Author Topic: Dodging Techniques/Skills  (Read 11712 times)

Re: Dodging Techniques/Skills
« Reply #30 on: June 26, 2010, 03:01:04 AM »
Oh, survival cards too. While doing timeouts for cards, I find that dodging the patterns for longer periods of time than you're typically intended to help you learn the patterns better, and also help improve how you deal with long, high-pressure situations.

Re: Dodging Techniques/Skills
« Reply #31 on: June 26, 2010, 03:04:35 AM »
Could you guys give examples of the attacks that use these skills? Like which attacks on what game and what diffuculty  ? So this way I can examine them and make the patterns needed

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Re: Dodging Techniques/Skills
« Reply #32 on: June 26, 2010, 03:26:17 AM »
Claustrophobia!
All of Lunasa's spells and nonspells. I play on Normal but I believe she works generally the same way on any other difficulty.
Eirin's Galaxy in a Pot.
Most of Mystia's night-blindness spellcards.

Those are the only ones that I can think of off the top of my head at the moment. The basic idea is that these limit your dodging area or just generally surround you with dense amounts of bullets. Grinding some practice on these types of attacks could help reading skills immensely.

Re: Dodging Techniques/Skills
« Reply #33 on: June 26, 2010, 04:27:28 AM »
touhou-related:

- herding (luring) bullets to create space for you to escape when/if necessary (space is necessary for games such as Twinklestar Sprites, bosses are helpful for taking space from the opponent)
- foreseeing which areas are going to be filled by bullets (useful against Kaguya's/Nitori's/Yugi's lasers, or Sariel's grenades.. or against some patterned wall of bullets in IN's Extra Stage)
- ability to dodge random bullets (which involve seeing which areas have less bullets than others; useful in PoFV, can be coupled with foresight against Aya, for example)
- ability to be able to watch for far away attacks (fast attacks require that you are aware of them, kinda rewarding anticipation over reaction)
- ability to maneuver through slow but dense masses of bullets (this involves coordination and to a certain extent, ability to keep yourself under control; the feeling of blaming random attacks can be reduced if you use patterned attacks instead)
- ability of using fairies to clear bullets while maintaining your chain meter (in PoFV, this means not killing fairies as soon as you see them, and not spamming shots, and foreseeing placement of masses of bullets and fairies and your potential future routes). It's not really hard to feel the timing of your chain in PoFV; if you can manage it well enough, you'll have enough free time after a fairy formation is finished
- bullet-cancelling (timed boss takedowns -- there's bullet-cancelling through bombs, though this means memorization, I don't like it..)
- decision of when to attack or not, or which enemies to attack (familiar masters in IN, bullet-cancelling fairies in EoSD's 4th stage, Orin's zombie fairies, suicide-bullet spawning orbs in SA's 5th stage)
- ability to graze through streams (no point-blanking or hugging bosses, please! It's restrictive and frustrating, and not rewarding -- being successfull at point-blank grazing feels like a minimum requirement for scoring well, and frustrating, restart-worthy if you fail it)
- survival spellcards, and/or milking nonspells (either by grazing or shooting familiars during them, bullet-cancelling, etc..)
- ability to deal with aimed and patterned shots
- ability to deal with shots coming from varied directions
- ability to deal with shots of varying speeds
- ability to avoid getting walled by certain patterns
- ability to deal with some patterns which demand better reaction (Mima's final spellcard in Phantasm Romance 2.5 Plus' Another Mode)
- ability to deal with distraction-based attacks (Yuka's final spellcard in Phantasm Romance 2.5 Plus' Another Mode's 2nd stage)
- ability to dodge through thinner gaps by your side, when there's larger gaps available (which may be sometimes not be the best option, if the enemy uses aimed attacks which block that option, for example; Garra's final pattern in ESP Ra.De is an example)

there are more which I can remember, though not really useful in Touhou..
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Re: Dodging Techniques/Skills
« Reply #34 on: June 26, 2010, 05:27:05 AM »
What about dodging patterns while having to stay under a boss at low power?

I mean, with SA's cruel bomb system and UFO's -.93 per death, dealing with a boss at 1 or even 0 power might be necessary.


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Re: Dodging Techniques/Skills
« Reply #35 on: June 27, 2010, 09:54:16 AM »
What about dodging patterns while having to stay under a boss at low power?

I mean, with SA's cruel bomb system and UFO's -.93 per death, dealing with a boss at 1 or even 0 power might be necessary.
:objection!:
Well the power on the games is balanced so you don't really need 5 hours to take out a nonspell at zero power.
The only difference in powerlevels is a slight power increase eg 200 dps to 230 dps
Quote
Ordered by Power (forward shots only, not close)
12.0/18.0 Yukari F
12.5/18.0 Alice UF Far (*4)
15.0/22.0 Nitori F
15.0/23.0 Alice F Far (*5)
16.0/24.0 Nitori UF (*17)
17.0/25.0 Patch Fire
17.0/25.0 Suika UF (*1)
17.5/23.0/(26.0) Aya F Far
17.5/25.5 Suika F
18.0/26.0 Patch Water Med (*6)
19.0/28.0 Yukari UF
21.0/32.0 Patch Wood Diag only (*7)
23.5/34.0 Any char, 0 power (*18)
Look at how the difference between the weakest and strongest is only about 10s which is not really that much suffering unless you're playing lunatic  :V
Take a look at the shot/bomb analysis thread.
UFO also has a similar balance.
 :V
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