Yatagarasu Donjon Game

I can’t agree wit that. She certainly strong but not that strong. Being in position for UOH that not meaty is scary situation for Aja. Approaching Aja? why do that? just let her come to you so she force to commit, unless she have life lead. Bison slid is punishable too,. What do you expect from space controlling character in footsie game? Unlike Sagat or the Murakumo unit’s in BlazBlue. Aja doesn’t have full screen control but its enough to have player think twice about rushing in.

Pretty sure any projectile people give her problems.

Just picked up the game yesterday and played my first online match today against an Aja. Man im having a hard time lol im playing Kotaro in that matchup. I’ve never used parry in the game until that match. It really forced me to use it, but that was not fun at all learning mid match and i couldn’t apply it properly. The only way i got damage in was a read on my opponent or if i got the command throw. That matchup look dumb to me lol.

It’s probably not as bad as it looks once parries become more intuitive. If you parry one of her specials, she is unable to chain it into another.

Hmm I guess I need to implement it better. Though kotaro range suck she got good tools for mix ups. One more question I’ve been wondering, how easy is it to parry cross ups. I’ve been working on some weird range crossup setups with her.

Aja doesn’t really have good mixups at all; the only moves of hers you have to low parry are her crouching kicks and slide. She’s pure spacing; you need to land a hit and then run your mixup game. The problem is getting in first of course, but that’s the game ain’t it.

Parrying crossups isn’t that hard, as it’s just a button press. What I’ve heard is great about Kotaro mixups is that you basically just need to get the opponent to block a kunai on the lower half of their body, then you get to run a low/command grab mixup for free thanks to the frame advantage. Super 2 also basically means the opponent is at your mercy for the next 10 seconds or so. Get in on Aja and she has a tough time escaping without using her EX reversal, which is extremely punishable.

There are mechanics that are way different to 3S. It’s easy to weed out the Third Strike players from the other players. Parries may be easier, but they’re also punishable if there’s a guess completely wrong. That goes with poor timing, guessing high or low, and the BL-Counter mechanic adds serious damage to the person who failed the parry attempt in the first place. That’s not to say there isn’t a reward in understanding, and the hours put in to the game are drastically brought down when you consider the ins and outs of Third Strike.

This being said, there’s a lot that people don’t understand about the game. The leniency you have to your inputs, and the fundamentals of the game are still root to say… Second Impact, more-so than Third Strike, as far as the mechanics. Juggle states in this game are still being explored, or have yet to be brought to light, especially in Jet’s case via BL-Counter and SA2 in tandem.

Another thing I’d like to see is the frame-data, that isn’t estimated or inaccurate. From there, the character knowledge comes into play, and exploring other characters can happen. I’ve been extremely interested in Azure and Aja, but I’d like to know more about them on a technical level.

Saw some footage of high-level play between two very strong players who seem to know the goodies.

Dietman (Aja) and Nagotarou (Azure)

Both players throughout the set really turn up their game. Especially the exchanges of mind-games, footsies, and punishes.

Parries in this game take time to get used to. I used to have to force myself to use them when I couldn’t think of anything else to do at neutral. Needless to say, that’s not the best way to go about things since that’s also when the opponent can sense that you’re trying to bait them.

No harder than any other jump in really. The key is to alter your jump attack timing in some way. This is one reason Shimo’s air special is so good- the attack is just ambiguous enough that it messes up the opponent’s sense of when the hitbox will connect. Kotaro also has several tools for this, though she generally needs to get closer to use them.

Wasn’t one of the backer rewards a frame-data book? Anyone get it?

someone asked for framedata,
https://docs.google.com/spreadsheets/d/1b8KKxJ9a1X-EjqX7CfxkYGYtOfwaSsnjJR1ykroTTmk/htmlview?sle=true#

edited link

Yes, but a lot of it is pretty confusing to understand and it’s basically just a dump of numbers in a .txt file. Also the frame data collected by Juicebox is basically accurate. I have yet to find something that was wrong. I mean, I didn’t go through and check every single thing, but everything I checked was correct.

Yes, frame data would open up huge doors. If anything, I could easily pick apart the frame data and make it easier to understand via Google doc or otherwise.

I have edited my post with the correct link

You rock, thank you!

Just wanted to comment and say I really like this game, and for people who get turned off by playing it for 5-10 minutes, give it more of a shot. This game has really dense footsies and every match feels different. You really can play the characters any way you want, offensively or defensively, especially due to how easy but risky parrying is in this game you really have to be careful. You can eat 50% life from getting BL countered once.

I’m gonna take a shot at a tier list just for the sake of people who want to know what characters they are interested in and how they stack up. From my observations (from watching and playing since the beta)

High: Azure, Hina, Aja
High-Mid: Chada, Kou/Crow, Juzu
Mid: Jet, Shimo, Kotaro
Low: Hanzo

High tiers should be pretty obvious. This game does, to some extent, really favor safe play, but to do well you have to play footsies. This tier list is kind of based on who has good footsies. Azure c.HP,214K, Hina cbfLK and st.HP (and a UOH that is +6 on block!!??!?!!?!?), Aja 214P and like, everything.

Anyone have an issues with certain sticks with this game? I downloaded the demo the other day and when trying to use my round one TE, up was stuck registering on right from the get go. Not having any problems with this on other steam games, checked d-pad vs analog on the stick, tried other USB ports. I’ll check again soon,might just be a fluke.

Yeah, there’s been a lot of stick issues too. I’m, hoping for an update soon that fixes a lot of the shit that actually should have been fixed on day one, instead of the UI that everyone was complaining about. If they have to, they should hire someone to dot their 'i’s and cross their 't’s for them because it hurts to see such a good game suffer from so many bugs that keep people legitly interested from playing.

I know there are some issues with a few sticks but I don’t think I’ve heard of that particular one yet. Maybe take a look through the Steam forums for the game. Is your stick a PS3 or 360 stick? FWIW, it works correctly with everything I’ve thrown at it including a DS4, HRAP V3SA, V4, and a Cthulhu. Have you tried playing with the checkboxes in the launcher?

Check the “use Xbox Controller” box if you’re having stick issues.

Thanks guys, I’ll look into it. Probably just glossed over something in a rush to check it out. It’s a 360 TE round one, could totally be that xbox check box that I blew right over.