Yatagarasu Donjon Game

To be fair the game isn’t done yet. But in general I don’t think posting about the features is very germane to the discussion of a fighting game on a fighting game forum, when the purpose of the game has basically 0 to do with graphics and features and everything to do with vs gameplay. You are allowed to think it has too few features but for the type of conversation we have here its not really worth it.

Also for AJa Super 2 -So basically the only change to property is that things that used to not juggle will juggle now, but its not that helpful for damage, that super still seems more of a pressure tool ala Rose orbs, cause the damage you get isn’t amazing or anything. I think the important thing will be to see how we can work it into resets of combos to try and get guard crush setups as it makes your moves do major guard damage.

Also does anyone else have trouble doing qcf+c xx qcb+b ~ qcb+a xx qcb+d? the qcb+a doesn’t seem to cancel into the qcb+d everytime when used in juggle. I am assuming its a timing thing but any info anyone has is appreciated.

MS didnt fund Dust?

Dust: An Elysian Tail is an action role-playing video game developed by independent designer Dean Dodrill, published by Microsoft Studios. It was released on the Xbox Live Arcade on August 15, 2012,[1] and it was subsequently released for Microsoft Windows on Steam on May 24, 2013,[2] and on GOG.com on November 7, 2013, without Microsoft involvement.[3] It was released for Linux and OS X on December 19, 2013. On May 1, 2014, it was made available for free through Microsoft’s Games With Gold games promotion. The game was also released on PlayStation 4 on October 7, 2014 in North America and October 8, 2014 in Europe as part of the Instant Game Collection for PlayStation Plus subscribers.

Yea Im done with you. Go back to Neogaf, this is a fighting game forum. The things you are complaining about dont belong here and you dont even comprehend how things work in the development of fighters. Keep thinking they work like side scrollers. Budget and man power have nothing to do with it either. Ignorance is bliss.

Maybe it was meant to be the resolution it is. People make pixel games, why not emulate the 3S feel with graphics also. Not a issue.

I do enjoy this game, but I question how much I’ll actually play it. It’s so similar to Third Strike, that I feel like there is nothing I can learn by playing the game. I have too many hours in 3S to count, and all of my ability there transfers over with almost a multiplicative effect, because yata is generally much easier. (Parries are way more lenient, both red and blue, hit confirms are easier, input is more lenient, moves are generally much safer.)

It’s fun, but I feel like outside of character knowledge, I don’t have much to learn or improve on that I wouldn’t get in better spades from more 3S. Mmm… it’s a weird feeling, and I’ve never experienced it before, since I’ve never played a fighter that was trying so hard to imitate another. I mean, this game has it’s own mechanics here and there, but the playstyle and mindset required is Third Strike’s.

Perhaps I just haven’t had a good even/hard match in the game. That said, if anyone wants to play, I’d be interested. I think I need to start setting up more matches in this game rather than playing random people.

I think that one thing that may be useful to talk about is Parry OS’s does anyone have them yet? With parry being an actual button this opens up a whole host of option selects I would think.

One of the things i was specifically thinking about using them for was for OS’ing things like Jyazu delayed rekkas so that “trap” becomes near useless or Azure’s double flipkick (which can actually be low profiled by alot of characters, we should probably make a list at some point)

Did some one mention having yata facbook page?

Publishing =/= funding you dumbass. Publishing has to do with distribution and marketing of a game. It has nothing to do with the development of the game. The game was already done before Microsoft was involved. The ignorant one here is you.

Then it should have entered early access and not been released as a full ledge game if it’s not done. I will hold up to the standard I would hold any other release. Features get talked about all the time on this board or else there won’t be such much bitching about netcode, online suites, demands for tutorials, single player content, etc. It’s something that impacts the game which is why I brought it up.

It doesn’t impact the discussion of the game that the audience of Shoryuken would like to have though. We aren’t here to review the game on those levels. We are purely looking at Gameplay. And also if every game that wasn’t 100% done was put into early access I think alot of games would never come out. Just think of how much studios patch games now a days. They are a small dev team and releasing their game for sale allows them to gather money to make further improvements, its not as black and white as you think. I guess thats the last thing I’ll say on it though because others have echo’d this sentiment and you don’t seem to care. Hopefully we can continue to talk about the GAMEPLAY from now on and not about how there isn’t a soundtest menu

Can you not full screen the game? I know it won’t have any filtering options but pretty much every monitor and GPU should be able to support 640x480.

