Touhou Hisouten ~Scarlet Weather Rhapsody~ (sequel to Immaterial and Missing Power?)

I don’t like the IRCs…

Anyway, I really like Suika. I find myself trying too hard to land her grab super outside of a combo though (which is difficult and usually just ends up wasting a lot of spell cards)

She has some really delicious physical follow ups on some of her bullets, even if said bullets are kind of sparse.

I prefer her magma ball alt spellcard to her windup punch. As useful as the windup punch is, Magmaball goes up at such a nice angle that you can HJC from it and remain safe from a lot of bullets (due to how meaty the projectile is) while closing in with any of her aerials.

Okay, I understand if you don’t want to explain o_o. I’ll have to talk to them sometime.

Just keep in mind that I know absolutely nothing about high level IAMP but what you guys tell me. When you say ‘Patchy got WORSE’, that’s great- but the only context I have is SWR (Where she doesn’t really seem that bad) and what I was told about her in IAMP. Expect some misconceptions because of a lack of the whole picture here.

My time with Suika amounted to just messing around, but the Magma Ball thing is really really nice to know. I loved her wind-up punch as it is, but once the opponent caught on to me I could rarely get in close at all with her :.

Suika is very weird to play. I ought to give her some more time; lately Sakuya has been drawing me away from learning other chars.

On that note, playing Sakuya is so much fun. I expected her to play kind of like Dio from Jojo given the obvious reference, but she has a lot of fun aspects of her own.

I love flooding the screen with knives. It’s terribly easy for the opponent to get past, but at the same time it’s a lot of visual pressure since they’re coming from all directions. Her 2C is also very quick so it can intercept jump-ins.

I love her specials too. Her alt 236B/C (delayed knives) is a lot of fun even if the opponent never ever falls for it. Her alt 22B/C (Dio Counter!) is risky because the opponent is in a hell of a position to punish if you’re predictable with it, but when it lands I can’t help but smile.

I also loved her Za Warudo super until I found out that you can time freeze the opponent while they’re blocking and they will STILL BE BLOCKING. That’s retarded, given the amount of startup and cards that skill uses :.

Despite enjoying how she plays though, I am terribly terribly ineffective at actually using her. I always find myself behind in the life race. Ah well, practice makes perfect.

Yeah, Sakuya’s fun. I don’t like her all that much, but she seems pretty powerful overall.

I’m kinda not wanting to touch Aya because I find her so annoying to play against, lol.

This is now the Carbunkle Flux and frustratedsquirrel thread.

I’m sorry the discussion doesn’t interest you. I’m sure it’d be a lot more interesting for you if there were more than two people contributing. There’s really nothing more I can do about that.

There’s certainly something you can do though. Unfortunately, if you were interested in contributing to the discussion, you’d be doing so instead of poking fun at the discussion going on.

It is a terrible conundrum, really.

oh noes~

As you can tell, I was only joking. Lighten up.

Oh. Sorry :. I’ve spent so much time at GFAQs that I have an almost kneejerk reaction to posts like that since they are usually honestly mocking ^^;.

You said you play Marisa, right? Do you netplay with SWR often?

I stopped playing recently because I’ve grown bored of the game.

Well I’ve been playing Gleam of Force lately, but I alternate between this and that game. Currently I’m trying Reimu.

Reimu changed a lot since IaMP. I don’t like her as much as I did back then. I miss her needles.

I’m winning! I’m actually winning consistently against people on IRC! dances all over topic

Actually, after about two weeks off, I started playing again. It looks like I can beat some of the newer players on the server. I haven’t been challenged the more familiar faces yet but we’ll see how that goes. In the meantime, help me improve my Alice.

Current Strategy

-General strategy
–The main point is to keep the opponent outside of my 6A, j6A range. If the opponent comes too close, Alice is vulnerable.

-Beginning of match
–Try to keep opponent within range of far 5a before match starts. If opponent sticks close, I’m forced to block.

-Opponent is close, 6A wiffs
–Play defensive (block)
–If your opponent is in the air, you really don’t have any options. j8A, 3A and 214B are too slow. If you have her alternate 214 (1K spear dolls), you might get lucky, but the order the spears pop out is completely random.
–If your opponent finishes a string, use 5AAAA or graze into 66A to get your opponent off of you.
–Melee Counter and bombs also help.

