Where can I find the c66 config file? I couldn’t DL it from the link.
Did you try running the original one in compatibility mode as mentioned above?
Sorry, I don’t have the c66 config, just thought I’d suggest that in case you hadn’t tried it & didn’t see my post above.
http://kalciane.tnim.org/doujinsoft/iamp/config.exe
Keep in mind that this config.exe won’t let you set Lunatic difficulty, and you’ll have to reset your music volume and EFZ juggle bar (if you use it) manually, but it’ll let you map your keys.
Even the new config still does this weird thing where it wont let you map U/D/L/R to buttons… it just puts it on the axis automatically. Maybe they did this for the convenience of some, but it can be a real pain with convertors that map the D-Pad to buttons.
Fortunately, my Hori lets me map the stick to the analogs… so it works that way just fine. I do hope they get this Config thing sorted out soon.
I’m thinking of starting a knowledge base of spell cards for the characters. That is, I’d like to have information on the advantages and disadvantages of all of the spells you can use in duals, along with possible setups and uses for them. Think there is any interest or use in something like that? Maybe it would be better just to build an entire guide to the game instead… although that’s conciderably more work. ;p
Again, there’s an entire thread that I’ve been posting into about this for some time now; I cover some of the SC’s, linalys covers some others. I have my serious doubts as to IaMP as a serious game, though, because it plays too radically different from other fighters for most gamers to want to adapt to.
That’s what makes it so much fun though.
If the damn thing wasn’t full of chibi bitches then it’d probably get somehwere.
._.
It doesn’t really matter. Nobody plays EFZ, nobody plays MBR, nobody is going to play this game. That’s kinda just how it is. Doesn’t stop anyone who does enjoy the game from enjoying it.
As for some of the comments… Nobody in the game can spam projectile and expect to do well. There’s nothing but stratagy in which ones you throw and when… especially with characters like Patcholi, who’s got normals and specials for all kinds of specific tasks. She’s probably the farthest from a “spammer”. All of her projectiles suck for one reason, but are good for another.
Reimu or Sakuya is probably the closest to a spammer (that I’ve played). Reimu can put out enough bullets to get in lucky hits… Sakuya simply throws so many and so fast that it’s hard to do much about them. One of the reasons the knives go through so much is because there are just a lot of them. They don’t go through Patcholi’s bubble anyway, but concidering Sakuya can arc the knives around them, that’s not too big of a deal… makes the match interesting anyway.
As for the guide, I wanted to do some in-depth coverage of normals/specials/supers, what and when they are useful, but whatever.
I think you should wait until the game stabilizes a bit more before having to worry about it, personally.
Are you going to any of those gatherings in VA? If so I could see if I can head up to play.
Yeah probably. I’m sure a lot of stuff will change in patches.
I’m going to the one listed on GCC in early Febuary, hadn’t heard of any others yet.
BTW, don’t know how many characters can do this, but Patcholi, at least, can triangle dash:
http://userpages.umbc.edu/~thoda1/TriangleDash.avi
That does rather bother me though… if you can triangle dash, why can’t you reversal dash or jump? Maybe some sort of forced game mechanic to prevent people from just getting up and being projectile invincible? Or maybe the Triangle dash isn’t completely invincible. From the frame analysis, it looks like the first option to me.
Everyone can dash-cancel recovery and full graze, afaik.
EDIT: Not sure about Remilia, but everyone with a “normal” dash. Obviously some characters can’t do it as well due to the length they traverse.
It doesn’t seem that way to me. Reimu, for example, has an incredible short backdash, and she doesn’t really head downward, so that doesn’t work. Her forward dash is also pretty short, so you can’t really get to the ground with it in time. You can use it to get past most stuff though. She does, however, have 66B, which pretty much lets you stuff anything you want to.
Marisa seems to work the same way.
Alice has the same thing as Patcholi.
Remilia, on the otherhand, is a cheese machine. You can just hold 6D and you’ll be completely safe. She can also land from an air forward dash and go strait into the 6D. So basically, all you have to do to avoid any projectile with her is hold 6D, wherever you are.
Boy that girl is going to get nerfed so bad.
Edit: Holding 6D doesn’t actually seem to go through Reimu’s Rainbow Spark. Must be something about Sakuya’s super than makes it easier than normal to graze. Remilia can, however, just air dash like a machine and got through every spell, as far as I know.
