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

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My Kurumi/Eko 6D loop, I asked sibladeko to help me upload it. Haven’t seen it posted on nico or listed on the jp wiki so I’m assuming they don’t know of this variation of the loop that was nerfed in 1.01

I hope Sugeno sees the vid and decides to nerf it somehow because at the moment I don’t think he sees a problem with Kurumi…:sweat: either that or he nerfs Eko 6D again :rofl:

EDIT: Oops didn’t copy the whole url, thanks for pointing it out SixMachine :tup:

It says something wrong with that video. It has a malformed video ID.

edit: it’s fine now

Wow that stuff finally stopped scaling and did no damage at 20 hits, which did a crap load of health. It would be cool if they had something like a burst or a miracle (from TVC). I know all these are situational combos that deal huge damage and probably wouldn’t land in a real match and this game doesn’t have TVC or GG level combos but it would nice to see it implemented just in case you know someone finds something really that they can abuse.

Yup :rofl:

If I push you into the corner and hit you with a target combo or two, make you guess high/low and into that loop, assuming I don’t mess up the combo you will most likely die :sweat:

623A/B/C needs to scale more or Eko 6D needs to not be untechable

EDIT: Yeah, this loop is practical. I can start it off a 6a or raw 623 under assist cover, if they guessed wrong they get looped :sweat:

I have caught several people on netplay with the loop, Master Chibi is one of them :rofl:

That loop is absurdly practical, and like he said, if he gets you in the corner and manages to actually hit you, you’re done.

This game needs to do away with loops already.

:\

I think a good idea for the system would be having an assist only be useable once during a combo sort of like how the vs series did (of course I know people found a crapload of ways around that but still) or at least limit you. Kurumi’s assist gauge definitely recovers around the same rate your were burning it.

edit: yea I can see how practical it is now since all she needs is her target combo to launch you and since her normals are actually damn good.

whats the p and the E button?

If you’re trying to get into training mode, P and E refers to the keyboard keys which are the defaults for p1/p2 controls.

quartz

promt :pleased:

Kurumi already got a nerf since the last patch. Her air flops were removed and her heel kick was made techable. I fear that any more nerfing to her is going to make her just plain suck. But we’ll see.

Yui could also use a bit of tone-downing.

Ok so one of my friends whom I introduced the game to has been playing for less than a day and he seems to already have a good understanding of how the engine works. He’s playing Ayane. So you know, I figured since this is his first time playing someone, I’d be a good friend and not choose my mains so I wouldn’t pwn him so hard. So I decided to pick Haruka since she’s a character I thought was interesting but never got around to trying. Now is it just me or does the matchup against Ayane just SUCK? It feels like I don’t have enough time to set anything up, and whatever I do get out there usually becomes null and void because of arrows. And on top of that, her motions really confuse me. Her “DP” isn’t really meant to be used like one (which I had to learn the hard way). And her air normals are just…ugh. So I’m pretty much at a loss here. :\ He tried Eri a few times and I zoned him easily but I’m sure he didn’t practice Eri BS. So I’m guessing this is just a matchup problem. <.<

sidenote: has anyone ripped the ending CGs?

Just from the times I played against Chibi, Ayane arrows are definitely faster than Haruka’s blasts. All I can tell you is that he used Shiera 6D alot of force me to block from range so he could throw out some projectiles.

Yeah, Haruka vs Ayane is pretty damned ugly for Haruka. I spend most of that match up in downback until an opening managed to present itself. It’s not free for Ayane but it sure is a pain in the ass for Haruka.

:looney:

Ugh, how dare you link to a different game other than the one we’re discussing! If you have the exe containing the fixed filenames of Vanguard Princess, please upload it.

how is counter-picking and such going to work at higher levels of play? Should we be allowed to pick a different assist every match, or should the character + assist combination stay put until it’s time to counterpick?

Not really the different game he is linking,it is the same VP v1.01 that we have,and the same stuff have been done by jumpAlice(the filename fixing part)

I’m thinking of putting together a combo compilation video. Roughly 4.5 minutes or so. If anyone’s interested just PM me any high damage or ridiculous combos for characters that you specialize in. I’ll be gone for the weekend but I’ll see everything when I get back.

So finally my fighting tourney in my country is tomorrow so i will record all the VP matches that i can.

By the way, i must say that the tourney will be epic.

wow that is awesome selection of games. All lot of games new and old. I’m jealous. :rofl:

Holy crap, you guys are playing practically everything or close to it.
That’s gonna be one kick ass night ^_^. You lucky!

Well, yeah, the main event is SFIV and 3s of course but there will be at least 12 VP players, so its gonna be great.