-Opponent standing, in 6A’s range
–Mixup between 5A, 6A, and 6B
–6B drains meter if the opponent blocks
–5A/6A hit if opponent tries to graze through what they think is a 6B
–If the opponent guesses correctly and grazes through a 6B, you can still jump cancel into j6A or backdash cancel and block

-Oppoenent far away
–Mixup between 5C, 6C, 6B
–6B can interrupt any attempts to fire any full screen shots. It takes time to fire it across the screen, so don’t force it if your opponent has a fast, full screen projectile
–5C and 6C prevent your oppoenent from sitting and blocking all day. Fire enough and you’ll break your opponent’s guard.
–66B and j6A prevent your opponet from grazing through your C dolls. If you opponent gets past those dolls, they’re shots won’t hit at all, so keep your opponent on the proper side.

-Opponent knocked down
–Back up and set C dolls
–Make sure you set the dolls in front of where your opponent will be if he techs forward. The last thing you want is your opponent to render your dolls worthless by teching forward.
–If your opponent techs forward, fire a meaty 5A to force your oppoent to block the dolls.
–If your opponent doesn’t tech forward, fire a 5B or rush in with either 66A or j6A. You could also fire more C dolls, but I usually don’t.

-Card setup, I currently have 4 of each card to reduce randomness and to improve my chances of having at least one of each in my hand if I need to use them.

–Counter
—Gives your a chance to escape if you’re under pressure. Mainly an anti-Tenshi card that I keep around.

–1k Spear
—Gives you a melee option during spring haze. Also covers that huge deadzone in between your character and 6A.

–Return Inanimate
—Mainly useful as an antiair if your opponent likes spamming attacks from above.

–Hourai Doll
—Good combo finisher. I use it sometimes to interrupt full screen attacks, but it has startup so I wouldn’t recommend it.

–Holland Doll
—I throw it out there on wakeup, but I don’t know if it’s really worth it.

Other notes: The only combo I use is f.5A, 6A, 6B and 5AAAA. 2A 3A 236B hj9 j2A requires my opponent to be at such an exact location that I can’t use it.

If you see any ways to improve, let me know.

Alpha10th’s Aya rocked my world a few weeks ago. My computer started acting up during our matches, and we haven’t played since. :sad:

Either way, there’s plenty of people that can beat me on IRC, and I tend to play against whoever reacts to my IP first. Hopefully, I can play them again.

Yay, people are posting on this thread.

Alice is a lot of fun, but I’m not good enough with her to offer much advice.

Unfortunately, I’m not an Alice player either o_o;. I will agree with having four 1k spears and four Counter cards though. Having a melee special option is damn important and I’d want to upgrade that shit fast. And I shouldn’t even have to say why getting the opponent away is important for Alice; I at least know about her close-range ‘problem’ >_>;.

It’s a wonder why Doll-Controlled Arrangement isn’t melee :.

You seem to have a lot of high cost super spell cards though. A number of them are going to end up being fodder since they’re all 3-4 card cost. You could stand to take out one or two of each in favor of weather cards and spell card boosters. I don’t know if I’ve ever really found myself going ‘Gee, I wish I had ‘this special’ or ‘this super’ right now’ enough to warrant a completely minimized randomness deck. Then again, this is with chars like Tenshi and Remilia who already have solid melee/anti-air options from the get-go.

Sometimes though, having four of a lot of cards can actually screw your options over giving you two or more of the same card at a time when you don’t really need or want it. This ends up forcing you to sacrifice cards you didn’t want to sacrifice just to get your deck cycling. That can be a pain IMO and can happen even with more balanced decks.

That general opinion really the most I can offer, unfortunately. You must have experimented with a lot of Alice’s specials. I’m curious as to what you thought of them; because some of them sound useful on paper (or on-screen; going from the wiki here).

Have 4 of the cards that are absolutely pivotal to your strategy, and then take about 2 or 3 of your favourite damaging super.

For alice, I would make sure to give her 4 of her alternate 22B/C super where the dolls fly around her and allow her to fire beams. It’s such a good move.

