That China video was awesome. I loved the second one where she did a spell card, then turned around and did her punch special.
This game is a blast to play, and some I’ve been playing it with some other friends of mine since it came out. New characters are nice (Suwako is just crazy, lol) and same with all the other good stuff added. Right now, my main is Marisa and I also like using Reisen and Reimu.
With that said, how would one approach characters like Yuyuko? I have no idea how to approach facing her, as I can’t get up close to her and her projectiles seem to just outnumber and outclass my long range options. This gave me a problem back in SWR as well, so I’ve been trying to figure this out.
Is that so? I thought that it causes an orange aura that drains slowly the opponent whenever they are put in hitstun (and therefore allows her to get lots of free damage off knockdowns and combos). I’ve never seen ‘snakes’ give the opponent green, red or blue auras. I’m pretty sure death cloud doesn’t have a poison effect either.
Okay, I was thinking of something else. My bad.
The death cloud’s denseness and its utility as a zoning tool make it more important to me than the ability to cause any residual effect. The death cloud does cause red, green or blue auras on hit which is a nice bonus on top of over 1200 damage and the ability to absorb some of the densest projectiles Suwako’s opposition can throw at her.
Yeah true. And Suwako needs some cover because she generally has quite a lot of vulnerable moments when she’s hopping around.
She really is so difficult to play properly but feels like she’s got what it takes. J.6A is at least a very useful melee move and so is her ground tree.
Soooooooooooooooo, I’m sure this has been asked a couple times, but I’m lazy so:
Did this expansion fix any of the retarded stuff from the original SWR (Wrongblocking LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL)?
Fixed some, ignored some, added some. Check Xenozip’s blog for more info.
Thanks Beats, I’ll update the OP.
Most of this is actually mentioned in the OP. I’ll reiterate and clarify to be nice.
Yes, the wrongblock pushback is gone.
Weather is much more harmless as a whole now. Spring Haze no longer disables melee, instead it lets you graze melee at a hefty price (Spirit is drained 1 orb at a time per graze; quite significant). Typhoon starts the timer lower so it ends much faster. The new problem weathers are River Mist (which now causes the characters to sway back and forward towards eachother) and Mountain Vapor (which now shuffles the cards on top of hiding them). Neither are anywhere near as obtrusive as Typhoon and Spring Haze used to be in the original.
Spellcards can no longer be activated while holding directions, so people can’t just mash out reversal spellcards anymore.
Skill cards now use the skill when invoked on top of leveling them up, giving you practical application for using the cards. If you hold a direction and invoke a skill card, you can still just use it.
Guard Crushing is easier and crushed orbs are more significant overall.
There are 20 System Cards now, really exploding decks and strategies.
That’s about all I can think of, without some specifics and clarification as to what you thought was ‘retarded’ about SWR.
Mizuumi is back up. :party:
Man…Suwako needs more graze frames on her moves. It’s hard to avoid taking damage with her.
Utilize air dashing when close to the ground; it helps her get around faster and also puts you in an easier position to use her 6A, which is ridiculously good.
She does need more graze frames overall though. What she especially needs graze frames on is her default 236. I have no idea how you’re supposed to hit with that under reasonable circumstances.
Exactly. Her 236 wouldn’t be bad if it didn’t have a ton of lag and vulnerability afterwards, but using this move without a hit usually ends up with Suwako eating a combo.
Oh, and I think either Utsuho’s 5C got weakened, or Patchouli’s fireball bazooka got buffed, because her fireball now beats out 5C. I don’t think it used to do that.
So, she has some? At least that’s better than the NONE that all the characters I gave a shit about have.
No, Patchy 236 is laser-like in density. It can only be canceled out with another laser. It always beats Utsuho 5C, which has the density of five normal C bullets.
Ahh I see. Speaking of lasers…Tenshi’s default 236B has mad chip damage on block. I’m going to see if I can play her as a mini-Reisen, since it’s not hard to keep people drilled in guard using her rocks.
Just out of curiosity, what chars would those be?
Tenshi’s got some nice blockstrings. I’d be wary of using the laser circle in blockstrings though. If the opponent guesses it’s coming and grazes or border escapes, you’re looking at possibly taking a nasty combo. That laser circle has mad lag at the end.
Well if you do laser circle fast enough after a 2B rock, then it blockstun combos and they don’t have time to graze it, leaving them only with the option to border escape. And if it’s lag you’re worried about you can always just sjc on reaction to the border escape. The move isn’t THAT laggy.
Still, nothing on Reisen and her blockstrings/chip damage.
It’s Patch Time again. We’re now up to 1.03
http://swr.mizuumi.net/index.php/Main_Page - Can be downloaded here, along with the new weather patch.
When I can, I’ll update with the change log.
Ok this is good. One thing I noticed is that Suwako can now attack immediately after hopping. there’s no delay. This makes her substantially faster in doing j.6A to punish and stuff. She seems to also have gotten more damaging.
default 236 attack is still as useless as ever though.