Yatagarasu Donjon Game

Just as a heads up, the creator created a fix for people who were having trouble getting their sticks to work in his latest update.

Here is a direct link to the file. You just replace the exe file, then it’s fixed.

Just tried this game out and I really like it. Just have one question though, when there’s a full game released can we expect to see some kind of netplay or is it just going to be locally? Would be awesome to play some people from SRK etc in this game :).

Hanzo? A chick? I dig.

So I spent some time in Training mode, trying to find some effective combos with Hanzo. I found that not only does she play somewhat like Chunli in 3rd Strike, but she has a C. Viper thing going on as well. Someone already posted Hanzo’s movelist and combos in the thread, so I’ll contribute.

  1. j.HK, Far 5 HK, 6 LK, 236236 LK/HK, SJC LP then HP.

**** Simple. Far 5 HK, 6 LK is Hanzo’s ground target combo. j.LP, j.HP is her midair target combo. Inspired by the Lightning Legs, of course. She can also Kara-cancel Far 5 HK with 6 LK.

  1. j.HK, 5 LP, 5 LK, 214 LK+HK (2 hits), SJC LP then HP.

**** Hanzo’s EX spin kick (214 LK+HK) is supposed to hit 3 times. Anytime after the first hit, Hanzo can super-jump cancel the EX. After the third hit, Hanzo can SJC, but the air target combo will not connect because a launched opponent can only take one more normal/special attack after the launch. Her super can connect even after the third hit, but it’s futile and wasteful.

  1. j.HK, 5 HP (or Close 5 HK), 214 LK+HK (1 hit), SJC 236236 LK/HK, SJC LP then HP.

**** This combo is tricky. If you play Street Fighter IV and know how C. Viper operates, however, then this combo should not be too hard to understand. EX spin kick rules apply here too. On the first hit, the opponent will be hit-stunned. Quickly input 2362369 LK/HK before the second hit, and the EX will be SJC’ed into the super. The second hit will launch the opponent into the air, making it harder to link the entire super.

  1. (On an opponent waking up) 5 LP+HP, 5 LP, 5 LK …
    —> 214 LK
    —> 214 LK+HK, SJC LP then HP
    —> 236236 LK/HK, SJC LP then HP

**** A 3rd Strike trick here. :wgrin: Be patient with the leap attack (5 LP+HP). It should be done halfway during the opponent’s wakeup. If done properly, as soon as the opponent stands up fully, the leap attack should connect at the very last part of it. The hitstun will suffice for the rest of the combo. Best performed after a successful throw (not her charge grab, though).

About her super jump, she can also SJC her super into another one. I haven’t tried it on block though. I think the SJC comes out anyway, but if it does, this would probably produce a lot of chip damage. Hypothetically, it might also serve as a trick to those who brave enough to parry/red parry, and then go on the offensive, only to leave themselves open for the other super.

That’s all for now.

Going for j.HK far HK is an odd one. I’d say it’s better to go for j.HK 2HP 6LK since that’s much easier to do.

Cool shit Blakbomb. I’m interested in Hanzo.

With Shimo you can link 2LP after doing 236LP>LP so there is a loop there since 2LP into 236LP>LP also combos.

Yeah, that’s actually a better option. I never tried 6LK after 2HP until now. Thx.

Wow, this actually works.

Is it possible to loop her 5 LK -> 5 HP -> 236LP/HP -> HK? I’ve tried it, but it seems like the dash ends too slowly for 5 LK? Am I too slow, or is the dash not quick enough?

Its imposible. 236LP->HK is slower than 5HP hitstun.

Can anyone translate this? (Its an exlpanation from PalTexture.set)

Crossups are totally legit and fair. Visual trickery is part of what fighting games are about. Some characters are designed especially to try to make the opponent stop paying attention and block wrong. Think of it as having to guard in 4 directions rather than just 2 (high low) and it makes pressure much more exciting.

Anyway, this game looks beautiful but the gameplay seems really…barebones for now. I’m not really interested in the gameplay, but I might get it so I can study the spritework and animations.

‘Barebones’ isn’t even the right word to use considering the fact that so much shit is universal between characters and 2 sets of characters share similar/almost the same normals. Parry is just… I don’t even know what they’re trying to do with it considering it has no risk at all. What’s pretty cool though is that the one charge char can keep charge low but still parry high. I was going to write a letter to the devs but then I remembered that I don’t know Japanese.

Different specal moves make you use normals differently (erm…).

Parry IS punishable. U just can’t see it. Just set “autoblocking” in training mode to see it.

Just remembered about this game. So did things not work out with the team working on this or…?

Seems like the circle is dead for now from what babelfish said. The other blogs are abandoned.

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Ahh damn! that’s unfortunate. Thank you very much.

:S I cant see the game

I have a problem when I run the game it opens but the screen get stuck:mad:, while the game goes on!!:confused:, I cant play, its the first time I played so I dunno a lot about how it works, dont even know the controls. could anyone help me plz, I want to play this game so bad! Thanks for your time!!!:angel:

rumor is, that this project has started back up.true?

Yes. Here’s the latest blog post that’s on gd info (Its been translated using Google Translate):

And suddenly this shit is alive and kickin’, more chars, redefined gameplay… even DAT ANIMU SONG.

wow this came out of no where but I’m glade it wasn’t abandoned. My initial impression of the game was lack luster but ultimately I think they needed to reworked parry ( more less a nerf I think)

Preorders even!
http://www.paletweb.com/selectpage.asp?code=80004118