Yatagarasu Donjon Game

What? I tested everything on a standing dummy except for overhead combos and the crouch specific cr.LPx3 link, what are you talking about?

I knew about the (j.LP, j.HP), but I forgot to add it. The other two…I did not know about. Did you guys know that she has Dive Kicks with 3LK/3HK, but not when jumping backwards.

BTW, how do they get away with blatantly copying Dudley, and to a lesser extent, Chun-Li?

They’re not complete rip offs, it’s just that the homages are pretty obvious. At the very least they could say they’re parody characters and there’s nothing Capcom could do about it.

EDIT: Also, Jet has a full target combo similar to one of Dudley’s.
cr.LK, LK, LP, HP

Sorry (somehow i’ve mis watched first half of 1st video).

And Ryu and Zangief and Fei-Long and Hibiki from LB.
But Srsly…
Where (beside her’s super) Hanzo is a Chun Li ripoff?
I have so much to say about this but my English is too bad to do it.

HP = Chun-Li’s b+HP
Both have punch air target combos (which are not common). Hanzo has (j.LP, j.HP). Chun-Li has (j.HP, j.HP).

Shimo has plenty of things to differate herself from Hibiki, they got similarities sure, but i wouldn’t call the character a ripoff with just that,
this goes for Hina too of course.
I wouldn’t know in regards to Jet and Dudley since i don’t play Dudley.

They might as well be related. He’s almost an exact clone minus a couple specials and with a shitty Genei Jin.

They are very similar. Off the top of my head, here’s the moves that Dudley has an equivalent of (usually the exact the same move): cr.LK, LK, HP, f+HP, d/f+HK, dp+P, qcb+K, qcf+K, and his throw.

Really though, it’s the sweep that takes the cake. Dudley has a specific sweep, and Jet has the same sweep (and can even juggle combo with it too).

There’s even more than that. cr.LP is Dudley’s cr.MP, their universal overheads are the same, j.LK is Dudley’s j.MK, j.HK is Dudley’s j.HP, and his super might as well be Corkscrew Blow.

were people able to download the update for this? seems like they went over bandwidth

So uh, I’m having a problem playing this game.

Whenever I use my stick, it holds up back in game, but works perfectly fine in the menus. Playing on keyboard works too.

Speaking of that, I don’t know how to change keyboard controls either.

Random Note: Jet can link cr.hp, to cr.lp not super great give he can do cr.lp, st.rh but still its there.

I just downloaded it this morning

Updates installed. Xbox 360 Hori VLX gives me constant up-back.

I tired my PS3 Hori Fight Stick 3, works perfectly.

I haven’t tried my Xbox 360 Madcatz SE yet, but i know they did not work with an earlier build, where as the Xbox 360 Madcatz fightpad did.

Yeah, a couple of people are having this problem. Too bad I sold my shitty Hori sticks. :frowning:

I have a question, sorry if this was answered earlier, but what does it mean when the combo counter goes red in training mode? Is that a parry-able reset ala 3S or is there some kind of air tech?

Edit: I also get random errors about sounds or something missing with the two schoolgirls with swords, and sometimes it crashes the game.

yeah parryable reset

If you didn’t have your locale set to Japanese with earlier versions. Hina and Shimo’s stage music wouldn’t play.
May still be that.

I’ve translated “language files”. If you can do it better feel free to fix it.
Original text here:

