Complicated yeah. That’s what makes it intense.
Time to level up.
Complicated yeah. That’s what makes it intense.
Time to level up.
I know half a dozen people who quit this game or stopped playing it as much because they couldn’t understand how it works past a certain point. I’m beginning to think that this is why nobody wants to play it because it requires a LOT of knowledge and dedication.
Adding to what Bell said, I would like to say that for most people:
It either “clicks” or it doesn’t.
Either you “get it” or you don’t.
Of course unless you have a learning disability you should be able to eventually overcome roadblocks if you do as Bell says and dedicate yourself to learning and breaking down barriers. The game itself isn’t rocket science or incredibly complicated, but the trick is to get over the big learning curve that has to do with cover and indirect advantage.
What kind of lame excuse is that? doesn’t even make sense, I have to disagree with the game being complicated, once you understand the core game (which isn’t hard) everything else start coming natural on a nice progressive pace. This game is not complicated its just different.
Don’t bitch out, refuse to lose.
C’mon man.
Dude, I made that post like, almost a month ago. I’ve been busy, although I idle in the iamp channel a bit.
At this point I’m really waiting for the sequel, but if I’m up for some games I’ll let you know.
I was being sarcastic. >.<
You should still make it your mission to beat XAQ and Sp00ky and woof consistently.
SWR probably won’t be fun/good until it’s patched a bunch of times. And the shit isn’t even out yet. So in the meantime you might as well play IaMP.
So, apparently the SWR demo ETA is scheduled for the 17th of August (Friday). Which is less than a week away (as of this post). http://www.tasofro.net/diary/index.html
Something to get hype about, I suppose.
I already am.
Awise fwom yo gwaveeeee
2P color Alice is sexy.
The yellow/black suika is just to good.
Lol @
Zombie Raymoo
Cirno Alice
Rumia Youmu
Eirin Meiling
Keine Suika
Hisui/Kohaku-Marisa/Sakuya
Hsien-Ko Yuyuko
Suki and Suika
This is for the people on the IRC channel who give a shit;
Time to talk about framegaps, known as “Suki”.
In games where you can connect one hit almost immediately after another, there’s a technique the Japanese refer to as Suki that is very highly effective, and is really quite integral to the core of certain types of games, like Melty Blood. It exists in IaMP, though it’s not quite as intrinsic as it is in Melty Blood.
What this actually is, is leaving a small gap between two attacks in which you’re allowing the opponent to attempt to move, but the gap is small enough that it is impossible for the opponent to actually do anything other than block or be hit.
In IaMP the concept of 1F Suki has the added benefit that the opponent can do literally nothing during that one single frame other than block or be hit. This actually naturally occurs with Patchouli’s bread and butter combo fairly often. If you attempt anything, even something with invulnerability, your guard will be dropped and you will be hit.
The correct counter measure to a Suki technique is of course: block. However, this is what you want your opponent to do, you want them to fear the next attack and attempt to block, so that you can do things that counter blocking instead (and beat their block attempt). And on the flipside you want to use Suki techniques to destroy the opponents mindless option selects and movement in general.
Suika actually has quite a few natural Suki strings, so she’s kinda good at it. They aren’t 1F gaps though so bare in mind that the opponent CAN counter them. But the beauty behind Suika’s strings is that her staggered strings can absolutely and royally crush counter-attempts.
To give an example, Suika can do 2A 6A immediately, which will NOT be a Suki. This means that the opponent can hold up immediately after blocking the 2A and they will automatically block the 6A because the blockstun for the previous move had not ended.
Howeve, Suika can instead do 2A then delay the next attack and then do 6A kinda late. Because you delay the 6A it connects with the opponent after the blockstun from 2A has ended, and therefor if they were holding up to jump after the 2A then they wil either be hit out of pre-jump animation or be hit out of the air by the 6A depending on when you did it.
so
2A > delayed 6A
As mentioned above, you can purposely delay the 6A in an attempt to leave a gap in which the opponent can drop their guard.
2B > delayed 6A
Again, 2B immediate 6A will not naturally Suki on it’s own, you have to delay the 6A in order to leave a framegap in between attacks.
