Vanguard Princess: Happy 5th anniversary!/eigoManga SUCKS - Now on Steam

but remember they’re not drawn like lolis so it’s okay

ken don’t act like this is new to you mr. arcana heart

:sad:

I might try this out.

It’s pretty good so far. The only thing is that since there really isn’t online capability at this moment, learning it is not on my top things to do.

of course

lilith is 311 years old

and people wonder why

lolis

Lilith and Hilda are essentially immortal entities, age is no longer relative to them. But most of these girls are less than legal. Char will be proud, and hello ZECT I will like to call for that van…

How do you extract the demo files for the sprite rippers?

When it comes to basic character statistics, Japan seems to pick the weirdest numbers. It’s King of Fighters all over again. (158 lbs.? Joe Higashi has to weigh at least 200.)

So I take this age list as an amusing joke rather than something to take seriously.

Who cares, it’s not real, they’re drawings. Does it make any difference what fictional age you give a fictional character?

Well its not like I know that much more than you I only have 3 days exp with this game :stuck_out_tongue:

I think that’s enough time for you to Rush That Shit Down.

I’m pretty sure that whenever you have a vampire who looks like she’s 10 years old, she’s actually something like 10 000 years old. Happens all the time.

Still. Yui is 15? That’s a pretty typical age for an anime protagonist but IMO I would have thought she was 17 or something.

Kaede and Natalia being 15 also got a huge wtf from me.

Edit: ohlol I just read the ‘canon’ Luna story. That sounds legit for sure.

Cool.

Lilith is totally legal.

Good for you Ken!

Yeah, can’t say the same for you bitch! :rofl:

:expressionless:

This works on my wired 360 controller perfectly and the stick still doesn’t work, but at least I can play it now!

I don’t know if this got mentioned anywhere yet but there is a useful way to avoid throw mixups on defense. If you hold up+back when you think a throw is coming but the opponent attacks instead, the attack will hit you during jump startup. Unlike most games jump startup in this game actually allows you to block. This is effective versus Lilith and Natalia when you don’t want to guess but it can be baited by Lilith with her airthrow. Natalia can’t do much about it that I can see.

Eri’s wakeup animation avoids some ground crossup setups. Yet another reason she’s solid :stuck_out_tongue:

Yui and Saki have a post super mixup option with Eko that avoids any and all wakeup options outside of a couple of 1 frame supers. After you land super call Eko 3D, jump back C to leave addition petals post super. After landing you can 236A to rush in, and the combination of the fireball + the Eko assist keeps the opponent locked in blockstun and unable to call assist while you can go for an overhead or low option. If you mistime this slightly the opponent can jump, which isn’t a great idea as they will get forced to airblock one of the petals and risk a guardbreak. They can set this up post throw as well, but they have the ground crossup option which is much better.

Lilith and Natalia can abuse the command interpreter versus characters who can’t chain 2A. 360 when you predict 2A as a poke, and immediately after getting hit you will 360 them. If they don’t 2A but are in range you get a 360 anyway. This is a major reason to NOT get point blank to Lilith during the opening of the round if you have one of these characters, despite any versus series instinct you might have for getting point blank.

Kurumi’s beam super also gives her HP back blocked or not, making it an amazingly effective comeback tool. It punishes otherwise safe moves as well.

Yui and Saki cannot block immediately after dashing. This may or may not go for other characters with a run style dash. And yes, that means if Kurumi does beam super and you are running, you can’t block.

Natalia’s super does NOT prevent calling assist, unlike most supers. This means it is safe with assist, and you can combo after. Her pile bunkers also deal heavy chip on block. Combining these tactics allows you to win many rounds by chipping away heavily at the opponents life even if they block safely. (You CAN die from chip.) 236A 6D 236B+C 6D 236A is nearly 20% life in chip.

I’m now trying out Lilith, and I’m loving her.
Here are the names of the moves, and a description of what happens during each.

Stunner (623 A/B/C)
Lilith kicks/knees the opponent in the gut and then performs a Stunner.

Brainbuster (41236 A/B/C)
Lilith dashes forward, grabs the opponent, and performs a Brainbuster.

Sky Elbow (421 A/B/C)
Lilith jumps forward and performs an Elbow Drop.

Face Crusher (63214 A/B/C)
Lilith jumps forward, grabs the opponent, and performs a Spinning Facebuster.

Hyper Comet Buster (360 A/B/C)
Lilith grabs the opponent. What follows is a technique for which I can’t find a real-world equivalent. She sprouts shadowy wings as she lifts the opponent up by her stomach. Lilith then jumps up, does a backflip, and slams the opponent onto her back (complete with chunks of the ground flying everywhere).

??? (A/B/C repeatedly)
Lilith drinks from a bowl (I personally like to think she’s drinking hot and sour soup) and breathes fire. Raiden and Mecha Zangief, eat your heart out.

F.M.B. (360 BC)
Lilith grabs the opponent. She then performs a Powerbomb (her normal 4/6 C throw), the Stunner, the Face Crusher, and finally the Hyper Comet Buster.

P.S. Sometimes in Practice Mode, when I try to do a 360 B and fail, Lilith instead jumps back with a j.B body splash, and then whiffs her Hyper Comet Buster upon landing (even though I’m sure I only pressed B once). Anyone else get that?

This could also be used for characters with dp’s no? Yui, Eri, Saki? Just dp before the first 2A, right?

That’s hoping that you guessed correctly with them attempting to go with another 2A, haha.

:pleased:

Kurumi’s beam super doesn’t give health back. Does it need to be with a certain assist?

edit: nevermind, I see it. It’s not much but it’s still nice to have.

One thing I’ve noted, which may assist some people who are having trouble with getting moves to actually come out, is that holding the final direction until you see the animation start seems to drastically increase the likely-hood that the command parser will see your motions as a move and not just random mashing.

So if you want a 236B, do it as normal but hold 6 until you see the start-up frames.

I’m not sure yet how this will affect comboing stuff together, since I only just noticed.