Yatagarasu: Attack on Cataclysm, IndieGoGo campaign thread

And yes I have insomnia.

Really digging Chadha the more I use him in training. He may be generic but -how could I put it?- he’s like the Shang Tsung of Grapplers. He’s an amalgam of all that makes a good Grappler. Standing grab super, AA grab super, jump in grab super, standing grab with great range and damage, jumping grab, a running grab that can have super armor, Punches and Drop kicks giving him options to combo into, Punches as combo enders that puts him in just the right position to keep pressure, EX Punches with Autoguard to maintain pressure on their wakeup, and the Drop Kick is a genuinely great idea. A move that gets him in, goes over fireballs, does okay damage, does knockdown, but he cannot combo off of it unless they’re stunned and it is not safe unless you do it at about max range. It’s a great solution to the problem of playing a Grappler; they easily get lamed out but you don’t want to give them a really good pressure tool because fuck it’s a Grappler. Plus good normals on top of all that.

Max just made a video promoting this game so hopefully this helps with donations.

THANK YOU MAX.

VOTE FOR MONSTER DUDE

So they have Max and James Chen as US announcers. It’s like they want nothing to do with the legendary historical US 3S players and commentators that made people love 3S.

Only reason I’m guessing Rock isn’t involved is that he moved to Vancouver and got married and maybe he just doesn’t have the time. Still hoping they get him at some point. I don’t mind Max and if getting him involved gets the game that much more exposure then all the better.

I’m just gushing like Cytherea over this game and the potential it has with this campaign. So I’ll ask this.

What changes would you make to the original 8 characters?

Kou
&
Crow

I think everyone can agree that the Shoto’s are painfully generic. It’s not that they’re bad characters in terms of how they play (they’re solid) but it’s the fact that they play almost exactly like Ken and Ryu. And that’s just boring. It doesn’t help that they share the exact same normals and a Shin-Shoryu-styled super. Only difference is that one has a fireball super and one can do Tatsu juggles and resets.

Reasonable changes I’d make to them would include: giving one the ability to combo off of their overhead tA (maybe make it an EX move like Jet’s overhead). And change up their normals. I don’t understand why they can combo off of crBx2 into whatever AND crD. It doesn’t make a lot of sense. It would go aways if one could combo off of lights into EX and one could not. Maybe one is better at comboing from lights into Super? Kou could keep her fireball super but I don’t think anyone would be terribly upset if it were removed along with the Shin-Shoryu and given more diverse supers. As far as what kind of new specials/supers they could get, I don’t know, up to the imagination of the developers.

Also, Kou should have breasts. I’m a fan of Makoto like everyone else but come on.

Jyuzumaru

This dude just feels unfinished. So he’s a Rekka character with an SRK, an SRK Super that can AA (easily best AA super), and Yun’s shoulder… He can combo off of lights into EX Rekka and that’s okay, he has some Yang shit. I give the developers credit for not giving him a teleport and dive kick on top of that. But his SRK and the Shoulder just feels thrown in there. I don’t think he really needs an SRK super despite the animation looking awesome. They could still utilize that animation but use it in a different super, like say a grab super (Jumps in and takes them down and then kicks them up into the air) or maybe make it into a counter super? It would be interesting to see a good counter super for a change. The Yun shoulder I don’t know about, my bigger issue are his SRK’s because they just feel out of place.

Jet

White Dudley. So Dudley it hurts and that’s kind of okay because Dudley is badass and hasn’t been imitated too often. It would be nice if he was changed a little bit so the plagiarism isn’t so obvious but the only changes I could think of are derived from other Boxer characters like Vanessa/Rick from KOF and Real Bout respectively.

Chadha

Like I said earlier, after messing around he really is a bad ass character. An amalgam of all that makes a good Grappler. The only changes I would suggest are 360 jump protection. And possibly making his EX Drop Kick pop the opponent up for a juggle that can be followed up by AA Grab Super or crA like EX Punch. The EX Drop Kick is unsafe on block and it’s very uncommon that a Chadha would use it unless they need that little bit of damage or chip. It’s not a change that he absolutely needs though.