I’m back from the IRCs, and I played some of the more familiar faces, including a Suika that wouldn’t stay the hell away from me, a player who chose random and won repeatedly, and a former Alice player that originally taught me how to pressure and block properly.

They mentioned that I improved, and our matches were more competitive, but I still have to work on my timing, reactions, and just overall awareness of knowing when to attack.

The main problem with spell card boosters is that you actually don’t recover in time. I could do it after knocking down my opponent, but I’ll still be open before I can start charging. It’s effectively exchanging two cards for a free combo done one you… not worth it.

I’ve never bothered with weather cards, since I never knew what weather I’d want to activate them on. I might experiment with them later.

Normally, I try to activate alternate skill cards whenever I get the chance, so I’m not worried about losing them. Once I have my alternates, I’m more willing to use my high level cards at the expense of leveling my attacks further.

Actually, I haven’t used Alice’s specials very often since the C dolls are so effective at shifting the momentum in my favor. Once a C doll is out, I’m free to attack under the cover of my bullets and hopefully trap the opponent in a blockstring. Here’s what I worked with thus far:

1k spear doll: I can’t begin to tell you how useful this is. With it, I no longer have to worry about that area between my 5A(close) and my 6A that I would normally be unable to cover. Whenever I’m late with my 6A, this attack covers my mistake fairly well.

Hi Edo Explosive Pawn: I’ve tried it on wakeup, but it so small and sticks to the ground… it’s grazable and it’s easily jumped… I still haven’t found a useful time to use it. I’ve actually found out that volatile puppet is actually a little useful. The fact that you can jump back while firing dolls out can help you keep your distance as long as you don’t throw it out all the time (it grazable).

Seeker Wire: Like Hi Edo Explosive Pawn, I’ve never found out when to use it. I don’t have it in my current deck, but I may shove it back in if I don’t find anything else useful.

Can’t say I agree with that. Do them after a knockback and obviously, know your threats at that point. If it’s someone like Reimu or Remilia who can cover screen distances very quickly or has some insane long-range combo then it’s better to just sacrifice them. Otherwise at worst you’ll eat a projectile and will have gained at least two cards at that point.

Typhoon would benefit Alice nicely (Seeing as she can create a lot of projectiles quickly) as would River Mist (Constantly pushing the opponent back) and especially Misty Fog (A good tag with all those bullets would make a nice return in HP). The main use I think you’ll find for the weather cards though, is cancelling out Spring Haze. Even if you have 1000 Spears you’ll still want it gone quickly for obvious reasons.

I ought to sign on and get some matches sometime this weekend; maybe I’ll catch you. I’m itching to improve my Tenshi.

Oosh I need to play this game a bit more. Absolutely nobody is showing interest in Gleam of Force, which is a terrible shame. I have nobody to talk to about that game. XD

But lately I’ve been sticking with Iku. I’ve decided I like her a lot. Did you know she can guardcrush in a corner using only her 5C? It’s almost impossible to get a good opponnet into the right position, but if it happens then it’s very nice.

I like reading this thread because bell either rages at people playing the game or people throwing misinformed crap around, and posting in it once in awhile because my post is going to be better than most of the posts posted.

If we are so misinformed, then it would be more constructive to discussion to post the details instead of redirecting me elsewhere or mocking the discussion. No, I don’t want to sign on IRC to find out how I am apparently wrong or misinformed. That’s bullshit. Post it here. Generate discussion in this thread if you are that interested in what we think from our time playing the game.

EDIT: And to clarify, I am not meaning to knock on Bellreisa’s last few posts when I say this as I am certain s/he did not mean it to be patronizing or condescending. I am simply warding off that particular response in general for future posts. So I apologize if you take offense, Bellreisa- this is not directed at you.

I simply don’t care to be patronized, whether implicitly or explicitly.

COME TO IRC NOW
irc://irc.mizuumi.net

There’s no cost to using mIRC. Even when the trial period runs out, they don’t stop you from using it.
http://www.mirc.com/

Edit: You don’t even need to download the client to join on the chat.
chat.mizuumi.net

This lets you set up links to specific servers/channels.
mibbit.com

The best players on IRC could write paragraph after paragraph trying to explain what they do and how it works, but it’s just more informative (and fun) to see it first hand.

Maybe you might steal some of their tactics.