5B > 6A
This is a small natural Suki, the opponent will be hit on the ground if they attempt to jump after blocking the 5B.
2A > 6B
This is also a natural Suki, if the opponent attempts to poke or jump or superjump away from the 6B they will get hit or CH, depending on what they did. You’ll notice that 2B 6B actually has a much larger gap – this is a weak suki because the opponent can easily jump or superjump away after the 2B.
6B > 22B/22A
Another natural Suki that is actually fairly easy to time, unlike the next one.
2A > 22B/22A
This will actually naturally Suki if you time the cancel correctly (immediately).
6A > 22B/22A
Same as above.
Now this is where the real fun begins. Suika’s 236A and 236B moves have a habit of causing Suki of just about all of her moves, the size of the gap varies depending on which move you use, but it hardly matters since even with a large gap the melee part of the firepunch tends to hit just about anything anyway. The bonus is that the firepunch also comes equipped with graze frames and/or superarmor. That means even if the opponent attacks during a large gap there’s a chance you’ll either graze a bullet or punch through their attack using superarmor.
An example of this is 2B 236A. This leaves a large enough gap for the opponent to move around, but even if they jump they will just be hit out of the air due to the size of the melee portion of the firepunch. If they were to attempt a poke or DP while coming out of blockstun, the poke/DP may connect with your body but there’s some superarmor to that move so you have a chance to blow through it anyway and punch them out of their attack.
However, after using this technique a great deal your opponent will be much more inclined to simply block or even bomb you out of the firepunch, but this is where Suika’s bullets come in.
If you were to do 2A 236A the opponent may choose to just block forever or bomb you. But you could instead do 2A 5C and let the 5C explode, chipping away a great deal of their spirit and life. But wait, there’s more! Suika can cancel her 5C into 236A anyway, so she can actually cover herself just in case the opponent attempts to graze forward through the 5C explosion. If they do graze forward, they’ll run right into 236A firepunch AND be hit by some of the 5C explosion.
So here’s some examples
2A/6B > 236A
Natural Suki
2A/6B > 5C/6C > 236A
If they block they are likely to block a full C explosion, and if they backdash they could be backdashing right into 6C’s explosion. Meanwhile if they graze forward they could graze right into your firepunch melee.
2A > 2C > 236B
236B has a lot more autoarmor but punches upwards. I find this useful in the corner because if they jump they will be hit by the firepunch and be knocked upwards into the 2C explosion. The 2C is also exceptionally fast, or at least it can be canceled extremely quickly, so it greatly reduces the chance that they might poke you out of the firepunch. Another added bonus is that the 2C delayed explosion kinda comes after the firepunch, and can actually sort of cover the firepunch recovery time should your opponent simply block.
D6A > 236A / 214A
Natural Suki. The funny thing about this one is that a lot of people like to try and bomb after the second hit, expecting a firepunch. However if you simply do nothing instead they waste a bomb and risk punishment. Also, 214A can beat bombs at the right distance and also beats blocking, technically. Even if you get hit by a bomb they are technically “wasting” a bomb unless you did firepunch.
So yeah this is turning into a long post so I’ll just awkwardly end it here.
We have hitbox data now
And I made some videos to show off the viewer.
[media=youtube]YrGLVhI6q78&fmt=18&eurl=http://www.shoryuken.com/forums/[/media]
[media=youtube]1sO5H880tns&fmt=18&eurl=“http://www.shoryuken.com/forums/”[/media]
Credit and props go to Mauve for making the viewer.
Recent offline casual matches, also runback from NEC (lol)
[media=youtube]ehf2NU0ktyg[/media]
[media=youtube]HwkFakzeirA&fmt=6[/media]
This is how bullet traps work in IaMP.
When you throw a bullet in some one’s face they are forced to either stand there and take the hit, or risk moving. But movement is risky because you can punish it if you choose the right option.
Generally there’s two types of movement coverage. Upwards movement, and forward movement.
So, er, is Scarlet Weather Rhapsody ever coming out? As much as I enjoy IaMP, I really would like to see its sequel out during my lifetime. >_>