Using a Hit Box myself, don’t seem to have that issue.
I am using a PDP Marvel pad. Using XPADDER for the directions.
Did it not detect your directions? I was about to use Xpadder but my directions just worked. I was surprised since every other indie fighter fucks that up.
Lol. I guess it does detect them. I didn’t even try without it because I am so used to having to use it.
Thanks for the input. I originally used a 360 Hori Fighting Stick EX and that didn’t work. Switched to a HRAP2 with converter and now everything fine and dandy.
I think that you can parry cross-ups with just a High Parry button press. That’s how it worked when I tried it.
If you hit someone the opposite way that they parry (such as hitting low vs a high parry), then your hit gets 1.5x damage (Parry Counter).
If you turn on Parry Counter in the training mode, then you can see which attacks can be parried both ways. The training dummy will Parry moves that can be countered both ways instead of taking Parry Counter damage.
If anyone knows what all the training options do, then that’d be nice to know. I’ve got some of them down (I’ll skip the obvious ones):
Piyori – Dizzy Off/On
Parry Counter Hit – Off/On
Auto Ground Recovery – Off/On
Auto Grab Tech – Off/Tech/Tech2?
???
???
???
Playback Repeat – Off/On/???/On2?
???
???
Default Settings
Why do I always find this shit?
For those who get trouble with arcade sticks, did you install the update?
You can get it there
http://yatagarasuinfo.web.fc2.com/download.htm
unzip the file(verup110814.zip) in the folder where the exe files are located then run the updater.
Can someone make a brief explanation about the game?
I wanna organize a post for the front page.
Also video roundup-
Shortest explanation is Third Strike Anime Edition.
It’s technically a 6 button fighter, but there’s only 4 attack buttons. The other two buttons are high and low parry. It has a pretty small roster of only 8 characters, but it has some pretty interesting character designs with some familiar movesets. All the basic character archetypes are there, the rush down characters, the footsies characters, zoning characters, a grappler (who has a ridiculous air 360 that beats pretty much every jump in), and in a high damage format with enough juggles to keep you busy in training mode. There’s a lack of online at the moment so the matches have to be done offline. The game isn’t very demanding to run, so most people shouldn’t have a problem trying to play it.
Basic mechanics from SF pretty much still apply, there’s supers, EX, parrying, super cancels, links, target combos, basically if you’re familiar with how 3S works you’ll be right at home. The game is really footsies heavy so knowing your pokes is pretty essential. After beating Arcade Mode you unlock some cool commentary features, like special guest commentary from KSK, Kokujin, and Tokido.
The combo system is very strict. There are some links, but not that many. Most characters can only do (Heavy Attack, Special, Super) or (Weak Attack, Weak Attack, Special, Super). Some characters get an extra juggle hit in there. I’d say the game is more like Vanguard Princess with Parry and Universal Overhead than straight SF3.
Well how is that different from 3S? I don’t remember 3S being crazy link heavy outside of like UOH > SA. And there’s actually quite a bit of juggles in the game. Even Chadha has some ridiculous juggles.
You can chain most of the normals that whiff crouchers to each other.
Didn’t do shit. This game hates MadCatz, apparently.
Jet combo overview. Not every possible combo, but a general walk through of possibilities with meter and without.
More notes from today’s exploration:
- Parry counter bonus only affects the 1st hit, not the whole combo.
- It seems that while only some normals are special cancelable, EVERY normals is super cancelable, which makes whiff punishment scary and Shimo even better than I thought.
Doesn’t look like Jet’s f.HP can be super canceled (I even tried macros), but he can link his super after it, and even link cr.LP after it, This opens a whole new world of possibilities for me.
Aside from standard rapidfire weak attacks, there aren’t many chains.
Kou – No Chains
Hanzo – j.LP,j.HP chain. c.HP, f.LK chain. far HK, f.LK chain.
Jyuzumaru – LP, LP chain. LK, LK chain.
Hina – No Chains
Shimo – LK, HP chain.
Jet – LP, HP chain (not special cancelable).
Chadha – No Chains
Crow – No Chains
Since Yata doesn’t have middle attacks, you have to either use quick attacks or SLOW attacks. There isn’t a middle ground, and that hurts the game IMO.
I kinda don’t like that you tested everything on crouching character.
2 Spooty Whiteboy
Hanzo - jLP,jHP. 2HP,6LK. far HK, 6LK.
Oh noes. Shimo’s cr.LP can’t be canceled into specials now. Why cut useless loop and useful combo “LK HP 236HP~LP 2LP 236LP~HP” with it?
Some “quick attacks” are actually mid attacks. For example Jet’s c.lp.
Not to mention every c.HK is actually a mid attack, while you have a sweep as d/f+HK.