Yuki’s more responsible for the game balance and random stuff like that for SST, not the actual characters themselves.
There isn’t anything wrong with some references from other designs, although the Ukyo design is just the basic Iai stereotype anyway. (technique that requires you to defeat the opponent from the unsheathing of the sword.)
Regarding Kamui, I don’t really think so. GG Johnny uses sword Iai as well, but he’s not exactly like Kamui/Ukyo.
Kamui and Ukyo both have that air swoop. Johnny has his Ensenga, but it’s not really the same as theirs.
Kamui and Ukyo both have the same projectile where the swoop their sword vertically and a slash “beam” flies out. Johnny doesn’t have that.
Kamui and Ukyo both share that run-through super, although Ukyo runs past you many times it’s basically the same. Johnny’s super is entirely different.
Kamui and Ukyo share a lot of normals that look a lot alike, but Johnny’s normals are fairly different in comparison.
Come to think of it, doesn’t Baiken use Iai as well? See, so what if they use the same fighting style. They could have at least put in a little effort to make them unique.
I mean, when I say Saki is a Millia clone, I don’t mean that they share too many similarities, but they both fall under the same character-type/category. Although Saki sounds like her, and Saki’s normals look like Millia’s too, and so does her hair flip win-pose.
The similarities aren’t the point though. The point is none of them are anything I haven’t seen before. They are all practically rip-offs, and they are definitely all anime cliche’s.
But then maybe that was their intention. I mean damn, if you’re going to put that much effort into a game you’d think they’d of at least tried to make non-cookie-cutter chars, but I’m guessing they wanted them to be generic.
Incidentally, Chibi, if you haven’t watched the “current” set of Game41 AH vids, there’s a match with Lang-Gong Fiona near-perfecting Gier Kamui D: (I think she blocked the shadow once or something, shrug). Also an interesting combo- combo to rekka, rekka, early fly upwards… recover, air combo them when they get to you.
I think I’m going to pick up Mei-Fang, she seems easy to use and she’s fun, I might make her my secondary. I didn’t learn her advanced combos in a few hours, but her b in the air is too buff.
Noone was there except Deathscythe, Shinto, fob Kira/Saki player, and helijago (tekken player) when i got there. Right now, the fob guy is probably my best comp at this game I’ve played yet, tho his Saki is more effective than his Kira (but then again, at this point in the game, we’re all lacking something
Shinto, I dunno, his Saki actually beats me a few games while his Kira doesnt right now yet, i dont think he’s realized his options fully yet if you try to jump out of a spd attempt (if he knows youre going to jump.) I wish that guy had showed up at the tourney on Saturday too. He said he was gonna come and enter!! and he didnt :annoy:
But yeah he’s got the splash loop down, and some other combos, I acn tell he’s been watching those vids good shit and yeah…the window for teching in this game is really long at times, causing some of these long loops.
on that note has anyone figured out the tech system and air recovery in detail yet (like, which direction/button combination places you on the screen after a airtech/wallslam tech - and when you can EXACTLY recover from it. Of course I know holding D causes walltech but I havent sat down and figured out what direction does what yet. And noone fully realizes what options to do after a move that wallslams yet. Even if they airtech I still seem to be at a slight advantage (depending on where they recover to set up for guardbreak…or maybe we dont realize the options we have coming down yet,
I dont get that to, you wall tech but when you bounce off your in the air going up, but it kinda leaves you open, (I think).I want to know how long do you have invincibility for?.And is Mei Feng 5B (I think) a gaurdbreak?
After playing against a few Kamuis tonight, I no longer want to play that character. I’m sticking with Heart. My reasoning is that when I win with Heart, at least I have some self respect afterwards.
Actually, Kamui bears more resemblance to Yumeji than Ukyo. And it does mean something that they made SS0, SS0S and SST, the characters that debuted in those games (Yumeji, Rasetsumaru, Kusaregedo, Mina, Yoshitora, etc.) besides being designed by the Kenshin artist, they were pretty much Yuki’s ideas. Seeing as how many of those characters were created from rasetsu versions of the cast of SS3/4.
We should start a protest. The worst part is that we’ll still be paying 75 cents as we protest. This game is crack. :sad:
Word. Fob Guy ownz. I came so close with Lilica(STFU, Shinto). I need to get her air combos downpat. Her jump A is too good. That shit leads into anything.
I’m also wondering how the fuck to properly tech as well. It’s annoying when you get caught up in these long loops. :sad:
Anyway, I’m sticking with Lilica. I said I was gonna use Kamui at first because I wanted to play to win. But now, I feel some sort of satisfaction knowing that I’m playing Roller-Girl. I MIGHT show up in rollerblades just because. I might start to 214B a bit more. She definitely get’s away a lot quicker with that, rather than just dashing back. Her standing C is pretty good for anti-air and it has some pretty good reach.
Must…learn…MORE!!! I think I might go again today. God, help my wallet.