Author Topic: TH13.5 Hopeless Masquerade - Thread the Nth  (Read 202315 times)

Sungho

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #600 on: December 24, 2013, 04:17:25 PM »
It would be more unambiguous to call it 'blue sphere' or 'blue bubble' or something like that.
Version 1.33 is out
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Gpop

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #601 on: December 24, 2013, 06:23:52 PM »
seems like 1.33 is just bugfixes for the most part.

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #602 on: December 25, 2013, 06:55:34 AM »
One of the bugs mentioned is when Futo's 3rd SC disappears in less than 2 seconds. I wonder if there are more...

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #603 on: December 27, 2013, 02:31:24 AM »
is the AI better on this version?
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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #604 on: December 27, 2013, 06:25:34 AM »
is the AI better on this version?

Nope, I still feel like I'm abusing of a pretty special kid when I play against the AI.

Mesarthim

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #605 on: December 27, 2013, 08:50:12 AM »
I honestly don't think anyone should be getting their hopes up for better AI. It's beyond embarrassing to fight D:

Hard 1cc: 4 (LLS), 6 (EoSD),7 (PCB),8 (IN),9 (PoFV),10 (MoF),11 (SA),12 (UFO),12.8 (GFW)13 (TD), 14 (DDC), 15 (LoLK)
Lunatic 1cc: 8 (IN), 9 (PoFV), 11 (SA), 12.8 (GFW), 14 (DDC)
Extra Clear: 4 (LLS) ,5 (MS) ,6 (EoSD),7 (PCB),8 (IN),9 (PoFV),10 (MoF),11 (SA),12 (UFO),12.8 (GFW),13(TD), 14 (DDC), 15 (LoLK)

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #606 on: December 27, 2013, 11:47:33 PM »
then what was this patch for? the game looks pretty the same
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Gpop

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #607 on: December 28, 2013, 12:01:08 AM »
then what was this patch for? the game looks pretty the same
seems like 1.33 is just bugfixes for the most part.

Kirin no Sora

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #608 on: December 28, 2013, 09:52:27 PM »
I honestly don't think anyone should be getting their hopes up for better AI. It's beyond embarrassing to fight D:

And that's why there are people out there who would love to make such an AI for games like this... If it wasn't for the fact that the game itself wasn't so bugged up and needed fixing on that part first. Also, the constant rebalancing.
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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #609 on: December 28, 2013, 10:12:39 PM »
Reminds me of when they made an AI patch for IaMP as well, but for different reasons :V

Mesarthim

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #610 on: December 29, 2013, 09:40:53 AM »
And that's why there are people out there who would love to make such an AI for games like this... If it wasn't for the fact that the game itself wasn't so bugged up and needed fixing on that part first. Also, the constant rebalancing.

If there was any hopes of better AI from tasofro (which would be skecthy to begin with) I'd place a bet after their patch that would treat the game as "finished" whenever that may be. I just don't see them writing new AI (or real AI) until they finish more of their unfinished game.

Hard 1cc: 4 (LLS), 6 (EoSD),7 (PCB),8 (IN),9 (PoFV),10 (MoF),11 (SA),12 (UFO),12.8 (GFW)13 (TD), 14 (DDC), 15 (LoLK)
Lunatic 1cc: 8 (IN), 9 (PoFV), 11 (SA), 12.8 (GFW), 14 (DDC)
Extra Clear: 4 (LLS) ,5 (MS) ,6 (EoSD),7 (PCB),8 (IN),9 (PoFV),10 (MoF),11 (SA),12 (UFO),12.8 (GFW),13(TD), 14 (DDC), 15 (LoLK)

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #611 on: December 30, 2013, 04:35:48 PM »
i think tasofro must know about how bad their AI is. after all the errors they have to fix... so for now we have to wait for alll their patches and then see what happens   
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Darth_Sirov

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #612 on: December 31, 2013, 09:17:56 AM »
That's what I'm thinking as well. Patches, bugs among other things will screw up an AI's moveset, as they'll probably function slightly different than before, which can be detrimental to their play style.