The other characters are fine and I would make zero changes to them.

I was actually waiting till payday to drop $150 on this game…

…then I found out that they added James Chen as a commentator. Sorry but I now cannot trust their judgement =D

I already know people offline are gonna pick him to piss me off. I have nothing against Chen but he really does suck as a commentator; he’s not funny but his real fault is that he is uninformed and ignorant to an irritating margin; he knows very little about other games (I still remember his GG article, that pissed me off for sure) and doesn’t care to know; and the few games he does focus on, he constantly makes mistakes in fact and judgement on. He’s already shoehorned into way too many commentary positions and he’s a walking example of someone who is put in a position he/she is not supposed to be in…he may be deserving of some kind of spotlight, but not qualified for this, end of. Sorry for dampening the mood but as insignificant as others might see it, it really does irk me for reasons only I will understand. (really not a fan of what the FG scene is like these days/past number of years, this kinda rubs salt the wound, seems I can’t escape this shit as a fg player no matter where I turn)

You can turn commentary off in the options menu.

Problem solved.

Not sure if I should post this here or in the older thread so I’m gonna’ go for it. Just a disclaimer that I’m not a fighting game god and can’t be 100% correct but I have tested as much as I can to back up my opinions. I checked the other thread and did a Google search and the only guide I found was this:

http://www.orochinagi.com/wiki/index.php?title=Yatagarasu:_Chadha

It’s extremely brief but I do agree with one point.

Chadha (Chowdah) guide

  • No frame data available

Normals

A. Typical jab. Good for tick setups, AA’s, etc. Good range too.
crA. Same as above.
jA. Good air-to-air. Good range. No reason to jump in on them with this.

B. A knee poke. No range. No reason to use it over A.
crB. Hits low and has the same range as his crD. Useful for tick setups. Not so good on their wakeup if your’re trying to keep pressure because it has only 1 frame of hitstun.
jB. Worthless. Could use it as a jump in tick setup but there’s better options.

C. Big karate chop. Hits mid. Great range. Can AA but the hitbox is really close to his body so early jump ins will beat it. It looks like the hitbox starts at right around his eyeline and extends to around his waist. Does hard knockdown when used as an AA.
crC. His biggest combo tool. Can confirm into A or EX Punch or any Drop Kick. Doesn’t hit low obviously but really good range. Slightly more range than his crD. His go to normal to whiff and build meter with.
jC. Body splash. Good air-to-air and obviously a crossup. Can combo into crC or crD.

D. Big kick to the head. Hits very high and will whiff on crouchers. Could be used as a pre-emptive AA.
crD. The other normal he can use for combos. Comes out slower than crC and has more recovery but has the benefit of hitting low. Unlike crC you cannot combo into EX Punch.
downfoward and D. His sweep. Very slow. Easily the slowest sweep in the game. Not sure why you would use it unless you want that knockdown.
jD. Really good jump in and beats certain AA’s like Shoto crC. Can confirm off that into crC or D. Good air-to-air too.

Specials

Note: this game has 3S-derived priority system where throws beat command grabs.

360 (Punch). A version has the best range but not as much damage as the C version. Best version to use for tick setups. EX has slightly less range than the A version but does the damage of the C version.

Air grab. Easily done by jumping and then a half circle. A and EX has the same range. Good damage. EX does slightly more damage and has autoguard.

360 (Kick). A running grab. All versions do the same damage and the same range (slightly over half screen distance) but EX has super armor.

