It’s all about adjusting and watching.

The majority of the cast has all the “standard” tools to do HJC rushdown: Reimu, Marisa, Sakuya, Patchouli, and Yukari can all be classified as normal characters. Learning any one of these characters will teach the basic gameflow of IaMP which you can easily apply to most of the cast and adapt to the specific moves for that character.

The other characters - Alice, Youmu, Remilia, Yuyuko, Suika, and Meirin - have various degrees of polarization. Alice and Youmu still have basic HJC rush but are more specialized, with Alice being a zoning character and Youmu more rushdown-oriented. Remilia and Meirin are heavily melee-oriented, while Yuyuko and Suika have slow bullets making standard HJC rushdown difficult (they do excel in other areas).

Meirin is an extremely polarized character who relies on endless blockstrings comprised of quick melee attacks. She does not follow normal IaMP rules and has disadvantageous matchups against most of the cast. Playing her will be difficult and learning another character will require learning new facets of the game that Meirin doesn’t have while unlearning the few tricks she can use that nobody else can.

in standard japanese ? is pronounced exactly the same as ?;
it used to be pronounced slightly different.
Some people still pronounce it a bit different in some dialects, I have heard it myself too but can’t point out where.

? is usually romanizated as either ‘du’ or ‘zu’, first one to put emphatize on how it’s really written in japanese, second one putting more emphatis on the pronunciation.
likewise tadu/tazu’s name is ??. (Don’t pronounce it ??? like certain someone!)

As for the learning curve in iamp, each character has difficulties in some area. I wouldn’t say any character is universally significantly easier than some other character. While Yuyuko has very easy execution requirements and her coverage is pretty simple, it’s pretty hard to get all her things just ‘click’ to get a solid yuyu.
You need to push a lot of buttons with alice but timingwise i dont think she needs any tight low digit frame links to be solid. She’s got already pretty solid zoning by using 2a, iabd j.a and 5c. Youmu can get you games against the average #iamp player if you have good execution and sense for situational combos, but understanding her rushdowns and zoning is much harder than i.e alice’s. You should try various characters, and stick to the ones whose style you like. A word of caution though; If you seem to do better againts other newbies or the cpu with certain characters than others, it doesn’t necessarily mean those characters are mean’t for you. Some very low level gimmicks can win you matches in low level games and against the CPU, and if you learn to spam these gimmicks it’s going to take a lot of effort to unlearn it later on.

The important thing when learning this game is to play against players of all skill levels: The top will show you a good example of comboing/pressuring and are okay for learning defence, the slightly better people should teach you zoning the best overall, and against slightly lower people you can try out your own strings and combos more.

If you only play against much stronger people than yourself, you’ll lose for so many reasons it’s going to be hard to improve much. If you only play against people weaker than you, you can get good at situational combos but that’s it - and in the worst case, you’ll development very bad habits that better players will take advantage of… #iamp should be able to offer all this for you, so be sure to hang around in there if you want to learn this game.

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As an added bonus, I’ve decided to do commentary on the SWR tournament that took place during BA5!

Its cool to like a game, but childishly dissing other games to get people to play yours screams immaturity.

I’m pretty sure that video was in response to this kind of crap.

Other people instigated it. And no one suggested that anyone drop swr or pick up iamp in lieu of swr, people already figure that out on their own without having to be told.

Actually I think it’s more childish to be complaining that SWR doesn’t get attention to people who already blatantly dislike the game. That just happens to be the response they got.

The irony is, after I had exactly what was going on in the match explained to me (like it would have with legitimate commentary) it actually seemed dumber than watching 5 mins of “hurp derp”. The match ends with an ungrazable spellcard during weather that makes you unable to block. Actually that’s not only the last hit of that match, but the last hit of that entire tournament. brb while my brain explodes.

Whatever. I don’t even like swr, just found him childish for doing such things.

I tried out iamp too. It wasn’t really worth the time learning as there’s no chance of playing against anyone here. Unless someone finds a way to rig it up in an arcade cabinet of course.