[details=Spoiler]LANG,1,0 //version
[LangName],“Japanese” //language name for option menu.
[DllName],gdresource_jpn //unused. windows resource dll.指定なしだとwindowsリソースの変更はしない。
[MAKELCID],1041 //0x411, MAKELCID(MAKELANGID(LANG_JAPANESE, SUBLANG_DEFAULT), SORT_DEFAULT)
[FontName],“MS ゴシック”
//[TrainingOptionMenuSize], 250, 28, 160, 28 //1:intervalx,2:intervaly,3:nextintervalx,4:nextintervaly
[TrainingOptionMenuSize], 250, 23, 160, 23 //1:intervalx,2:intervaly,3:nextintervalx,4:nextintervaly
//[TrainingOptionMenuMargin],8,5
[TrainingOptionMenuMargin],8,3
[TrainingOptionMenuFontParam],10,20,400,64 //1:x,2:y,3:weight,4:format.(FW_NORMAL=400,DT_LEFT=0x00000000,DT_EXPANDTABS=0x00000040)
[PauseMenuSize], 400, 38, 0, 38 //1:intervalx,2:intervaly,3:nextintervalx,4:nextintervaly
[PauseMenuMargin],10,10
[PauseMenuFontParam],10,20,400,64 //1:x,2:y,3:weight,4:format.(FW_NORMAL=400,DT_LEFT=0x00000000,DT_EXPANDTABS=0x00000040)
[TitleOptionMenuSize], 230, 21, 140, 18 //1:intervalx,2:intervaly,3:nextintervalx,4:nextintervaly
[TitleOptionMenuMargin],6,3
[TitleOptionMenuFontParam],7,14,400,64 //1:x,2:y,3:weight,4:format.(FW_NORMAL=400,DT_LEFT=0x00000000,DT_EXPANDTABS=0x00000040)
[DateOrder],1,2,4 //1:year,2:mon,4:mday.ランキング表示で使用。

//string table

//オプションメニュー項目
E_Res_OptLabel_SpInfinity, "SP無限"
E_Res_OptLabel_HpTimeInfinity, "HP&TIME無限"
E_Res_OptLabel_SlavePlayer, "相手の操作"
E_Res_OptLabel_AutoBl, "Auto BL"
E_Res_OptLabel_AutoGuard, "Auto Guard"
E_Res_OptLabel_AutoJump, "Auto Jump"
E_Res_OptLabel_AutoCrouch, "Auto Crouch"
E_Res_OptLabel_ViewCue, "キー入力履歴表示"
E_Res_OptLabel_CueRecordTarget, "コマンドレコーダー対象"
E_Res_OptLabel_Piyori2, "Piyori"
E_Res_OptLabel_CpuLevel, "Cpu Level"
E_Res_OptLabel_RoundMax, "勝利決定ラウンド数"
E_Res_OptLabel_ReplayAutoSave, "リプレイのオートセーブ"
E_Res_OptLabel_PlayMusic, "PlayMusic"
E_Res_OptLabel_PlaySound, "PlaySound"
E_Res_OptLabel_VolumeAudio, "VolumeMusic"
E_Res_OptLabel_VolumeSysSound, "VolumeSound"
E_Res_OptLabel_VolumeVoice, "VolumeAnnounce"
E_Res_OptLabel_VolumeCharVoice, "VolumeChar"
E_Res_OptLabel_VolumeLive, "VolumeLive"
E_Res_OptLabel_WinRate, "勝率管理"
E_Res_OptLabel_InputSoftTien, "入力遅延(通常は0)"
E_Res_OptLabel_Language, "Language"
E_Res_OptLabel_UseTaikaiMode, "大会モード"
E_Res_OptLabel_RoundInfinity, "(隠し)ラウンド数無限"
E_Res_OptLabel_UseCueRecord, "(隠し)キューRECの使用"
E_Res_OptLabel_CpuLevelMax, "(隠し)CPU難易度を常にMAX"
E_Res_OptLabel_AnnounceIndex, "アナウンス"
E_Res_OptLabel_AnnounceLiveIndex, "実況"
E_Res_OptLabel_Exit, "Exit"
E_Res_OptItem_YES, "YES"
E_Res_OptItem_NO, "NO"
E_Res_OptItem_ON, "ON"
E_Res_OptItem_OFF, "OFF"
E_Res_OptItem_1P, "1P"
E_Res_OptItem_2P, "2P"
E_Res_OptItem_1P2P, "1P2P"
E_Res_OptItem_1HitAfter, "1HitAfter"
E_Res_OptItem_Random, "Random"
E_Res_OptItem_CPU, "CPU"
E_Res_OptItem_MAN, "MAN"
E_Res_OptItem_Easy, "EASY"
E_Res_OptItem_Normal, "NORMAL"
E_Res_OptItem_Hard, "HARD"
E_Res_OptItem_PLAY, "PLAY"
E_Res_OptItem_MUTE, "MUTE"
E_Res_OptItem_EXIT, “EXIT”

