Awesome! I’ve missed it so much. Chatting on Hamachi just isn’t the same.
:party::party::party::party::party::party::party:
:badboy:It’s ON! :badboy:
:party::party::party::party::party::party::party:
Awesome! I’ve missed it so much. Chatting on Hamachi just isn’t the same.
:party::party::party::party::party::party::party:
:badboy:It’s ON! :badboy:
:party::party::party::party::party::party::party:
Iku’s C projectile is pretty good actually. Treat it the same way you’d treat Yuyuko’s 6C. It stays out for a long time and multi-hits, making it very nice on hit or block and it’s quite meaty.
I’ve decided that Iku’s scarf drill is better than her projectile scarf drill. It has less range but it’s a melee attack and has better frame advantage on block.
As for blockstrings, people forget that blockstrings are also a good way to get free damage while depleting the opponent’s spirit orbs and putting them on the defensive. All special attacks deal chip damage. Some characters (See Reisen) can get off up to 2 specials in one guard string and deal fairly significant damage. The crushing isn’t really important.
As for border escapes…well if your opponent border escapes, then you’ve more or less succeeded with the aim of doing the blockstring in the first place. That is you’ve got them to crush a spirit orb. I see border escapes as more of a “yes!” moment than anything else really, since they rarely can punish you immediately after BEing.
I have been making some minor contributions to the Reisen and Yuyuko wikis, but they disappeared after Hamachi was down! What happened? I don’t want to type all that out again. >_<
I’ve finally figured out my playstyle and deck with Iku. I like her. Same for Yukari. Yukari is a lot of fun if you pick the right deck, but very boring if you don’t. Finally, I’ve started on learning Remilia next.
I still like her 6C and B projectiles better because of the lack of recovery time, but when it comes to pressure it’s always nice to have something like that out. It absorbs projectiles pretty well too (and her B projectiles are a nice way to deal with Patchy C fireball spam).
Oh, the alt is a projectile? Eww. Yeah, Iku definitely needs it as a melee option in case of Spring Haze. Though the scarf whip is still very nice for that sort of thing.
I found some more recent match videos (from around September) last night. Found them to be really interesting:
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They seem much better than the match videos from June. People seem to be doing a lot more than just flying around flinging projectiles at eachother; I especially like how Reimu actually locks Patchouli down in the first match vid.
Also found out you can use weather cards to drastically speed up the weather counter so that a weather ends sooner than it’s meant to. That’s really cool. It should have been obvious sooner but I never really paid attention to it because I was only using my cards to invoke weather.
I’m a little tired of getting killed online, so I decided to play offline. It’s fun playing against a computer that lets you win.
People on IRC recommended that I add 1K spear dolls to Alice’s deck. When I think about it, not only would it help out during spring haze, but it’d also take care of the dead zone I’d have to deal with. I’ve always had trouble with characters close up and off the ground. My 5A is too low, and my 6A doesn’t hit close up. I’m just worried about losing Doll Controlled Arrangement.
Doll Controlled Arrangement is good for stalling another character’s rushdown, but the startup has prevented me from using it as often as I’d like. I’m pretty much trying to score a shot with 6A, just so I can set this up. Even when it’s set, my spirit doesn’t regenerate until the dolls disappear, so I can’t keep it up forever.
Offline, I’ve been able to test out and learn other character’s moveset and spell cards. Hopefully, recognizing other character’s options helps my defense improve.
I’ve gotten more comfortable super jumping. It’s such a simple motion on a pad, but it feels so foreign on a pad, especially since I didn’t bother working on it. I’m trying to get more comfortable fighting in the air in general. The reason I’m getting killed might be because my Alice stays grounded for most of the match.
I’ve been tempted to switch, but I’ve put so much time into Alice that I can’t drop her just yet. If I did switch, I’d pick Remilia. Her 6D to j2A crossup just seems so useful.
I have to level up that Alice :nunchuck:
Remelia, from what I’ve experienced so far, is a really awkward character to use, but fun. She controls differently to others, her attacks are really powerful but really unsafe, and she has some very dynamic movement specials. I like her a lot so far. She feels powerful.
As for Alice’s 1K lance, well I find the move to be decently useful. It’s faster than her normal melee attacks that come out at greater range, and like you said it doesn’t have a blind spot.
I am also in love with Iku’s alternate 22B skill.
BeatsStayFlowin: Yeah, I know that feeling. It’s good to see it’s not discouraging you though. Super jumping can also be accomplished by holding D and pushing up too, but that also cancels into a fly, which is a bit awkward O_o.
And don’t feel like switching chars would mean dropping Alice. I main what, 3-4 chars? XP It can be useful in giving you insight on how your char works in contrast.
And Remilia is a wonderful secondary. She’s like a little Vega Claw. All of her specials are insanely useful, even the 214 series which I passed off at first. A good starting point with her is to learn to abuse her unconventional dash and movement. She can do a lot of things unexpectedly that other chars can’t even hope to pull off due to her mechanics; like the crossup you mentioned.
Her base specials are awesome enough, but she has a few good alts too. Her 214 spear alt is a fine replacement for her bat beams. The ceiling dive is a great situational alt; but still very situational. I’d still keep the wall dive like 90% of the time.
The only bad thing about her seems to be her supers; and not really bad in a conventional way. More bad in that her crosses and chains seem to be all she actually needs. Her shoryuken and wall dive supers are nice, but impractical. Shoryuken can be a good anti-air, but the crosses are better. And the wall-dive…well, that’s not going to realistically hit ever :. My opponent never, ever falls for it.