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #613 on: January 01, 2014, 01:59:56 PM »
Took me a while, but here's the changelog for ver 1.32. Maybe it can be of use. Post it here again so everyone knows.
Also, Happy New Year!

I use the numpad for directions. So 2 is down, 4 is back, 6 is front, 8 is up and so on.


System
-Charged attack now can give a special guard crush against chicken guards.
*To make it easier to note and fair, the previous effect of sealing the chicken guard for a while is removed.
Also, the damage received after being guard crushed this way is lesser than the normal way.
-This effect won?t activate if the opponent don?t use chicken guard.
* Also, forced chicken guard because of the emotion "Melancholy" will still be able to guard charged attacks as long as you don?t do the input.
-The knockback distance after a guard crush is reduced.
*This is to make it easier to do follow-up attacks.

Item
-When you use an item, you?ll now consume the same amount of both your spirits(blue) and the maximum spirit(red), as opposed to just the maximum spirit before.
*It?s to make it looks like the red part stays the same when you use an item.

Hakurei Reimu
6B
-Charged version, hit effect changed to Wallslam Down state.

8B
-Charged version, it sends you spinning and wallslams before, now it just sends you spinning.
-Knockback is reduced
-Longer hitstun

2B
-Charged version, longer hitstun

X
-Can no longer cancel before shooting

6Y
-It won?t disappear even after hitting the enemy 4 times. (It said it can hit up to 4 times, but I can only do 3)

Dimensional Point Rift
-Can no longer set the ?marker? upward or downward

Yin-Yang orb
-Can cancel into it faster
-More chip damage
-The orb speed is reduced with every wall reflection
-It defies physics and bounce in a steeper angle

Frontal Defense Talisman
- Reduced proration after it spreads.

Floating Wall Jump
-First hit chips more spirits, second hit chips less spirit
-If the second hit was to hit something, the recovery time will be reduced by half.

Kirisame Marisa
2B
-Charged version, longer hitstun

8B
-Charged version, longer hitstun

6B
-Charged version, hit effect changed to Wallslam Down state

6[6]B
-It?s possible to cancel during the spinning
-You can get countered while spinning

X
-Buddhist. Reduced bullet speed, reduced blast range

Rising Sweep
-Removed the difference in the 2 version, it?s now the same in any direction

Sweep Aside
-Changed the faith point to Buddhism
-Fixed the damage and proration variations between different directions so it?ll be the same now.
-The knockback of the spinning part won?t be affected by proration
-It?s possible to use the last swing right away by putting the input again
-Longer startup and animation, increased damage
-For the enhanced version, increased the movement speed and duration of the spinning
-Apply a forward movement for the  last swing
-Hit effect of the finisher changed to Wallslams Down state

Star Sign "Satellite Illusion"
-Increased the attack level of the rotating bit

Kumoi Ichirin
2B
-Charged version of Ichirin?s strike, longer hitstun

8B
-Normal version of Unzan?s strike, more proration
- Charged version of Ichirin?s strike, longer hitstun

6B
-Charged version, hit effect changed to Wallslam Down state

6X
-The ring will disappear after hitting.

Small Thunder Cloud
-Version 8 and 2, will stop only at the discharge motion unless you press a button
-Version 4,  now works the same like version 8 and 2

Sunrise of Mountain Clouds
-Increased the time you can?t use Unzan after using this skill
-If it doesn?t hit or get blocked, the duration of the attack is reduced

"Traditional Era of a Splendid Old Man"
-Added huge hitbox
-The motion in the end is completely invincible

Hijiri Byakuren
-Fixed the bug where she has less blockstun than the others

AA
-More recovery, strengthened the movement brakes

6B
-Charged version, increased the hitstun until the enemy hit the wall, hit effect changed to Wallslam Down state

2B
-Charged version, increased hitstun

8B
-Charged version, fixed the bug where the brakes won?t work in some cases

X
-Religionless, increased hitstop

Indra?s Thunder
-The unfairly long window where she can get countered is removed
-Faster startup
-Increased damage
-Increased hitstun

Skanda?s Legs
-The enemy will get knockbacked towards the direction Hijiri comes when blocked.