//勝率表示
E_Res_WinRate_TotalLabel, "Total"
E_Res_WinRate_RivalLabel, "Rival"
E_Res_WinRate_TotalUnit, "戦"
E_Res_WinRate_WinUnit, “勝”

//リプレイメニュー
E_Res_Replay_PlayContinuous, "連続再生"
E_Res_Replay_PlayRandom, "ランダム再生"
E_Res_Replay_ReturnTitle, "TITLEへ戻る"
E_Res_Replay_NoData, "リプレイデータがありません"
E_Res_Replay_DefaultPlayerName1, "プレーヤー1"
E_Res_Replay_DefaultPlayerName2, "プレーヤー2"
E_Res_Replay_DefaultBattleName, "野試合"
E_Res_Replay_DateFormat, “%Y%m%d_%H%M%S”

//ポーズメニュー
E_Res_Pause_Option, "トレーニングオプション"
E_Res_Pause_ReturnTitle, "タイトルへ戻る"
E_Res_Pause_ExitGame, "Gameをやめる"
E_Res_Pause_ExitPause, "Pauseをぬける"
E_Res_Pause_CueLoad, "コマンドレコーダーLoad"
E_Res_Pause_CueSave, "コマンドレコーダーSave"
E_Res_Pause_ReturnCharSelect, "キャラセレクトへ戻る"
E_Res_Pause_CommandRec, "コマンドレコーダー"
E_Res_Pause_Toremo, "TrainingOption"
E_Res_Pause_No, " No."
E_Res_OK, "OK"
E_Res_NG, "NG"
E_Res_YesNo_ReturnTitle, "ゲームを中断してタイトルに戻ります。"
E_Res_YesNo_ReturnCharSelect, "ゲームを中断してキャラセレクトに戻ります。"
E_Res_YesNo_Confirm, “よろしいですか?”

//windowsメニュー
E_Res_Menu_File, "ファイル(&F)"
E_Res_Menu_End, "終了(&E)"
E_Res_Menu_Layout, "画面(&L)"
E_Res_Menu_FullScreen, “フルスクリーンモードに変更(F8で復帰)”

//キーコンフィグ
E_Res_Keyassign_Label0, "ジョイスティックのボタンを押すと割当を変更できます。"
E_Res_Keyassign_Label1, "トレモボタンはTrainingModeでのみ使用できます。"
E_Res_Keyassign_Label2, "(トレモボタン:バッファデータの再生、停止。長押しで記録)"
E_Res_Keyassign_SP, "小P"
E_Res_Keyassign_SK, "小K"
E_Res_Keyassign_DP, "大P"
E_Res_Keyassign_DK, "大K"
E_Res_Keyassign_BLU, "上BL"
E_Res_Keyassign_BLL, "下BL"
E_Res_Keyassign_REC, "REC"
E_Res_Keyassign_PLAY, "PLAY"
E_Res_Keyassign_TOREMO, "トレモ"
E_Res_Keyassign_PAUSE, “Pause”

//一戦後結果表示画面
E_Res_VSReport_Label, "VSレポート"
E_Res_VSReport_Continue, " 対戦を続行"
E_Res_VSReport_SaveReplay, " リプレイデータを保存"
E_Res_VSReport_ReturnTitle, " TITLEへ戻る"
E_Res_VSReport_Item0, " 1P 2P"
E_Res_VSReport_Item1, "TotalWinCount "
E_Res_VSReport_Item2, "MAX Combo "
E_Res_VSReport_Item3, "MAX Damage "
E_Res_VSReport_Item4, "BL Count "
E_Res_VSReport_Item5, "BLRed Count "

