Yatagarasu: Attack on Cataclysm, IndieGoGo campaign thread

i came automatically

That was fast as fuck. Good stuff!

Not even gonna lie, that includes me as well. I was planning on donating to the campaign drive but now I’m just hooked on the game.

Sorry if this has been asked already:

Will adequate backers ever get a Steamkey? Assuming the game comes out on Steam or gets ‘greenlit’. Have they said anything either way on the matter?

GGPO and new song! Aw yeah $85k less go!

My boner pierced the heavens

GGFUCKINGPO

WE IN THERE!

  • Oh god, there’s a real chance we could hit 85K! Now the Shoto’s, Sword Chicks and White Dudley can be a little more unique now.

This. Donated then bought the game during the sale they had.

I’m really glad they met the ggpo goal because as it stands now, the online is pretty bad.

GGPO is the perfect way to guarantee constant success for an FG. Online is 100% vital to a fighting game now, people have to realise that shitty netcode will lose a LOT of customers…KOF…

Terrible online and lack of local scenes all but killed KOF13.

If it keeps up at this rate we’re going to reach the 85k mark by tommorow.

I also bought the $0.75 version of the game to try out the current characters and Hina is most likely going to be my main atm.

I spent some time in training mode and then testing in matches, I found lots of tech with Crow. All of this stuff is very practical.

  • Bnb combos ending in LP DP -> dash -> wait a split second -> j.HP/HK (j.HK will cross up, j.HP will not = true 50/50) *Note: HP DP will not work for this setup

  • qcf qcf K (super) -> dash -> j.HK (crossup and hits deep), mix up with empty jump cr.lk

  • [Corner] Any starter into lk tatsu -> st.LP -> dash -> j.HK (crosses up and hits deep, allows you to hit confirm into j.HK, st. HP xx fireball xx super, crazy damage) *Note: This setup is easy to perform but very tricky for the opponent because Crow will actually jump and hit the opponent backwards (will face the same side of the opponent throughout the entire jump).

  • Any starter in lk tatsu -> st.LP -> dash x2 -> cr.lk (pressing st.LP as early as possible will allow you to cross under, pressing st.LP normally will not cross under)

I found some more stuff but it still needs further testing.

please explain this OS for me. Very vague and I’m not really understanding (as ygs tech is still uncommon)

Yeah, again I’ll need this to be explained for me too lol. Is the first half supposed to be a dp/parry/throw break OS? Not really sure what the 2nd part is supposed to be at all. Hoping you can break these down for me or possibly put together some sort of a vid for counter options vs shimo’s setups.

You try the O and P keys, man? I’ve been having zero trouble with online play when adjusting the delay. It becomes an issue when ping exceeds around and over 120+ms or the client is a dickface who uses stolen wireless internet (this is really obvious when mashing ping button on them)

IMO LK tatsu in combos is far from practical as it can only hit standing characters and can only combo from cr.MK, cr.HP, or close st.HP. The only “practical” situations you be able to land this in are: If opponent jumps in, you parry then retaliate, hitting them in standing state OR you happen to get a clean jump in (perhaps punishing a fireball or shmio/hina rush sword moves?) OR you do some yolo empty jump, cr.MK>lk tatsu which is high risk. The situation is far from common and is the reason I choose Kou over Crow even though I LOVE the mixup potential he has.

This is just an sggk. The SGGK Thread
Essentially its an OS that covers a parry/hitconfirm/throw.

Example: http://www.youtube.com/watch?v=smIbvNDZw5Y
Input = Down + st.mk ~ throw
Scenario 1) Since ken did a low attack, Ryu parried it and the st.mk came out allowing him to cancel into super.
Scenario 2) Ken didn’t do anything, so the throw came out (which in this case was Ryu’s kara throw).
Scenario 3) Not covered in the video Ken would attempt to throw Ryu. Ryu would tech the throw.

Brah, you can’t be serious. Just because the lk tatsu combo doesn’t connect against crouching opponents doesn’t mean it’s not practical. Practical is something that can be done in actual matches. The lk tatsu mixup can be started after any punish or cr.mk hitconfirm after you trained yourself for it. You’re not gonna be using the lk tatsu combo as common as his DP ender bnb but it’s still a practical combo into a mixup. The combo is easy and the mixup is easy.

2LK is even
2HK is unsafe.
LK tatsu is unsafe.
Super Fireball is so unsafe you’re going to get punished.

You can do KoF13 one hit guard jump in training mode.

What’s the online play typically like for you? I set my delay at 1, but when I played someone with a ping in the 60-70 range the input delay was ridiculous.

this literary exploded more than 20000 grand gained in just 2 days.

gotta keep that leave everything for the last minute,lol. I have yet to donate

If this is directed at me, I don’t understand your point. Low forward has always been disadvantage on block in every fighting game, you can’t get punished for it if you just block after poking with it.

So you want to someone while at frame disadvantage for doing a 2hk go into tatsu cause you consider it a mix up?

Kou’s LK Tatsu is 6 frames somebody could easily just dp, super, or normals (This isn’t 3s there is no priority engine).

First attack frame.

Have you tested it in training mode? You can set up an option for cpu to attack after they guard.

I’m not talking about low forward xx lk tatsu on block. That’s retarded, I was referring to low forward as a poke by itself.