I cant believe you didn’t post these matches:
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I posted the ones I favorited that night ^_^. I hadn’t seen them all at that point, so it’s good you posted those.
Those are some nice Patchy v. Yuyuko/Komachi matches going. Especially love that combo in the corner Patchy smashed Yuyu with in the second one. Patchy really can shine with her melee on occasion.
I hope to see some videos of actual matches from the early November JP tournaments too.
I use Remelia’s ceileing dive very often actually, but that’s only because I’m good at remembering just where it lands. If you use it to predict when an opponent fires a projectile and use it to avoid and punish, it’s a really useful skill to have and much faster than her wall cling.
Its cool, if seen his matches back in september and i rememberd these. And yes patchy can be a beast but easily gets out classes by chars like remelia and reimu.
Its a ok move but gets antisipated by good players especially if they know use it a lot. Kinda like reimu’s 421b/c.
This is true. Reimu especially has some nasty alt projectiles that can rival anything Patchy throws out. But Patchy has Giga Flare and other awesome stuff.
It’s very good if used situationally like that, but IMO her wall cling is the better move. Both are about the same riskiness because if you miss either one, you’re getting punished. But if the enemy’s in the air flying around the wall cling is at least 75% sure to get them. Especially if you use it while already in the air.
I keep both in my deck for situational purposes. There’s several really nice combos Remy can only do with the ceiling dive, so I like to have it around.
It is, however, the only alt spellcard of hers I really like at all.
Her chain special is beyond useless because there’s so much area and freedom of movement and it takes so long to actually do anything.
Her claw combo special actually guardbreaks only if you try to wrongblock it, but it eats her disappearing dash special which is too awesome to not have.
Her anti-air projectile special is just a joke @_@.
So, yeah. Remilia starts out with one kickass set of specials, can optionally switch them out for specials ranging from crap to meh.
You’re forgetting her extremily useful spear throwing alt special, which is much better than her delayed bat beam that she has as her default.
A lot of Remelia’s moves are incredibly punishable on block or miss, especially her default 623 B or C. You really have to be sure never to just use her attacks randomly unless you have very good prediction skills. I like that, she’s a good character, but balanced.
I just really don’t like her wall cling skill…it’s really slow, but I suppose the grazing properties it has and stuff is nice. It just can’t be used offensively like the cieling dive.
I knew I was forgetting something! I always have one of those in my deck. They just come late in the fight if at all so I never get to use them.
The delayed bat beam isn’t that bad, though. It can be used as support fire when you rushdown since she has little recovery on it. Then again, so do her big bats and fingernail projectiles and those are much more useful.
Yeah, I’ll agree that her specials are all terribly easy to punish if you’re not careful. Her shoryuken’s a terrible anti-air to just throw out, but it’s a wonderful way to end a combo.
The lack of grazing is what kills the ceiling dive as a standard part of Remilia’s arsenal for me. The wall dive is much safer the majority of the time for three reasons; it’s angled, its startup time can be cut in half or more by using it in the air and it grazes. The former makes it more difficult to avoid, the second makes it about the same speed and the third makes it useful when your enemy is in the air. It’s usually a surefire way to pick off a flying opponent if they’re not quite expecting it.
That said, the ceiling dive isn’t terrible or useless. It’s just like the wall dive- situational. You can’t just throw either out and expect results, but they really shine in their situations.
I played around with wall dive a bit more and I agree, it is safer and more useful overall than the cieling dive. However, I still prefer cieling dive due to it’s speed and power. I always upgrade as soon as I get the card, even if it’s not in my best interests to do so. Probably because I feel that if I have the cieling dive, I can ‘turn the match around’ by getting a direct hit with it, since it’s so powerful.
I’m going to try to learn every character. Next up on my list is Youmu!
I can currently use the following characters decently (or at least understand their playstyles and decks)
in order of preference:
Reisen
Yuyuko
Iku
Remelia
Yukari
If in your hands it’s that good, then by all means- there’s no reason to stick to a move you don’t like ^_^. There’s some really damaging comboes that can be done by that thing and Remilia has other grazing options.
On that note, I’m also keeping some of the claw combo in my deck. I like that move. I see it has potential; especially in the damage department. I’ve just gotta see if I can accommodate it into my playstyle and find more opportunities it can come in handy. It probably wasn’t even intentional that it’s caveat- to punish wrongblockers- is actually a GOOD feature of it.
Did you get much of a chance to play around with her supers? Curious as to what you think of them.
w00t, Youmu ^_^. Youmu is awesome. Don’t dismiss her spirit orb right away- that can be one amazing pressure tool.
I’m kinda gravitating around a small group. Part of me really wants to learn everyone, another part wants to focus on just making my game with Tenshi, Remilia and Marisa as good as it can be. I was like that with Brawl too @_@.
isn’t really liking Youmu so far
I’m sure I’m doing something wrong though…but she’s even more awkward than Remelia and not as fun from what I can see so far.
The backups I had of the sql database were 10 days old, so all changes made from 10/20 to 10/30 were lost.
There is now a daily backup script running.
Indeed, she can’t really compete with the rest. Shes ok in iamp but i wouldnt touch here in this game.
I wouldn’t say that. I think she can compete thanks to arguably having the best melee attacks in the game (Komachi is a close second, but I think youmu’s is better) but she’s just so…different…and difficult to use.