//コマンドレコーダーメニュー
E_Res_CmdRec_TargetChar, "PLAY対象キャラ"
E_Res_CmdRec_TargetBuffer, "使用バッファ番号"
E_Res_CmdRec_ClearBuffer, "現在のバッファをクリア"
E_Res_CmdRec_ClearBufferAll, "全てのバッファをクリア"
E_Res_CmdRec_PlayRandom, "ランダム再生"
E_Res_CmdRec_PlayContinuous, "連続再生"
E_Res_CmdRec_Load, "Load"
E_Res_CmdRec_Save, “Save”

//トレモメニュー
E_Res_Toremo_StateAite, "相手状態"
E_Res_Toremo_SpGauge, "SpGauge"
E_Res_Toremo_HpTime, "HP&TIME"
E_Res_Toremo_AutoGuard, "AutoGuard"
E_Res_Toremo_AutoBL, "AutoBL"
E_Res_Toremo_DisplayKey, "DisplayKey"
E_Res_Toremo_Piyori, "Piyori"
E_Res_Toremo_RecordTarget, "記録再生対象"
E_Res_Toremo_IndexBuffer, "バッファ番号"
E_Res_Toremo_PlayMethod, "再生方法"
E_Res_Toremo_ClearBufferCurrent, "現在のバッファクリア"
E_Res_Toremo_ClearBufferAll, "全バッファクリア"
E_Res_Toremo_Load, "ファイルからバッファをロード"
E_Res_Toremo_Default, "デフォルト設定"
E_Res_Stand, "Stand"
E_Res_Jump, "Jump"
E_Res_Crouch, "Crouch"
E_Res_Cpu, "Cpu"
E_Res_Normal, "通常"
E_Res_Infinite, "無限"
E_Res_Off, "Off"
E_Res_On, "On"
E_Res_1HitAfter, "1HitAfter"
E_Res_Random, "ランダム"
E_Res_Aite, "相手"
E_Res_My, "自分"
E_Res_Loop, "ループ"
E_Res_RandomLoop, "ランダムループ"
E_Res_Simple, "シンプル"
E_Res_Detail, "詳細"
E_Res_Toremo_AutoCounter, "Autoカウンター"
E_Res_Toremo_AutoUkemi, "Auto受身"
E_Res_Toremo_AutoNagenuke, "Auto投げ抜け"
E_Res_Toremo_SpTimeInfinity, "超必タイマー"
E_Res_CounterBL, "BLCounter"
E_Res_Early, "早め"
E_Res_Late, “遅め”

//汎用
E_Res_MessageBox_LoadFail, "ロードに失敗しました"
E_Res_MessageBox_LoadOk, "ロードに成功しました"
E_Res_MessageBox_SaveFail, "セーブに失敗しました"
E_Res_MessageBox_SaveOk, "セーブに成功しました"
E_Res_MessageBox_ErrUnlock, "(アンロック状態が異なります)"
E_Res_MessageBox_ErrVersion, “(バージョンが異なります)”

//ランキングメニュー
E_Res_Ranking_Label, "●ランキングメニュー"
E_Res_Ranking_ReturnTitle, "戻る"
E_Res_Ranking_Receive, "ランキングデータの受信"
E_Res_Ranking_SendReceive, "ランキングデータの送受信"
E_Res_Ranking_ReturnTitle2, "詳細:タイトル画面に戻ります"
E_Res_Ranking_Receive2, "詳細:インターネットに接続し、ランキングデータの受信のみを行います"
E_Res_Ranking_SendReceive2, "詳細:インターネットに接続し、ランキングデータの送受信を行います"
E_Res_Ranking_Fail, "インターネット接続に失敗しました。"
E_Res_Ranking_Confirm, "以下の内容を送信します。よろしいですか?"
E_Res_Ranking_Success, “データの転送に成功しました。”

//ランキング項目その1
E_Res_RankingLabelLocal, "LocalRecord"
E_Res_RankingLabelWorld, "WorldRecord"
E_Res_RankingLabelLang, "(Lang,Date)"
E_Res_RankingSys_CountClear, "ゲームクリア回数 "
E_Res_RankingSys_CountPlay, "ゲームプレイ回数 "
E_Res_RankingSys_TotalTime, "稼動時間 "
E_Res_RankingSys_CountSingle, "対戦回数(Single) "
E_Res_RankingSys_CountVS, "対戦回数(VS) "
E_Res_RankingSys_MaxWinVS, "VS最大連勝数 "
E_Res_RankingSys_CountSnd, “総数”

