Probably unicode.
Open it in notepad, choose save as, and then select unicode for encoding.
Probably unicode.
Open it in notepad, choose save as, and then select unicode for encoding.
I got it to work thanks.
Also, is it just me or does Iku suck now? They slowed her down even more it seems and her bullets seem to lack density.
Iku’s one of the only chars I haven’t touched in Hisou Tensoku yet, unfortunately :.
Kick ass thing about the Hakurouken (Youmu Sword) system card: It can cancel out of anything. So it can be used to extend ground comboes and do very interesting things ^_^.
Also, Substitute Doll. Amazing card o_o. Get that to level 4 and you have +30% defense, which is very significant in practice. Using that, Life Regenerators and the Sleepy Frog spellcard I think I’ve managed to create a ridiculously hard to kill Suwako that if nothing else will extend the match to almost IaMP lengths.
I am -really- loving the system cards here. Easily the best thing Tasofro did for the game IMO.
Yeah, the new system cards are great. I personally use the substitute dolls with my reisen. So you get doll buffs on top of potion buffs and you have one very durable and powerful rabbit. But I haven’t tried all of them yet. Patchouli’s card is also retarded good since it enhances your overall spirit regeneration. Aya’s might be great too since it boosts overall speed. Let’s give that to Reiuji shall we? Then there’s komachi’s card which can be used infinite times and basically provides you with a pushblock. I also need to experiment with using Reiuji’s card with Reisen, since potion buff + damage buff might very well be worth the sacrifice in defense.
I’m playing the game without using the unlock everything save file because I want to kill time. So I haven’t unlocked all the system cards yet.
And yeah, Reisen, Tenshi and Reiuji are definately my top three in this game. Once Reiuji gets her alternate 22 skill (the one which shoots out a fan of huge yellow projectiles) she gets so much space control it’s not funny. 5C + 22B clears the screen of opponent danmaku pretty much. The only one who seems to get through her BS easily is Patchouli, because Patchouli’s fireballs tend to creep around and hit her from the sides. Reisen still has that mad pressure up close so I’m glad for that too.
Another thing is that I noticed that the weather is no longer as intrusive as before, probably because it doesn’t seem to happen as frequently?
English Weather Text Patch is Ready!
There’s all sorts of awesome stuff. I’m assuming you’ve looked at the Wiki; but there’s so much potential in a number of them. I feel like I’m not even scratching the surface just by using the system cards I do. Even Life Regenerator’s useful when supplemented by defense cards.
Tenshi got some great changes. I love her new combo super, that small rock makes her much harder to approach, control rods buff her damage nicely and overall she’s just very solid this time around IMO.
My friend uses Utsuho; I’ll relay that bit to him. He’s been having a hard time dealing with my Patchy and Suwako XP.
Weather seems to both last less time and be less intrusive. Spring Haze doesn’t disable melee anymore (Confirmed) so that I am really thankful for. And Typhoon is so brief that it no longer ruins the match when it activates.
EDIT: Okay, weather prediction and changing works exactly the same. The difference is that it puts a new weather prediction up immediately instead of waiting for the counter to pass 50.
Also, did anyone else find it funny that Cirno and a few of the guest characters that showed up in this [media=youtube]5wFDWP5JwSM[/media] (which is obviously inspired by SWR) ended up being put into the game?
Cirno’s icicle shoot also has a huge dead zone right in front of her. While it isn’t quite Icicle Fall, the effect is still similar. I never use that move because it has basically no coverage and barely tracks.
Also I updated the wiki to go a bit more in-depth on some of Reiuji’s skill cards.
http://img7.imageshack.us/img7/6572/swrsglitch.jpg
I found a funny glitch with Reisen. It was during one of the stormy weathers that I was mucking around with Iku vs a CPU Reisen in arcade mode, testing the practicality of her new air grab move. And the Reisen did a 2C and for some reason the graphic just stayed there. Not long later she did the same move in almost the same place and that one stuck as well.
The hitbox didn’t carry, only the sprite. Makes me wonder if the same thing would happen with a normal eye beam?
http://img200.imageshack.us/img200/2456/swrsglitch2.jpg
edit: it happened again. the weather at the time was sprinkle. And no it does not work with normal eye beams, only 2C. Now if you WHIFF the attack, the hitbox actually does retain! The second one she missed and I walked into it, and Iku fell down.
fell down, go boom.
