see my post about unicode or use applocale. the crash is because the filesnames are in japanese i assume but those to option will remove the crashing.
dang, using shimo, you cant juggle off her 236P,LK or her normal or EX in air 214P. the both put the opponent airborne on hit but there seems to be no follow up options. even air to air 214P
Is there a demo for this game? I want to try it out before buying it.
So how is the netcode?
My pc is set up japan locale I never had to worry about installing applocale. I just downloaded, extracted and I was playing in no time. It also recognized my stick without any further tweaking. The only thing that doesn’t seem to work is the online I may need to open the ports in my router first.
This game is pretty much third strike but with a snk vibe IMO, The soundtrack is much better too more to my liking and that record option in the training room I think I have seen it in other games but I never get to use it until this game. Wtf,lol i’ve been missing out big time that option is awesome, i was practicing parries with Kou for hours using that thing, I always wanted 3s to have something like that.
if the network is any good I might continue playing this, it seem like a fun game.
while ranked matches usually work, even with high ping, I havent been able to enter public lobbies.
they appear but they are grayed out and the message “cant enter lobby” appears. They are not full either.
Also it say to copy the IP address. do they mean the one found in ipconfig?
I also use Rainmeter and on network panel there appears a completely different IP address.
so it’s the same for everyone? I forgot to try ranked matches. I don’t know what they mean by IP address either, I think I have an static IP address but most users use Dynamic. It’s that what they need I dunno
He did the Yatagarasu equivalent of a red parry; you can ‘button lock’ out of blockstun just like 3S. If he was mashing and it looked like an alpha counter, he probably did a red parry and mashed a button that connected afterward.
Having played around with the training mode a lot over the last couple days, the bars next to your BL lights seem to indicate how many frames within or out of the parry window you were. If your parry is late, you get orange bars; the more bars that appear indicates that you were that much further out of the proper timing. If it’s blue, you had a successful parry, and the bars tell you how many frames you had to spare. As a training mode tool it’s incredibly useful for learning the proper timing for parrying certain attacks. If they’d put that in 3S training mode it would have made parrying MUCH more accessible to newer players. Shame it took a doujin game crew to figure that one out.
I’m really interested in how the BL lights under the health bar will affect game play. Random lazy parries from option selects was one of the not so finer points of 3S. The fact that you can see when your opponent is trying to parry is uncharted territory and really changes the mental game. The aspect of parrying in 3S that forced players to be creative and try to constantly outsmart each other in this sub-game of parry not parry, am I going to anti-air with a shoryu or mash jab and give up the damage kind of thing was the most brilliant part of it. The fact that they’ve taken it a step further and now you have to be creative about WHEN you try to parry because your opponent can start to catch onto that is going to be interesting.
I acquired a version of this and… Meh. The sprite work is pretty good but it seems to be lacking frames. It reminds me of that Chinese 3S clone that came out around the early 2000’s. It didn’t really play like 3S but had a very similar art style. Same thing here. 2nd problem is that the characters are boring seen-it-all-before characters. Here’s a shoto, here’s a rekka, here’s a grappler, and they play exactly as you would expect them to play. Zero surprises.
I’m going to assume that this was made in Fighter Maker so the online is probably dog shit. I could be wrong though.
A shame that the developers put quite a bit of effort into this and made something utterly generic.
That’s my gripe with this game, is the lack of originality. I think the devs can do better than this.
It’s not the fighter maker engine but the netcode is shit even on lan.
I don’t think the character designs are so bad (Hanzo and Chad in particular really interest me, and the Idaio’s don’t have immediate 3S paralells) and while the Idaio users are really not very similar gameplay wise they really do blend in with each other aesthetically, the BIGGEST crime are the shotos. Crow is a complete waste of space (or vice versa about Kou.) I’m not just bitching because he shares my screenname (i rarely play shotos anyways) but Crow’s defining characteristic over Kou is his juggle starting hurricane kick… that dosen’t hit crouchers ever, and he has no normals that cause stand. Meanwhile, Kou’s may not start juggles, but it hits crouchers and can be combo’d into off of of a UOH, and everything else it seems like, at a cursory glance, is the same or Kou.
Kou
clk clp clk h.shoryu 9596 (more, it breaks 10000 if the third hit randomly hits)
UOH chp h.hurricane 14940
Crow
clk clp clk l.shoryu 9800 (light shoryu does more because h shoryu’s full hits whiff)
UOH hp h.shoryu 14850
and without knowing frame data, thier movesets, barring supers, are EXACTLY the same outside of that. Worse then Ryu v. Ken for sure. The weirdest thing about them being so similar is that they did go out of thier way to give them different idle animations, bizzarely enough. The Idaoi’s have different special moves and, ultimately, different game plans. Kou and Crow, meanwhile, you /really/ gotta squint to see the difference between them.
I love the UOH combos in this, I LOVE LOVE LOVE the aforementioned ability to see your opponent’s parry button being pressed, I think this game just needs the clone characters to be diferenteated more. The Idaio’s can probably be left alone or at least given slightly new animations but keep the same hitboxes, but Crow and/or Kou need a huge re-thinking.
crow’s got dat shin shoryuken tho
all he needs 8)
But Kou has that super too. He just kicks at the end instead, and Crow gets a combo after his (which is, I admit, awfully badass, but… when the best thing you can say about a design is that it looks like this cool thing you saw from somewhere else, that’s secretly an insult to that design.)
I don’t know where to start this post…
Yes I too think that Kou and Krow have too similar moveset. But its not so bad as you think. From one side lack of different normals and command normals is disturbing for me. But their special moves (and supers) have very different properties. In short Krow is all about “hitconfirm > combo” and Kou is high stakes high reward character based on mindgames. Every their move have different properties which is small but revelant to gameplay.
P.S.: I was wrong about 4.2-4.3 patch. I wasn’t patient enough to figure how changes cut one combos and added another (still miss Hina’s “Urien juggles”). I still don’t like Air parry counter which unlocks boring and similar to everyone (for me) loops in the corner.
What makes Kou more “high stakes, high rewards” then Crow?
Because he has less combos and his 214LK has like 0 or-1 on hit so you can “vortex” your opponent into 2 or 3 smal combos that will make more damage than 1 big combo.
Usually if you manage repeat “something into LK tatsu” 2-3 times and end it with KD or Super you doing well. Ofcource LK+LP option selects and pressing parry during input helps. And if opponent screws and you got parry counter or\and hit him while he couching it boosts damage even more.
Once after 2HK>214LK I got succsessfull 9BL … jHK>HP>214214HP = boom tons of damage.
BUT you can screw it and got comboed too. I dont like to play Kou against Chadha or Krow (they can DP\360 you if you dont do something without “0 ommited frames” and you can’t use 214HK).
Honestly, even though Shimo lacks special moves, I find her a lot of fun to play with. Especially almost everything she has can lead up to her 234234+P super…The most damaging thing I can find with her:
J+K -> J214+P -> 234234+P
2HK -> 234+P>HP (1 hit only) -> 234234+P
I can’t seem to find anything else for her.
Not hte full combos but some tips.
LP>HK>236PP,HK>LP>HK
214PPland236P>HP
236PP,LP>highjumpcancel
236PP,LP link something
2HP>highjumpcancel>LK>214P
And as far I can remember her JHK>HK>236236K has huge damage due to there is almost NO scaling.
I heard something about “unlocks” … does anyone know what they are , or how to get them ?
Thanks in advance !