Oddly there seems to be some spells you can’t graze at all, like Reimu’s pillar supers (most of the DP supers, it seems).
Not exactly a gameplay question, but does this game use a similar system to EFZ or QOH for creating voice packs?
If anybody can make Sakuya say this
when she does her time stop super, I will be very happy… and dedicate all my time to using that super
This game needs more throws.
I personally would like to hear her screaming “katto katto katto” during her slash super. ;p
I don’t see lack of throws as a real problem to the game. The high/low game is so nasty than you don’t even need a throw mixup. It WOULD be nice to have some reversal-able throws or air throws to punish stupid shit though. There’s a lot of times when Youmu can rush you down where a fast throw would stop a simple rushdown like that cold… but you end up having to find harder ways out.
But that’s how this game works… gotta work with what you have.
you can’t have that, but you can have this
which i’d say is just as fitting :tup:
I’ve run into another stupid glitch in the game. Basically, while playing as Reimu, randomly my bullets start to disapear. Usually it starts while I’m fighting Youmu, but it could be completely random. It makes all of the patterns look odd, but it can really fuck you over if… say… your shield doesn’t come out.
Anyone else run across this one? I have a video of it but I’ll have to edit it when I get back.
Yah, it’s been around for a while. I’m waiting for the next patch to hopefully fix the config.exe issue, the random glitches (I had a falling-body glitch with Sakuya once), and tone up/down some characters.
Yup. I’m not sure how far off a patch might be though… on one hand, there’s some stuff that pretty obviously needs fixing. On the other hand, as it goes with fighting games, some times you can never tell how balanced it really is for a very long time. I’m personally hoping for a second bug-fix patch first, and maybe some minor tweaks.
I do wish Tasofro was easier to get in touch with, I’d like to at least share some concerns and glitches if they haven’t heard of them yet.
Speaking of toning up and down… the tiers are now listed on that Japanese site with the other Doujin fighter tiers… they are still blank of course, as the game hasn’t been out long. Since there will be a few of us at NoVA soon, we will have some chances to try out characters and matchups there. I’ll be interested to see what oppinions are and how they will change, about the characters, their roles, and balance.
In terms of balance, here’s my biggest concerns right now:
Overpowered Tier:
Remilia - Still pretty obvious on this one. Her ability to move ridiculously fast and still deal good damage gives her an edge. Not only does she have 3 air dashes and the fastest dashes, but also the strongest super.
However, her dashes are also her downsides. Her standing dash puts her into the air… this means that, not only does she have half the dashing normals as everyone else, but also they do not have unique effects like with other characters. Likewise, she cannot attack low from a dash at all. Her air dashes are fast, but cannot be canceled out of like most characters. This sevearly limits her ability to throw out projectiles in the air compaired to others.
Overall, her benefits seem to still outweigh her downsides. She moves so fast that rarely does she even need to worry about projectiles… she simply gets in and beats you. Slow characters have serious problems even hitting her, especially those with bad physical attacks.
Youmu - Similar to Remilia, she gets in and doesn’t get off. Her melee rushdown can be so good that it’s nearly impossible to escape without taking damage. In addition, she gets free and easy ~2500 damage combos without bombs or supers that chain off of any good poke. Her j.C lets her lockdown people while continuing to mix up.
While she lacks in projectiles, it rarely matters, as she can reflect large clusters to cover her entry, or simply cut through them with dashes and projectile invinsible attacks. While the reflector was thankfully toned down since the demo, it seems that the bigger problem is that Youmu needs some of her normals and pokes to be slowed down a bit. Having completely safe pokes allows her to mixup and attack too safely.
I don’t think she’s anything more than mildly overpowered though… and it’s possible there is a simple solution to a lot of what she does. However, it seems like she presents a terribly difficult matchup for some of the characters who have issues with fast, close range characters. Part of balancing is making sure every character stands a decent chance against every other character.