I’ve been getting bugs like that too, but with Youmu’s ring special. I was in the nuclear core stage and when I’d do her rings special, she would fire a single ring and it would just stay stuck in the ground forever. No hitbox, no nothing. Iku doesn’t even fall down :(.
That snake special of Suwako’s is also pretty messed up. I don’t even try to use it anymore XP.
Patch pl0x, Tasofro.
They most likely will patch it.
Also, can some one explain to me exactly what the Overnight Coin system card does?
Wiki and IRC say it causes pushback. I tried it and it did barely any pushback at all, 5AAAA still connected in full even using the card on each hit.
Does it effect blockstun duration? Does it effect wrongblock? Does it only work on correct block?
Also, is it just me or did they somehow make it more difficult to mash spellcards coming out of blockstun? Like, between hits in a 5AAAA chain is it still just as easy to throw a spellcard while holding downback?
It seems to push back on certain attacks more than others. One thing I know it does is push back even at screen’s length away; Sanae was using her amulets on me and got pushed pretty far back when I invoked the coin. Unfortunately, that seems to be all it does. I can invoke it on wrong block but the timing is pretty strict with seemingly no effect. It doesn’t seem to affect blockstun or lag either; or the effect is so minimal it isn’t noticable. There has to be something we’re missing O_o.
EDIT: Nevermind, didn’t see an effect >_<.
On invoking cards out of blockstun: One thing I know for sure is that spellcards can no longer be activated while holding left or right, which would definitely make it tougher to mash them when coming out of blockstun. I went into vanilla SWR and verified that this is definitely something that wasn’t originally the case.
Yeah I noticed that pretty much immediately but wanted to make sure it wasn’t just me. That was one of my biggest complaints about the vanilla version (along with added pushback on wrongblock) and it’s good to see they realized those were problematic and nerfed them.
Now if only they would add a toggle for weather, among other things.
Flarg there are so many card choices now I don’t know what to do when it comes to making a deck. I’ve decided to make a buff deck for Reisen. Upgrades for her rockets, mostly buffing cards and her potion supers + her spread beam alt skill card. It’s pretty hilarious to be able to take off almost half the opponent’s health with just 1 rocket, and 2/3 of their health with a three-rocket combo.
Also, Cirno. She is so fun to play but bugs me a lot. Her bullets are so narrow and so fragile and she eats up way more orbs than she should. Is she meant to be more of a rush down character up close? Because she’s very fast at least.
I think that weather being a poor mechanic remains my only real complaint about the game; but they’ve toned it down to where the match is kind of helped along by it but not decided by it. I’m just glad that the arrival of a Typhoon or Spring Haze alone is no longer enough to demean the value of a match.
What do you think overall of the changes, though?
It’s because of you that I keep trying to find a way to make a Potion Bunny deck work in real matches XD. It was too limited to work out to full effectiveness in vanilla SWR, but Reisen’s got better coverage overall outside of her supers now.
The spread missile special I like so much better than the rockets, though. Even though the damage doesn’t amount to nearly as much.
Her melee range is kind of bad, but damn can she jump in and take advantage of openings. That I think is the strength you should rely on most. Bait the opponent and take advantage of their openings with Cirno speed.
Ice Sign “Sword Freezer” is an amazing reversal too.
Right now I’m finding that system cards are useful enough for buffing reisen even if you can’t get hold of a potion.
Also if you REALLY want damage, you should try the mind dropping bullet (the one that fires upwards at an angle.) because that does even more damage than her rockets if the bullet hits. The only problem is that her rockets are better in blockstrings, which is what Reisen excells at in the first place. Buffed rockets on guard leads to really mean consistant chip damage. Mind dropping whiffs on a crouching opponent so it’s no good for that.
I didn’t notice any change with Typhoon. What did they modify?
Well, it’s a mixed bag of chips in my opinion. On one side they did change a lot of things that I felt were problematic (wrong block, card mashing, etc), so a lot got “fixed” so to speak. And the modification to skillcards make them actually plausible to use which is handy.
