Yatagarasu Donjon Game

sadly I cant get this working on my PC.

i get it if i do a special immediately after landing from jump

How do you parry?

Also, are there juggles you can do after the “ex” moves other than juggling a super?

You can do it with just about anything but it’s only one hit. Normals reset and moves knock down it seems.

Shimo

5LP - quick slash with good range + recovery
5HP - slash with sick range, about a full character away, good recovery
5LK - short quick kick, better to use up close than LP
5HK - panty shot twirl kick, straight forward kick, similar to Dictator’s st. forward

2LP - quick sword slash with great range
2HP - rising sword slash, looks like an AA, similar to Kyo’s crouching C
2LK - short kick, dirty, quick, use this up close alot
2HK - ugly slide with barely any range
3HP - her real knockdown move, slash sweep move, not too much range

j.LP - literally her 2LP but in the air. No, seriously, it’s the same animation lol, seems to be a good a2a?
j.HP - wide arc slash, jump in looking move definitely
j.LK - also a jump in move, appears to be an instant overhead, can’t get it to cross up
j.HK - horizontal air kick, air 2 air, good air 2 ground also

LP+HP - cool overhead with range, decent startup too I guess
HP+HK - Slow ass unblockable that is basically her HP
LP+LK - throw, throws are good, this one looks cool even if it is just recycled frames of animation

236+LP/HP/PP - Running! - runs forward, stronger input = faster speed, can cancel backdash into running, has follow ups
-LP - cancels her run into a long slash
-HP - cancels her run into a panty shot shoryuken
-LP - cancels run into low sword slash, ex version launches and is sjcable
-HK- cancels her run completely, recovery is the same as her dash recover, ex version causes her to super jump instead

j.214+LP/HP/PP - Moon Slash - crescent air slash with a wide arc
-ex version puts opp in juggle state

  • air kick cancelable
    -tkable but gives you sj version instead but it’s ok to cross up with

236236+P - one sword slash, big damage
236236+K - autocombo super that does more damage than the P super

combos
2LK, 2LP, 236+P~HP
j.HK, j.214+PP, 5C or 236236+P. j.HK is also good because it leads to more options such as tick throw, overhead, etc.
2LK, 236236+LK - best way to hit confirm super

Hina

She has the same normals as Shimo. Only difference are some moves having different cancelable properties. Her 2HP puts opp in a juggle state.
Her UOH seems faster than Shimo’s. Her dash has less recovery than Shimo’s.

[4]-6 + P - Boxer style charge slash. Good in block strings I assume.
[4]-6 + K - Boxer style charge slash but hits low. EX launches.
[2]-8+ P - Same as Shino’s 236+P~H. Uppercut.

Her supers are the same as Shimo’s

Combos
j.HP, 2HP, 2HP
2LK, 236236+K
2LK, 2LP, [2]-8+HP

I’ll write more later, maybe even on the other new char as well as general notes.

I get it if I do one special immediately after another. Maybe “Omit Idol” means “Omit Idle Frames”, in other words perform two move immediately after each other with no gap in between? Just a random theory. Don’t understand what the numbers next to it means though.

I managed to win a round using only the attack buttons.shrug

If I could get this to read my d-pad I’d use Crow and Hanzo.

Some basic combos with sword girls, there’s a surprising bit of freedom with juggling in this game.

Hina

2LK, 2LK, 2LP, [4]6LP or [2]8LP or 236236K - Basic BnB, charge with [1] and you can do charge slash immediately after a dash in
2HP, [2]8LP, 236236P - [2]8LP on an airborne opponent can usually/always combo into slash super
2HP, [4]6LK, 236236P - Does a bit more damage than above combo but only works in corner
2HK, [4]6HK, 236236P - 1 meter bar
2HK, EX[4]6KK, [4]6LK, 236236P - 1.5 meter bars
2HK, EX[4]6KK, EX[4]6PP, 236236P - 2 meter bars

Shimo

5LK, 5HP, 236P>HP or 236236K - 5LK>5HP is a target combo
5LK, 5HP, EX236PP>LK, 236LP or 236236P
5LK, 5HP, EX236PP>LK, EX236PP>LK, 236236P
j.HK, j.214LP/HP, 236236P
j.HK, EX j.214PP, tk 2149LP, 236236P - works anywhere if you can get that tk 2149LP
j.HK, EX j.214PP, EX236PP>LK, 236236P