Garuda's Talons
-Changed the hitbox from expanding after startup first, into its max width right away
- Increased hitstun

Durga's Soul
- Faster startup and less recovery
-During the chanting and attacking, the damage received with superarmor is reduced.
-Even if the charges is reduced by receiving hits during the attack motion, the attack power won?t be reduced as it will depend on the number of charges when you start the attack.
(So if you used it at 5 charges and then received some hits, the damage will still be as much as the 5 charges, though the range is reduced)

Heaven Sign "Brilliance of Mahavairocana"
-The laser will be fired right away after the freeze moment when an attack connects
-Gets into the counter stance faster
- Increased damage, cannot counter hit

Mononobe no Futo
8B
-The diagonal hitbox of the first strike is remade and modified into a rising strike
-For the second strike, reduced damage and stun rate.
-To go along with the changes of the first strike, the startup of the charged version is remade.
- Charged version of the second strike, increased hitstun, the attack hitbox will last longer.

2B
-Charged version, increased hitstun

6B
-Increased hitstun of the spinning part, less stun rate
-Charged version, hit effect changed to Wallslam Down state

AAA2A
-Changed the direction of the charge

6Y
-Fixed the bug where the movement becomes weird when using the skill

Wind's Ominous Hole
-Less spirit cost
-Faster startup after the warp
-The ability to change the plate to ride is removed
-Attack duration is reduced
-At low level, the hitstun is reduced
-The horizontal hitbox is reduced

Liuren Holy Fire
-Added the effect where the plates caught by the explosion when the fireball hit will increase the damage and hitstun.

Heaven's Iwafune
-More spirit cost, but the spirit cost when changing boat is reduced
-Can no longer change boat when you run out of spirit
-The boat level will increase as you change ride, until the dragon boat.
-Will only travel horizontally
-The distance of the first back jump is increased
-Larger hitbox for the mud and wood boat
-Can now change to any plate on the field, rather than only the ones behind her before
-Will now face towards the enemy when the boat appears
-Extend the time you can change boat
-You can now get off the boat right away by pressing 7(jump back)
-You can also get off the boat by pressing 9, Futo will jump forward and you can follow with many attacks
 -If there are plates on the field, the 4 version will ride on the plate instead of making a boat first

Standing Mountain
-Changed to melee
-Larger hitbox in the lower part
-Less recovery
-Version 6 is remade to plunge forward. The plates broken by it will also get blown forward
-The elevation will no longer be increased by the number of plates and it?s all the same now

Convened Wind
-Sharply increased the pulling force
-Shorten the time I takes until the tornado starts pulling
-The position when setting the tornado is modified
-For version 8 and 2, tornado setup is slower
-Shorter the forward travel of the tornado setup
-In exchange for no longer disappearing from doing other actions, getting hit or using another Convened Wind will erase the tornado
-Less proration for the tornado
-The initial size of the tornado is reduced
-The point where it can absorb the plates is changed to only its center, as opposed to the whole tornado before
-For version 8 and 2, the tornado will now go towards the diagonal direction
-The tornado is now able to pull the opponent

Toyosatomimi no Miko
-When she only needs 3% more to change the cape color, the Gaijin will keep changing back and forth to let you know

8B and AAA8A
-With blue or purple cape,  increased the forward travel speed

2B
- With blue or purple cape, larger hitbox

X
- With blue or purple cape, added effect of producing light orbs, that helps change the cape color, when it hits or grazed an opponent
- Religionless, fixed the bug where the danmaku won?t disappear even when grazed

Lasers of Seventeen Articles
- Less spirit cost

Tenfold Listening
- Less spirit cost

Wishful Soul of Desire
- With red cape, increased damage

Benign Rain from the Shining One
- Less spirit cost
- Less proration
- For version 8, 2 and 6; the sword will come out faster
 
"Heed the Commands with Absolute Care"
- Fixed the bug where it freeze the game

Kawashiro Nitori
66A
- Fixed the bug where if you?re going back to the middle altitude Nitori will oscillate on the center line

6B
- Charged version, hit effect changed to Wallslam Down state

2B
- Increased the forward distance covered

X
- Religionless, increased damage and larger hitbox, but slower bullet speed. The 8 version is now shot at a lower angle.