//ランキング項目その2
E_Res_RankingSys_Label, "●システム情報"
E_Res_RankingComboCount_Label, "●MaxComboCount"
E_Res_RankingComboDm_Label, "●MaxComboDamage"
E_Res_RankingScore_Label, "●Score"
E_Res_RankingEJS_Label, "●EmotionJudgePoint"
E_Res_RankingLive_Label, “●再生済み実況ボイス”

//キャラセレクトガイド表示
E_Res_SelectCharactor, "Select Charactor"
E_Res_SelectCharactorAndPlayer, "Select Charactor&Player"
E_Res_SelectSuperCombo, "Select Reinforcement"
E_Res_SelectAssist, "Select Assist"
E_Res_SelectStage, “Select Stage”

//アンロックメニュー
E_Res_UnlockExit, "Exit"
E_Res_UnlockYes, "あり"
E_Res_UnlockNo, "なし"
E_Res_UnlockHatena, "???"
E_Res_UnlockComment0, "おまけ機能を開放できます。お好みに合わせてどうぞ!"
E_Res_UnlockComment1, "Unlock設定を反映させるためには、再起動が必要です。"
E_Res_UnlockLive, "実況           "
E_Res_UnlockAssist, "応援セレクト       "
E_Res_UnlockAori, "勝利煽り         "
E_Res_UnlockDojyo, "総師範道場        "
E_Res_UnlockAoriLose, "敗北煽り         "
E_Res_UnlockAssistCaption, "応援吹き出し表示     "
E_Res_UnlockAoriManual, "コマンド煽り       "
E_Res_UnlockNameCall, "名前呼びかけ       "
E_Res_UnlockAoriCancel, "キャンセル煽り      "
E_Res_UnlockExAssist, "あのときどさんが・・・? "
E_Res_UnlockAmata, "エクストラスタッフロール "

//スコア等表示
E_Res_JudgeTitle, "EmotionJudgeSystem"
E_Res_JudgePoint, "Point "
E_Res_JudgeScore, "Score "
E_Res_JudgeEmotion, "Emotion "
E_Res_JudgeRank, "Your Rank Is "
E_Res_JudgeComment0, "新たな機能が開放されました"
E_Res_JudgeComment1, “Unlockメニューから選択可能です”

//オプションメニューの説明
E_Res_TitleOptionEnableScore, "ハイスコア集計可能な設定です"
E_Res_TitleOptionDisableScore, “ハイスコア集計の対象外の設定です(要ラウンド数2以下)”

//曲用
E_Res_StageNamePrefix “♪”

//システムメッセージ
E_Res_Sysmes_FA, "FirstAttack"
E_Res_Sysmes_Piyori, "Piyori "
E_Res_Sysmes_PiyoriDelimiter, "/"
E_Res_Sysmes_WinCount, "Win "
E_Res_Sysmes_PushStartBtn, "PUSH START BTN"
E_Res_Sysmes_OmitIdol, "Omit Idol "
E_Res_Sysmes_HitLabel, " Hit "
E_Res_Sysmes_HitKakko1, "("
E_Res_Sysmes_HitKakko2, ") "
E_Res_Sysmes_Dm, "Dm "
E_Res_Sysmes_DmDetermine, "Dm determine"
E_Res_Sysmes_TechHit, "TechHit"
E_Res_Sysmes_Counter, "Counter"
E_Res_Sysmes_BlCounter, "Bl Counter"
E_Res_Sysmes_HighJumpCounter, "HighJump Counter"
E_Res_Sysmes_Reduce, “Reduce”

//サウンドテスト
E_Res_SoundTestInfo, "再生済み実況ボイスを選択できます"
E_Res_SoundTestNoData, “再生可能な実況ボイスはありません”[/details]

Damage and combo hit count wise, these are the best I could do with Crow.
Anyone experimented with the character a bit in general?