Punch. Your standard punch. Hits mid. C does a little more damage than A. C is a little more delayed, I don’t see much use in it because that delay is an open invite to get punished. Your go-to combo ender with A or EX Punch, only problem is that he won’t land the Punch if he’s too far away. All versions can be used as an AA and if it lands it’s a free juggle into Drop Kick, a standing normal or AA Grab Super. Note that doing this with A Punch heavily scales down your damage. Scaling doesn’t effect EX or C Punch when used as an AA. EX has super armor and creates a juggle state when it lands. Can combo into AA Grab Super (and if you’ve selected that as your Reserve it easily does almost 50%) or crA if you want to go for a reset. EX is a good pressure tool on their wakeup as well, only very specific things will beat it -namely Supers- but the amount of damage you take will roughly even out with the damage you do to them.

Drop Kick. Hits mid. His anti-zoning tool. Does knockdown but they can quick rise. Goes over fireballs. B version’s range is a little over half screen distance. B version is also safe on block if done at roughly max range (again, half screen distance). D has slightly more range but more recovery. EX is almost fullscreen but horribly unsafe. Can confirm off of crC and crD into Drop Kick.

360 Grab Super (or the 1800). Standard 360 super. Has invincibility and thus he cannot be thrown out. Does variable damage. If you are willing to risk carpal tunnel or possibly destroy your joystick/controller you can do 5 360’s in a row as he lands it and if done quickly enough can do 70% damage.

Kick Super. B version is a jump in super that has a half screen range. D version is an AA. He can be hit out of the D version but it has amazing range . Damage is roughly 35% if you pick this as your reserve.

Combos

jump in C/D, crC, EX Punch, D Kick super = 50%
jump in c/d, crD/crC, A Punch/Drop Kick.
crA, crB (pretty much worthless).

General strategy

Chadha has a scary mixup game and his best normals do really good damage on top of that. The goal of any Grappler character is to make them fear the command grab and psyche them out. Chadha has more then tools to accomplish this.

His crC into A Punch combo puts him in just the right position to go for mindgames. You could do either A 360, EX 360 (kick), another Punch or EX Punch, walk in and throw or tick into the regular throw with A or B. You could also do stC or stD. stC will catch them if they try to neutral jump or jump towards you or just generally tapping buttons. stD will catch them if they try to jump away.

Or even jump and EX grab. You have a ton of options with Chadha. Experiment and see what they’re weak to.

Once you get a knockdown you could do jC or D but getting a good setup is hard because his command grabs send them flying so far away from you. If you can get the setup than go for it, be aware that certain aa normals (like Shoto crC) beats jC.

Aside from basic tick setups or doing crC on their wakeup you could also just do EX Punch. It will beat any wakeup attacks except for Supers. The problem is (as mentioned) the amount of damage you do to them will be roughly the same as they do to you.

Landing an EX Punch allows you to either combo into D Grab Super or go for a reset with crA.

If the opponent wants to play keepaway/zoning be aware that you’re crC is a very good normal and is excellent at whiffing and building meter. You could also harass them with B Drop Kick at the right range until they punish it. Building meter and getting a Super loaded and dare them to jump at you is legit. You could also use your other good normals like stC and stD to footsie them. Be aware that jD has deceptively good range and at almost max range can still be comboed into crC and then Drop Kick.

In addition: Chadha can do some 3S Hugo shit. His stC, crC, and all of his punches are cancellable into Super(s). This allows you to do some gimmicks. Like say they block a stC and you do B Kick Super. Only way for them get out is to jump out. Not just that, but you could also do a stC or Punch and they Parry it and you can cancel right into your 720. Only way for them to get out is by jumping.

Fail jump in parry combos (I.E. Opponent jumped in and tried to Parry and fails)

A punch to AA, B Drop Kick, B Drop Kick, crC. Can end with stC but you have to be close enough. About 25% damage. Really easy to land.

A Punch to AA, B Drop Kick, stC, B Drop Kick. Does about 30% damage. You have to be close enough to land it.

Using either C or EX Punch to AA substantially increases damage.
C Punch/EX, B Drop Kick, B Drop Kick, crC. Can end with stC does about 35%

C Punch/EX, B Drop Kick, stC, B Drop Kick does about 45%.