Y
- Religionless, the bullet speed of 2 version is now the same as the 8 version

Aerial Blaster
- For version 4, the blast radius is modified to be as big as it was before

Farewell Rubber Ring
- For version 2, fires the anchor faster, it also extends faster. Changed the hit effect other than the hit right after the startup, increased hitstun
- For version 8, remade so that the anchor will be deployed diagonally

Water Bomb Giant Swing
- Fixed the bug on its graze point
- After the second spin, added attack hitbox above Nitori as she goes up
- When the spinning part hits the opponent at higher altitude, the knockback is changed to make the opponent descent to the middle altitude
- Added proration to the start of the first spin

Criminal Gear
- Added the function to face towards the opponent when used
- Increased the horizontal distance when it?s deployed
- When a moving gear is in contact with the opponent, added the function to slowdown
- The knockback of the moving gear is reduced
- When it hits the opponent at higher altitude, it?s modified to pull the opponent to the middle altitude

Q-Cumber Sound System
- Removed the increase in spirit cost when used at 0 energy
- Costs less energy
- Added the function to face towards the opponent when used
- Removed proration at he start
- Reduced guard chip of the last hit

Battle Machine "Fly! Sanpei Fight"
- Larger hitbox for the last part
- Modified Nitori?s movement when it hits
- In case the opponent falls off in the middle of the hits, the finisher is modified so it?s harder for it to hit.

Heavy Rain "Great War Beneath the River"
- Increased the number of hits and duration of the flood

?Super Scope 3D?
- Total invincibility after the move ends

Komeiji Koishi
66A
-Faster recovery
-Koishi slides farther
-Closer knockback

6[6]A
-Added visual effect(the hearts)
-Wider horizontal hitbox
-Faster Recovery

5B
-Comes out right away.
 *It still gets recorded and the recorded version has faster startup and recovery than the original.
-The time it will automatically activate is now the same as other B attacks
-Closer knockback and more hitstun on the last hit.

6B
-Faster attack animation
-Charged version, hit effect changed to Wallslam Down state

X
-Religionless and Shinto, increased hitstop

Conditioned Teleport
-Cost less spirits
-Accelerated the circle expansion
-It?s hidden from view
-Changed the proration
-Can no longer be used alongside other skills
-Faster attack animation

Fidgety Snatcher
-For the 8 version, lower the altitude it needs to activate.

Catch and Rose
-Increased damage
-For 8 and 2 version, hit effect changed to Wallslam Down state. Faster startup, but only activates when close to the opponent

Stinging Mind
-Cost less spirits.
-Faster recovery.

Unanswered Love
-Fixed the bug where it won?t get recorded

Brambly Rose Garden
-Changed the pattern of the roses

Futatsuiwa Mamizou
X
- Remove counter hitbox

66A
- Remade the way she moves horizontally

2B
- Charged version, less recovery

8B
- Larger hitbox, added visual effect

6B
- Second hit comes out faster, has larger hitbox, and added visual effect
- Faster mobility for the first hit
- Charged version, hit effect changed to Wallslam Down state, increased hitstun 

AA8A, AA6A, AAAA
- Has the same large hit box as the normal B moves

Bizarre Okuri-Chouchin
- Less spirit cost
- Fixed the bug where there are invincibility frames when recovering

Animal Lute Priest
- Less spirit cost
- Modified the movement pattern of the frog
- Changed so you can only have one on the screen, either the frog or the rabbit

Youkai Karakasa Transformation
- Larger attack hitbox when it rises
- Larger attack hitbox when the umbrella opens and added visual effect
- After the umbrella opens, the hitbox stays longer before disappearing

Youkai Tsurube Transformation
- For version 4 and 6, the position it comes out is moved a little forward; Faster startup; Less dense; Stays on screen longer after the attack part

Youkai Form Transformation
- As Reimu, less recovery
- As Ichirin, the punch comes out faster, and added the function to face towards the opponent when used
- As Futo, added a function for the tornado to stop its surroundings, increased the size of the tornado
- As Nitori, added the function to face towards the opponent when used

Transformation "Youkai World Gate of One Hundred Demons"
- Increased stun rate

Hata no Kokoro
5A
-Removed the hitbox reduction.
-Larger lower hibox.