Underpowered Tier:
Yuyuko - Slow as a fucking brick. At first I thought she must be a projectile character, but upon furthor inspection, most of her projectiles suck. Her butterfly set special (236A/B/C) is good for pressure, as you can manuver projectiles behind the enemy without fear of them being hit first. Her laser beam is good because of it’s Beam effect, as well as doing MASSIVE chip damage. Other than these, her projectiles are terrible. They have no special effects, come out very slowly and in small numbers, and don’t even pack a punch like Patchouli’s do. Worst off, her standard C projectile has the same basic effect as Reimu’s (15 hits, frontal arc), but come out around twice as slowly and in a much less dense pack (meaning they get chewed through incredibly easy by any dense packed projectiles, unlike Reimu’s which are packed closely enough to stop a decent number). It even does the same overall damage as Reimu’s… making this one of (if not) the worst C projectiles in the game.
What saves her from being garbage tier, from all I have seen, is SR j.A. This attack is like Slayer’s j.HS, it sets up for combos, staggers on CH, knocks down air targets, covers her entire body with a large radius, does good damage, and has good speed. She has a few other good physicals, but nothing phenominal. Her SR 6A has good damage and combos off her 2B, making for a decent and effective ground poke string, but these aren’t even as effective as Reimu’s poke string mixups. Her 412A/B moves graizes projectiles, but pale in comparison to the impressive Broom Rush of Marisa.
Overall, she is playable, but just barely. Her entire game seems to be about attacking and crossing up with j.A, or pressuring into poke strings with j.B. Her Guard Crush attacks are good, but other characters have better. Basically, Yuyuko covers nothing better than anyone else, and overall covers less than everything else. Whereas Patcholi has the most diverse and usable arsenal, Yuyuko has the smallest and most worthless. I can see her winning because of the simplicity of her game, but really this game feels more about interesting patterns, stratagie and rushdowns… and the last thing I think it really needs is a character who spams 1-2 moves all day.
As for the rest, I either don’t have enough experience with them to comment (Yukari, Ikumi, Marisa), or I think they are good the way they are (Reimu, Sakuya, Patchouli, Alice).
I have yet to feel any character is so broken/bad they aren’t playable in casuals. I’m sure someone will disagree about Remilia, but I would like to play their Remilia to see for myself why they concider them broken. I’m far from an oracle of fighting games, but I’ve done a lot of game analysis and think I’ve been fair about these three.
Now then, fire away on comments. I’d like to hear some critisism about this, because it’s possible there are options and ideas I hadn’t used extensively before that may change my view pretty quickly.
I use Sakuya primarily, and she’s pretty braindead to use and very effective IMO. 623 was toned way the hell down (which is good), but she’s got excellent projectiles all around: A knives are fast enough to interrupt your moves, B knives are great for setting up cover bullets for an attack, C knives are just all-around good. It’s easy to forget about 236 knives once they’ve been out for a while and she’s doing all this other crap. 214 knives are still very good. 236C isn’t bad for cover fire, but not super-good either.
Youmu loses badly to Reimu/Sakuya/Yukari for teleport (then again, Youmu can probably beat up Yukari once she catches her) and bombs in general, IMO. She’s got no reliable way to get in and reflector’s not going to stop the bajillion knives Sakuya can put out, the bajillion ofuda Reimu throws out, or the million whatevers Patchouli throws out. Plus, I think Remilia’s better at rush than she is. Youmu’s dash attacks are excellent and should be slightly toned down. C slash-fireballs are okay because they stun at hit, but bad for pretty much everything else; they’re easily grazeable.
Alice is good as long as you keep them 1.5 widths away at all times. Within that, she starts dying badly. Outside of that, she’s got no way to maintain an offensive with her laughably pitiful bullets and specials. IAD j.A is annoying as hell, 6A’s got great range and decent speed, and you can either pick between doll spam to mix up guard crush moves or doll beam for easy, guaranteed damage off of like four of her normals (5A, 2A, 6A, 6B).
Remilia: No comments needed.
Yuyuko: j.A beats fucking everything in the game, but other than that she’s pretty hard to use. Slow, and while she can fill the screen up easily it comes at a huge cost to her; plus the spacing of her bullets makes them easier to avoid than, say, Reimu’s. Don’t really play her that much.
Yuyuko: Needs work on all of her normals, some specials, and some spell cards. I couldn’t really make headway with her, but she could be good once tweaked.
Reimu: I think she’s overpowered. Bullets are too good for too little, moves are too good, normals are good, spell cards are good. Just all-around good, though not like Remilia.