SGGK do exist see Yatagarasu Donjon Game

Then there are all the “timing” OS, where you Parry~Do something, be it for jumping and doing a preventing parry, anti airing etc etc.

I am not sure I really want to explore other options, I think I will keep this game fresh/“casual” to just play with friends and not tear it apart. But if you find stuff do not hesitate to post.

@Skiegh If you have a good ping with France contact Naast http://steamcommunity.com/id/otanaast he’s the best player I ever played against

I prefer full screen. If I have to play windowed I prefer it to be borderless which is also not supported.

I know how it works. As a customer is not my position to care about the circumstances in which the developers make their games. They release a commercial product and I will hold it to a standard. If it fails to meet the standard I will criticize it be it gameplay, technical or other criteria. I’m not the type to ignore these things for PC games.

Hopefully they added stuff like borders, filters and other display options when GGPO eventually makes it in.

Ah yeah, I missed that, so now how to apply it further D :

Full screen is supported though. That’s what I was trying to say. Your GPU and/or monitor should scale 640x480 to fullscreen without trouble. Yes, it will still be 640x480 but I don’t understand why that’s a problem- if this were a 3D or vector based game engine, I would understand. But everything is pixel art. What you see is what you get.

I have no clue what you’re refering to as ABCD here; is that LP HP LK HK?

As for her SA2; you can do a meaty overhead special after a corner reset but anyone who knows about it and has a reversal will just knock you out of it because it’s very telegraphed. If I’m going for the guard break, I’ll do a combo into reset in the corner which has me activate it mid combo and try to bait the reversal; if it doesn’t come then it’s a fairly basic cancel of all her moves into each other for max guard damage (being sure to alternate qcf and qcb if I have more than one bar). It’s not that useful though; I spend most all of the meter I build with her on either EX spin or her reversal, as any confirm uses the former and her reversal hits 3 times making it tough to parry on a jump in.

I do have it on full screen. I use the steam overlay and the low resolution means the overlay will cover a quarter of the screen. Also, not playing games on my monitor’s native resolution is an eyesore.

I think the same mindset applies to Skullgirls basically being a derivative of MvC2. (Can’t confirm personally as I’ve never played MvC competitively)

Skullgirls also had a lot of problems on release, especially on the 360 version. There was no moves list, a lot of the training mode was pretty bare bones. There was a ‘lack of characters’ as noted by a lot of non-FGmer critics, it was ‘too hard’ (Double gun into car super compulsion), etc. There were weird visual glitches, like seeing only hitboxes when you tagged characters in. The netplay was solid, but it was impossible to find people due to the lack of a lobby system. You had to just sit there in quick match or whatever and just hope to connect to somebody, you couldn’t even sit in arcade or training like you can with Yata, therefore obliterating any online community for the console because no one wants to sit and pull their dick for 10 minutes looking at a blank screen looking for a match.

Edit: Oh, and the load times. Jesus Christ the load times. There’s also new training mode stuff too. They even have missions in the new version, which Yata had from the get-go.

But what we did was keep playing the game, supported the devs, and showed that there was a scene behind the game that liked the gameplay. Look how much the game has changed since then. Hopefully Yata can go through the same kind of evolution and introduce Steam gamers to a solid fighting game that is based in a more traditional style.

So as I think it got lost in the resolution spiral so I’ll ask again…

Anyone know what’s the deal with Jet’s EX JET Straight? It seems to behave exactly like the EX JET Ducking. But neither of them seem to behave like regular JET Ducking. What are these moves purposes?

No LP,LK,HP,HK - SNK notation.

And yeah EX spin and EX DP are great, but I think SA2 needs a lot more exploration.

I was there for Skullgirls day one on PS3. I remember those times and I don’t blame anyone for complaining about that as they were legit problems. I want for Yata to overcome it’s technical problems. I personally sitting out until GGPO gets added. The current netcode is rough around the edges.

http://yatagarasu-ftg.com/#aja

I think you need the heavy version of Kokuushin (QCB+HK) in that combo.

LK xx LK xx QCF+HP (GekisensaiH) xx KokuushinH (QCB+HK) xx GouezanLV1 (QCB+LP) xx KokuushinH (QCB+HK)

The timing on the Gouezan LV1 (QCB+LP) xx Kokuushin H (QCB+HK) ender is quick, and you have to wait a split second after the launcher.

I like Aja a lot. She has some beefy combos in the corner.