66AA
-Larger hitbox.
-Increased the advance distance.

5B, AAA
-Faster recovery.
-Faster startup, longer attack duration.

8B
-For the 2nd hit. Comes out faster, larger hitbox, removed backward movements.

6B
-Faster recovery.
-Increased the advance distance.
-When you use it during a backdash, it will advance even farther.

6[6]B
-Added graze frame a bit after inputting.

X
-Faster startup.
-Shinto, even faster startup, increased hitstop.
-Religionless and Tao, increased hitstop.

Y
-Religionless and Shinto, can be cancelled faster.

Roaring Youkai Fox Mask
-Faster startup.

Sighing Osakabe Mask
-Cost less spirits.

Kokoro Roulette
-Larger hitbox.
-Faster recovery.
-When it hits, reduced stun rate(though only sometimes, weird).
-Wallslams with longer stun.
-Increased the time it takes until you can choose the mask.

"Dance of Empty-Hearted Masks: Noh of Darkness"
-Added invincibility during the duration of the attack.

« Last Edit: January 01, 2014, 02:41:26 PM by monhan »

Rei

  • Charisma
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #614 on: January 01, 2014, 04:43:49 PM »
Futo's Nice Boat looks good. May be it is usable now.

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #615 on: January 02, 2014, 01:45:46 AM »
Thanks for the updating Monhan, is really appreciated...

Now, my review on miko's changes...

-When she only needs 3% more to change the cape color, the Gaijin will keep changing back and forth to let you know
A visual, yet not needed change. The most crucial change (Red->Purple) is the only one needed and we already had it from past changes. What needed to be adressed wasnt (3% red to purple not being rechargeable). Its ironic how every other 3% signal can be pushed in either way but the red to purple transition cant, wich also happens to be the most important and crucial one for her.

8B and AAA8A
-With blue or purple cape,  increased the forward travel speed

Distance would have been way more welcomed than speed, but... oh well, its ok.

2B
- With blue or purple cape, larger hitbox

One of the two only good buffs Miko got. Even so, the size wasnt increased that much. Still a rather sub-par move.

X
- With blue or purple cape, added effect of producing light orbs, that helps change the cape color, when it hits or grazed an opponent
- Religionless, fixed the bug where the danmaku won’t disappear even when grazed

The second and maybe the best buff (Dare say the only real buff she's gotten in god knows how many patches). Keeping red cape has always been a huge issue with Miko and even more to get it. As she is right now Miko is an all-or-nothing character... have red cape? then you have good chances to win. Have purple cape?, pray every god in the world that you can land a lucky counter and that your opponent doesnt CH/Spellcard declares you when you do.

Being able to recover (not keep as this doesnt works when already on red cape) by spamming X bullets its a good thing even if the recover rate isnt that great.

Lasers of Seventeen Articles
- Less spirit cost

Bleh buff... only usefull for Budhist as they lack range and this skills makes up for it.

Tenfold Listening
- Less spirit cost

This skill was already cheap as hell, making it almost free doesnt makes it good. The skill is still hell slow, easily grazeable because its start-up and provides pop to the opponent. Its a terrible skills to be used realistically on combos.

Wishful Soul of Desire
- With red cape, increased damage

Damage increased from 1534 to 1700... another pretty meh "buff"

Benign Rain from the Shining One
- Less spirit cost
- Less proration
- For version 8, 2 and 6; the sword will come out faster

This is like the most trollish buff ever. Why not make 4 version faster?, that was the best version of it!... it had lot combo potential yet is clear tasofro doesnt wants that. They want to make this a zoning tool when it clear its terrible at that job. Hell, even ten-fold listenings is better that this poor excuse, at least ten-fold is a homming bullet. This thing isnt only slow, its swords have random spreading and the friggin light is simply impossible to go unnoticed!!!...

I can only see Budhist giving this skill a chance as they are the ones that need the most range skills they can get their hands on... and even its so hard to combo with this its not even funny!
 