However, I don’t like some of the new additions or changes. Some of the system cards are kind of bogus IMO, though I can live with that until some one figures out how to abuse/break the good ones. And the weathers aren’t really less problematic there are just more of them. Spring Haze is even more retarded than it was before, as well as River Mist and Mountain Vapor being even more stupid than they ever were. Also I have been noticing that a lot of characters have been slowed down, they feel like molasses compared to the new characters Hong and Cirno, or compared to Youmu and Aya. Like try playing Iku and Komachi for a bit then compare them with the aforementioned characters, it’s pretty tragic.
But, in general I don’t have much to complain about except the weathers and the core gameplay. I finally realized specifically what irritates me about the core gameplay mechanics, which I covered in my blog, and the core gameplay hasn’t changed in Soku.
Cirno has an infinite?
Fist of ?th Star
How is spring haze even more retarded? It lets you use melee attacks now, just weakens them a bit unless I’m missing something. River mist I can agree with but for the most part I just sit back and spam bullets until it’s over.
So far the system cards haven’t been breaking the game for me. Even aya’s fan (which supposedly speeds up the character) and patchouli’s book (which speeds regen time) don’t seem to have a huge effect even when maxed out.
Spring Haze now lets you graze melee. So now there’s zero point in even attacking since both players can wavedash graze indefinitely for the entire duration of the weather and be hit by nothing. The only reason you’d want to do anything during that weather is to build super meter at the risk of getting randomly hit. Exactly like how people played in SWR1.
The system cards I can foresee being problematic are Magic Potion (which regenerates even broken orbs, making the cost of Border Escapes or wrongblock meaningless), Substitute Doll, especially combined with Control Rod, and the Left Holding Fan and Card Eating Medicine. The Dragon Star and Three Heavenly Drops are kind of stupid, but when activated the opponent just runs away (which is easy to do with flight), so they are kind of worthless in a way, but perhaps not, who knows…
Apparently everyone does in Monsoon weather. So add that weather to the list of stupid problematic weathers. :bluu:
Though on reflection, that’s fucking hilarious.
Well, in the original it lasted much longer than it does now. That counter winds down incredibly quickly, so it’s only around for a short time. Even though it’s the same effect, its briefness lessens its impact on the match considerably.
I read your blog entry and while I definitely understood the mentality behind your thoughts on it, I don’t particularly agree with all of it. As a forewarning to my reaction, I’m not trying to change your mind or start an argument. I 100% respect your opinion on this.
>Re: Bullets give you a disadvantage - I think that being careful when spamming bullets is a good thing. A lot of the problem with SWR originally was that it encouraged a lot of safe spamming and fishing. I think it keeps the bullets to pressure and forces eventual close-in.
>Re: Cover a melee special with bullets and bullet anti-airs - Yeah, those are great options. You cover in your post that people will learn and predict bullet anti-airs, which makes the ideal option to cover melee with bullets. That’s pretty much a basic mindgame, though. They dash through expecting you to use bullets? You use melee. You use melee, they counter with bullets. You cover melee with bullets? They dash away or just block. I don’t see anything wrong with that; it just means you and your opponent are trying to out-guess each other.
>Re: Large stages invalidating setups - Yeah, the stages are definitely still too big, but I don’t think it makes it as hard to catch the opponent as you say it does. Flight isn’t infinite and the opponent still has to come to you because long range projectile spam just doesn’t work and there’s no time limit to wait for.
In that respect, I think you can still reasonably zone. Having projectiles around you makes it risky for your opponent to rush in, which forces them to look for an opening. And when they’re in the spot you want, you connect with melee.
>Re: Potion making Guard Crush/Border Escape Worthless - Don’t get me wrong, I completely agree on this. At the same time, though, I think this is where the expanded system cards have really exploded decks. With so many great options, I don’t think people will be bringing more than two potions at a time, if that, unless they can really utilize them. It’ll be something that will impact matches for sure, but I don’t think GC/BE’s negative effects are necessarily fully invalidated.
I 100% agree on character speed; I think what they did to Komachi and Iku is pretty lame (especially since Iku was slow enough as-is!). I guess it’s to make the difference a little more managable for Utsuho, but still.
And yeah, weather is just poorly implemented. I don’t think they’ve ever ruined a match for me here where they did in SWR, but it’s a system I really think Tasofro should at least rethink for a future game.
EDIT: And what just came up about Monsoon and infinites is freaking hilarious and kind of sad at the same time. I wonder if that’s actually practical, though.
Doesn’t Spring Haze consume spirit to graze melee? Is it an insignifant amount or? :\