Can do either combo if stC AA’s. if stD AA’s can only follow up with EX Drop Kick.

More reset gimmicks:

If you do an EX Punch and you don’t combo into D Grab Super or you’re too far away you could go for a reset by comboing right into either stA or crA.

Following the crA you could walk in and do; Sweep, crC, stC, stD. Be super risky and a do a Drop Kick. You could also dash in and 720 or B Grab Super as they land.

If they can’t get Rock, then they should at least get someone else who was involved in 3S. Heck, I’d settle for Sanchez or Renic.

Sanchez Commentary

“Yoooo nice poooooooooooke”
“yooo we got those?”
“yessssssss. nice juggle. yaassss good block.”
“Yoooooooooooooo the comback? YOOOOOOOOOOOOOOOOOOOOOhohohoOOOOOOOOOOOOOOOOOOOOOOOOOOOOhahahaa”

Sanchez needs to play Chowdah.

Damn I’m getting hyped for this game, I love 3S and was playing this game for a little bit when it was shown awhile back on the front page of SRK. I’m definitely gonna put some money towards the Kickstarter, can’t wait to play the final game.

Do they have any plans to make a console or mac version? I remember hearing a while back that this was going to be on 3DS. Unfortunately, I don’t use a Windows based PC so there’s not point in me funding this; as much as I want to.


choppy hina vid I scrapped together. hope someone can make use of it and/or improve on the info provided.

After some more messing around, found out that stLP’s (I think all) cannot be crouch parried. Juggle system is interesting: It seems that some characters were designated a move or two that allows for repeated/looped launchers. I was expecting the juggle system to be close to 3S (for some dumb reason) and you can’t just juggle several times with any attack that will result in a relaunch. There’s probably a lot more to it than what I’m blabbering about and should be investigated further. Lastly, the training mode is outstanding. With the custom settings you can have the dummy do just about any and everything you can image (except “that” you weirdo).

This game, man…

I noticed something weird with the Trip Guard. Normal trip guard is when you empty jump you can block whatever when you land but if you commit to something you lose your Trip Guard. It looks like you can commit to something in the air and still retain your Trip Guard. Not sure if this was a design oversight or something intentional.

It could land on PS4. Sony is very friendly to Indie Developers and one of the features of the PS4 is the ability for Indie developers to self-publish.

Devs don’t have to pay for patches so they can update whenever.

I have a few question guys because I might just buy this game.
[1] Once I download the game from Rice Digital, thats it? No other necessary files or searching the web for annoying requirements?
[2] How is the netcode?
[3] Is it possible to play Yatagarasu with a Xbox 360 controller?
[4]Is it easy to pick up?

ok so, confirmed that stLP’s aren’t crouch parryable. Really digging that as you have options for weenie rushdown w/o someone down-back+LBL’ing all day. Also, I forget this game has damage reduction system lol.


This set is from around March but still some nasty gameplay from both sides. Also digging Shimo lately (she wifey material). Again, hit up “nico redirector” if you don’t have a nico account. This set is a must see!

edit:
spotted the players in this set using LBL~HBL strum OS from time to time. cool to see theory fighting put into practice outside of one’s own gameplay.

edit2:
my bum-ass tier list aka theory fighting at its worst
(No order in tiers)
top: jet, hanzo, shimo
middle: crow, kou, jyuzu
bottom: chadha, hina

Not one character looks terrible though. The balance among the cast seems amazing and everyone seems capable of going apeshit when need be. (Jet’s probably the #1 though :p)

I’m kind of surprised that no one’s mentioned Yipes yet, seeing as how he’s pretty much the greatest commentator ever.

This game looks awesome and I really want this funding campaign to succeed, but I don’t have a Paypal account. I’m probably going to try to ask my parents if I can use theirs.

Yipes is more Marvel. If the game was a tag fighter or even had really OTT combos and shit he’d be a good match.

I really hope this is successful because this game has the makings of being a cult smash.