"Heed the Commands with Absolute Care"
- Fixed the bug where it freeze the game

System fix, wathever.


Now I can firmly say that, like a good portion of the fandom, Tasofro hates and likes to make fun of Miko and wants her to do terrible. Most of her buffs are either sub-par or totally neglectable, some even trollish. What Miko desperately needs are buffs to her purple cape and thats what continues being denied by Tasofro. Only the X bullet buff "starts" to adress this issue but thats not the solution... Miko needs better purple normals and/or needs better ways to keep/salvage her precious red cape because the moment she loses it, its pretty much GG no RE for her against a lot of characters.

« Last Edit: January 02, 2014, 01:54:21 AM by Sahuaro »

Phoenix-P

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #616 on: January 07, 2014, 04:21:40 AM »
poor miko, she's a great character and making her buffs and abilities weaker its pretty unfair for the character itself. 
The Power of Baka!

Szayelaporro Granz

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Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #617 on: February 08, 2014, 09:17:06 PM »
>Played Koishi in story mode with Shinto.

HOLY SHIT I LUB THIS GIRL EVEN THOUGH I'M BAD AT FIGHTING GAMES. I might main Koishi one day if I refine my skills at fighting games and try to get more used with her moves.
Normal 1cc: LLS, MS, EoSD, PCB, IN, PoFV, MoF, UFO, TD, DDC / Hard 1cc: EoSD, PCB, IN, PoFV, MoF*, TD / Lunatic 1cc: PoFV / Extra 1cc: EoSD, PCB (+P), IN, PoFV, MoF, DDC
*Bug abuse.
Feel free to watch my crappy replays and twitch channel
My favorite touhou music

Gpop

  • Subconscious Rose Girl, Koishi
  • FIRST PLACE BAYBEE!
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #618 on: February 09, 2014, 12:30:40 AM »
Welcome to the Koishi club

Speaking of, I got a mini Koishi combo video I hope to release tonight :V

Gpop

  • Subconscious Rose Girl, Koishi
  • FIRST PLACE BAYBEE!
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #619 on: February 09, 2014, 04:40:11 AM »

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #620 on: February 10, 2014, 12:51:05 PM »
Been a long time since I post in here. Maybe I'll say a few things.

About Miko, I think it's precisely because she's already a great character that her buffs aren't that much. You gotta agree that not many can match up to her when she got her red cape, and depending on your skills and luck, you can get and maintain it quite easily.

Take Byakuren for example.
Capability-wise, she's actually regarded as low tier now. But that doesn't matter since she's already almost perfect and I still can kick as much ass or even more than before with her, and people in Japan agree with me. She has all the tools she needs. She may has limited combo capability, due to her skills needing to be chanted first and limited charges, but she still has enough variations and can still do good damaging combos without being lackluster or overpowered. Actually, her most damaging combo is one of , if not, the lowest among all characters.
One of her nerfs was her dash, and I totally agree why they did that. It feels kinda unfair when she has so fast startup and barely any window to hit her in-between dashes. It was fun to make people confused by dashing back and forth, but it needs to be nerfed. Besides, it still does its job pretty well.

You can't just keep giving buffs when the game's not balanced, otherwise it'll be a game of who hit first, and then do that 2 more times. Nerfs are sometimes necessary.
(Of course, some just keeps getting buffed. You know who I'm talking about...)
Honestly, if there's any buff that I want, it's to give the Buddhist alignment some more edge in physical performance, not just the bullet. Even now I still think that giving charge attack for all religion is a bad move. Maybe they can give it a bit more physical damage, faster charging for charge attacks, or the ability to follow 5B with other B moves when you're in blue aura(just like how it was when the game first came out) .

As for Koishi, dude, nerf that C&R. It's too abuseable. :V

Gpop

  • Subconscious Rose Girl, Koishi
  • FIRST PLACE BAYBEE!
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #621 on: February 10, 2014, 05:20:50 PM »
As for Koishi, dude, nerf that C&R. It's too abuseable. :V
On the contrary, I wouldn't think so. The 6 version that I used is very easy to bait, and it's only really useful for Taoism. In fact, off of a sneeze > C&R confirm, it still only does 2.8k into stun midscreen. It's pretty bad with buddhism.