Here are my thoughts and some general things I found out

It’s really difficult to truly cross someone up. By this I mean doing a move that extends out and hits the opponent behind them and lands you behind them. Most crossup attempts usually end up with you hitting them in front and landing behind them. If you try to cross up and only hit in front of them rather then behind them, most games would just have you land in front of them rather than behind them. I’m guessing this is due to the hitboxes not being tall enough. Speaking of hitboxes, they are pretty deceptive.

Yes, there are corner crossups. It doesn’t really make much sense having them imo because of strong defensive options like parry. In the end, I guess it was to help to have a good balance of offense/defense however it’s kind of pointless since good players wont get hit by it and crossups are stupid in this game.

Throws are are really god damn good. If I had to compare them to another game’s throws I would compare them to SF4’s throws but I think they’re better. It makes sense having good throws in this kind of game but I think they deserve some kind of nerf. Maybe just a small damage nerf even.

Parries and the general flow of the game feel awkward. Since there is no parry whiff animation, you don’t have any idea of how long it’s active for. Just the idea of it is bad. If something has a button for it there should be a whiff animation or startup animation or something. Wouldn’t want to turn the game into option select city. ESPECIALLY SINCE YOU CAN BLOCK AND PARRY AT THE SAME TIME. WHAT THE FUCK!

Juggles and combos are really boring and limited. Turn them into 3S style juggle combos or something. Scaling seems a little weird but I can’t quite put my finger on it yet.

There doesn’t seem to be much use for meter aside from doing more damage. Give the characters supers with more utility or something and don’t just make it a bigger or stronger version of a currently existing move. FFS, 2 sets of characters share the same normals. I’m really doubting the potential of this game right now.

Are you guys still playing the demo or did you get your hands on the full game?

The most recent demo.

Juzou 2nd super is bananas. Yang’s overhead to 5lk into ex rekkas works too <3<3<3

If you space it right that is.

Not sure if anyone noticed this, but everyone has two supers now (except for Hanzo, I couldn’t find a second one for her).

Crow / Kou:

214214LP_HP

Jyuzumaru:

214214LK_HK <–lol

And I can’t get enough of Julia, the female announce hahaha! “Enough traveling, let them come! We shall grind their bones to dust!” :rofl: :rofl:

I just became interested in this. From a design standpoint, crossups are an utterly corrupt concept.

wut?

MBAC tried to do away with crossups. And then they brought them back in MBAA, lol.

Selective reading much? I would have never thought I’d have to quote myself in the same thread and on the same page no less…

If you’re forcing someone to block another direction, you’re crossing them up. If you try to crossup in this game you will almost always hit in front and land behind them. Alot of games have crossups like this but I don’t feel like it really belongs in this game. Another problem is that most light attacks only crossup and don’t warrant enough hitstun for you to combo when you land.

Having button parries works really well in favor of charge characters. It’s just too bad there are only 2 chars with charge moves…

I can’t seem to figure out the point of HP HK in this game. Its slow, bad range, doesn’t cancel, no knockdown, Why not just throw? does it have superarmor?

nevermind i’m retarded you can link after guard break.

Asking for FADCs?:rofl: This game would have just about everything at that point.

You can even link some DPs if HP+HK hits (even without guard brake)
But HP+HK still useless.
It too slow so anyone can “stuff it” (am I using a right word?) with LP\LK.
Nobody will block such slow “unblockable attack” so if you use HP+HK:
A) you need to be close enough to link something after… but if you close enough to do that you’ll be thrown or eat some lp\lk
B) but even far enogh HP+HK will be parried and guess what? You’ll get unblockable (for you now) super move or combo.

Also the parry system is baaaaaaaad.
Developers should make 1 buttom for parry (BL+4\6 nid+high BL+1\2\3 low) and 1 button for unblockable attack.
Also why super mover a so unoriginal and this gray super flash is …
http://www.mediafire.com/imageview.php?quickkey=lejlitwgdzk&thumb=6

Sorry for my poor english…

any body familiar with this message?