Marisa: Powerful. Final Spark is scary if used right, Stardust Reverie is just all-around great: high damage for relatively little meter. Broom attack gives bullet spammers major problems, though her own bullets aren’t that hot except for far A, IMO (the beam).
Patchouli: I thought she was top before I unlocked Remilia. Lots and lots of great bullets, all with purpose, and cheap spirit cost. She runs into major problems if someone gets in, though she’s designed to be a purely range fighter given her 623 and utter lack of physical moves.
Suika: Weird but can be effective. 6A (sake jug on a rope) is very high-priority, dash 3B is an easy hit-confirm into throw SC, and her fireballs have very strange properties that basically let you dictate where your opponent should be; this can be very problematic for people like Alice and Patchouli.
Ikumi’s in this game?
My rankings would go something like this: Remilia, Reimu, Marisa, Patchouli, Sakuya, Suika, Youmu, Alice, Yuyuko, Yukari
What was NoVA again? That GCC Manassas thing or something else?
I mean Suiki when I said Ikumi.
For Youmu, I have never, ever had any trouble getting in with her, Period. Her Reflector when used right can stop all projectiles dead in their tracks. Not only does it destroy the incoming ones, but it sends back at least twice as many, which means it eliminates many more on the way out. She can move fast enough to get in once she is covered, and then there is no stopping her. Reimu’s teleports are worthless against her, because they are not getting her away from Youmu. Youmu can counter BOTH teleports with a well timed DP. I can see her having some issues with Sakuya because her teleport is very good (too good if you ask me), but I don’t think Yukari can spam enough to keep Youmu down.
As for her C fireballs, they are used as rushdown cover. You set them up and then rush down with them on your tail… they work very well for this because they don’t push her back AT ALL like other characters’ do.
Also, she can throw. She’s automatically got another mixup nobody else has.
Patchouli isn’t particularly great. The reason is mostly due to her poor penetration power and her total lack of air superiority.
The main thing is that her C projectiles lack any sort of punch. 4 hits wont beat anything, and they are mostly for comboing or light pressure. Her fireball (236A/B) is a good penetrator, but only hits the ground, where people most frequently are NOT. Her piercing bullets (214A/B) are great because they go through everything, but poor because they track poorly and hit a very small area. Her water column is good because it’s sneaky and launches for super combos, but poor because it hits such a small column.
Overall I think she just has the most versatility, but in trade she has to actually USE all of her stuff to be effective.
Reimu isn’t overpowered in general. She has a LOT of good stuff, but has her downsides. While her Projectiles are good, they don’t have phenominal effects and can be graized easily when spammed from the air. She has good Pokes, but all of her low hits are risky to throw out.
Her teleports are good, but they have big downsides to them as well. They lose instantly to anyone with projectiles out, so they don’t really make good effective entry attacks. Second, you can punish them as soon as you can learn to reaction super-jump when she fades out, and her low one tends to be as high-risk as the rest of her slides.
I don’t really see anything about her that makes her overpowered. I think why you probably think she is so good is because she doesn’t have any bad matchups. This is not so much a problem with Reimu, so much as that other characters currently have a lot of bad matchups, making them seem less effective overall.
Sakuya is, as you said, pretty braindead. Her role is simply “the penetrator”. Her projectiles can either go through your stuff by shear speed (A), by going around it (B), or by shear numbers ©. I don’t think she’s particularly overpowered, but I feel she could stand to have her total projectile throw count decreased across the board (throw less so she actually has to worry about where and when she is throwing things).
Marisa I feel is along the same lines as Reimu. She’s got a lot of good stuff in both Projectiles and Melee, and doesn’t really have any bad matchups.
Yukari and Suika are the characters I’ve touched the least, so I wont comment on them at all.
My order: (Remilia, Youmu) (Reimu, Sakuya, Marisa, Pathouli, Alice) (Yuyuko)
Not to mention that bombs have a vulnerable startup delay so you can’t just spam the motion hoping for a reversal the instant you’re free.
This is one of… no wait, it IS the reason why I keep complaining about the lack of throws in the game: defensive throwing just seems too important. Yeah, it might seem to make some melee rushes even MORE effective, but I think it’s worth it. There’s just too many times when it feels like they’re too few options when you’re on the defensive and they’re in close.