Of course, the other versions are much better even though it does 100 less damage in the corner. It's not like Koishi is even considered top tier anymore (she's not doing too well in tournaments recently, mostly because other characters got much better buffs)

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #622 on: February 11, 2014, 02:10:18 AM »
Just kidding, G. That's the only move that helps me being quite decent with Koishi.  :)
Nice follow-up with the flowers after the SC. But I guess that only works in corner. And I guess Super Ego has too long recovery, huh. Oh yeah, that's me.
Also, the book is done if you didn't know already.

Well, maybe it's because of this guy. Either it's too useful or he's just that good.
I guess Mami's top tier now.
« Last Edit: February 11, 2014, 02:13:40 AM by monhan »

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #623 on: February 13, 2014, 04:56:44 AM »
Jesus, that mini-stun is scary as damn. Koishi combos have always been painful but now they seem thrice as mean damage-wise thanks to it.

The problem with Miko is that she is way bipolar. As I said before, its either win or lose with her. Got red cape? you will most likely win. Got purple/blue cape? you will most likely lose. Personally I wouldnt mind a nerf to her red cape as long as that buffed her purple cape to make her a more consistent character instead of a gamble one. It doesnt helps that a lot of characters easily overpower her in several areas if Miko fails to stablish a good neutral game... Mami and Marisa are the ones that comes to mind instantly.

So yeah, thats my point, she needs more consistency in her meta-game.

wich reminds me... I need to start practicing HM commentary...

Gpop

  • Subconscious Rose Girl, Koishi
  • FIRST PLACE BAYBEE!
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #624 on: February 20, 2014, 08:10:25 PM »
yo guys, I'm gonna stream Hopeless Masquerade this Saturday (along with Stepmania) so if any of you guys live in the NA east coast and want to play a few matches on stream give me a shout either here, or just come to the stream and let me know when I start.

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #625 on: February 20, 2014, 08:27:12 PM »
Ugh, what a terrible timming XD... I'll be scratching rocks that weekend.

Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #626 on: February 21, 2014, 03:04:17 AM »
Dude, please move over to SEA, anyone :V

Woah, didn't thought you sound like that, G.

Lukesky180

  • Knight of the Hungry Ghost
  • Yuyuko-sama!
    • HSE-Endeavor's Robotics Team
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #627 on: February 22, 2014, 02:59:06 AM »
Dat sexy voice.
>This is the little mistress.
>Oh, hello little one!
Is this my dream, the destiny to behold?
~Sister of Scarlet~

Gpop

  • Subconscious Rose Girl, Koishi
  • FIRST PLACE BAYBEE!
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #628 on: February 27, 2014, 02:57:21 AM »
8,6k combo, Koishi's most damaging combo as of 1.33

Also does 4k on non-CH, non-charged 8B, and no spell card, which is already ridiculous in itself. With charged 8B it does 4.1k.

EDIT: WELP! I found a slightly more damaging combo shortly after uploading this. Guess I'll upload a video of it the next time I have the chance :V
« Last Edit: February 27, 2014, 04:27:47 AM by Gpop »

Mesarthim

  • Oh no, which direction should I move?
  • Clumsy
Re: TH13.5 Hopeless Masquerade - Thread the Nth
« Reply #629 on: February 27, 2014, 06:49:06 AM »
I think it's silly that a nearly 1 combo instant kill even exists. Though I'd imagine it'd a tad more work than the double UFO bug before it was patched, and is situational.

Hard 1cc: 4 (LLS), 6 (EoSD),7 (PCB),8 (IN),9 (PoFV),10 (MoF),11 (SA),12 (UFO),12.8 (GFW)13 (TD), 14 (DDC), 15 (LoLK)
Lunatic 1cc: 8 (IN), 9 (PoFV), 11 (SA), 12.8 (GFW), 14 (DDC)
Extra Clear: 4 (LLS) ,5 (MS) ,6 (EoSD),7 (PCB),8 (IN),9 (PoFV),10 (MoF),11 (SA),12 (UFO),12.8 (GFW),13(TD), 14 (DDC), 15 (LoLK)