Maidens of the Kaleidoscope

~Hakurei Shrine~ => Help Me, Eirin! => Topic started by: nintendonut888 on October 23, 2009, 02:32:17 AM

Title: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on October 23, 2009, 02:32:17 AM
For some reason it doesn't feel proper to ask this in the spell card help thread.

Anyway, in case it isn't clear, I SUCK at the fighting games. Especially IaMP. Yet I want to 1cc lunatic modo. Due to various reasons I will only be using teh Yukarin for this, the biggest one being that the AI's penchant for charge attacks makes them fodder for Yukari's signs. Even though I cannot combo or even pull off 421/623 moves half the time I have beaten hard mode thanks to this. However, lunatic is definitely made of harder stuff...or at least I assume so, because I can't even pass the first stage. D:

tl;dr, I need info on how to deal with lunatic spell cards using Yukari. I can't make heads or tails of Bad Lady Scramble, the very first spell card Yukari faces. I also can't find any lunatic run on Youtube that uses Yukari. Any help would be greatly appreciated for that or any other spell card. If you don't know, here is the order of opponents in Yukari's scenario:

Stage 1: Remilia
Stage 2: Alice
Stage 3: Youmu
Stage 4: Marisa
Stage 5: Reimu
Stage 6: Yuyuko
Stage 7: Suika
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 23, 2009, 02:51:32 AM
Of course this is with Yukari, I doubt I can beat lunatic with her :(  She's just way too awkward in IaMP, I can't control her at all.

Anyway...Remilia's spellcards are all garbage (though I shouldn't need to tell you that).  However, if you're using Yukari, I think her Quadruple Barrier cards have invincibility frames.  If they do, you can just enter spelltrance and use those on her (I'm assuming you'd use them, anyway, since Ran and Chen are only useful if you can combo, and the fireballs are pretty worthless overall). Otherwise, best advice I can give you is to use 421A and gap out of the way and try hitting her with 2B after.

Alice is almost entirely just grazing and landing a quick bullet or melee hit at any chance you can get.  There isn't really a character specific strategy for her.

Youmu's first card is absolute bullshit, use spellcards if at all possible.  Note that the clones' attacks are considered bullets, meaning you can graze them, and they'll do spirit damage if they're blocked.  Again though, Yukari can gap away from harm.

I don't remember what Marisa's like at later stages.  First card just 421A to her other side or jump over her, and hit her when she lands.  Normally I'd say "don't try to hit her if you land late after jumping", but Yukari can actually chain her 421A/C off of any landed ground hit/bullet, so if you have spare spirit you can pretty much hit her whenever.  Second card, just graze everything when it gets too dense and slam her with 2B or 5C.  On the Master Spark card, hold up and back when she's about to attack; you'll harmlessly bounce on the top of the spark.  I don't remember if she has anything else.

Don't remember a Reimu fight this late on either, first card you want to hit her as early as you can, second card you can hit her with 2B after each teleport, but I can't help beyond that.

Yuyuko, again, lacks character specific strategies that I'm aware of.  First card just dash against her and slam her when she's done shooting, second card graze a lot so you don't get raped by the ghosts, third card do the same.  Last card has almost no HP, so just spam it.

Suika I'm not even going to try to explain.

If it helps you out, you can (http://www.youtube.com/watch?v=VM-H8Cx02UA) watch my (http://www.youtube.com/watch?v=3_Yps9M50Vw) Patchouli 1cc (http://www.youtube.com/watch?v=a3yt8v6wBCA).  Fights that should help you out the most are Alice (stage 3), Yuyuko (stage 5), and Suika.  Marisa I probably fight too early on to really help you with anything, and I had a desync against Youmu (stage 4, it still shows me as winning at least :V).

EDIT: Well, maybe not Yuyuko.  Rewatching it, God I did terrible against her in that run.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 23, 2009, 03:17:23 AM
Hmm, gapping is really hard for me because of my aforementioned deficiency for 421s and 623s, but that helped me to finally beat Remilia without dying. Now I'm entering stage 3 for the first time. Inb4 Youmu completely rapes all my lives with Double Pain. D:

Amazingly, only one life was raped. Marisa's easy, so I'm currently at Reimu with 2 lives. Another spell card I need help on is that Yin Yang King or whatever it's called when she fires a freaking huge yin yang orb. It's too big to graze through or jump over.

Reimu's probably the most difficult opponent outside of spell cards because she's the only opponent Yukari faces that doesn't rely on charge attacks. I lost one life. I fully expect to lose both my remaining lives to Yuyuko's second spell card because that one is absolutely horrible.

...lol. I get past Remi without dying for the first time ever and I can suddenly reach Suika. Yuyu took yet another life, leaving me with none. I know for a fact I won't be defeating Suika, not a chance, but this is interesting...and proof that Yukari's signs break the AI. I don't think I should get "no use another character or u no legit" because me using this is just like one of those good players/people who know what the hell they're doing punishing a noob trying the same move over and over again.

Made it to Supermassive Conflageration. Trying again through practice though, it looks like Pandemonium is going to be an extreme run stopper. It actually seems pretty manageable...until the black hole appears. Then I can't get a single blow in before losing every one of my lives.
Title: Re: IaMP story mode spell cards
Post by: shadowbringer on October 23, 2009, 05:22:56 AM
http://rapidshare.com/files/296688391/replay000.rep.html
not a 1cc, but weren't for some wasted lives (seeing Reimu and Yuyuko for the first time after not playing the Story Mode for a long time), I would reach Suika with more lives. Dunno if there's strategies that you can use, though
Title: Re: IaMP story mode spell cards
Post by: shadowbringer on October 23, 2009, 07:07:13 PM
http://rapidshare.com/files/296929251/replay002.rep.html
Stage 1 notes:
- 623 isn't very useful against Remilia (she will stuff it on most of her attacks due to faster startup on her part, I think), might work a few times, when she's dashing (since she has a delayed startup from grazing), but I rely more on the B and C projectiles (sometimes the A ones too), and the long-range pokes (and the j3A), since if I can't compete with her faster startup on moves, I'll keep some distance from her and attack beforehand from a distance, where her regular moves can't reach me, in order to attack her if she tries to come closer (yes, I'm taking advantage of the AI :D)  my aim here is to get at least 3 super gauges to use on her first spellcard, and that's earned by shooting her (simply shooting away from her won't increase your meter), attacking her (preferably when she's blocking) or defending her attacks. Normally I try to get super gauges and bring my life down before making Remilia activate the first spellcard.
- when she activates the first spellcard, there are two situations in which you may use yours (the Charming Quadruple Barrier): when you're cornered and Remilia hasn't initiated her walljump from a jump (because if you try to use your super when she's too high on her wall, your super will whiff, because she'll land behind you, where she becomes vulnerable, and will not be hit), and when you feel she's going to attack you with regular attacks (for example, if you see her sliding or jumping towards you). In this replay, Remilia fell for my f5Bs, so I didn't need the other supers :D
- when she activates her second spellcard, there are two easy ways to get behind her: by jumping normally (if you're right next to her) or by doing a single highjump forward (you'll want to avoid airdashing, since it halts you in the air for a little). You may even be able to spend a super on her.

Stage 2 notes:
- I must test if Yukari's 66A will always beat Alice right at the beginning of the fight, have forgotten to try on this run
- I must test if Yukari's 66A can be spammed on Alice during her first spellcard :p
Note that the most dangerous part of this spellcard is when she jumps backwards while throwing the explosive dolls. One way to get past the explosions if you're near her is to dash forward, then jump forward before the graze ends, and then airdash forward (you can see I got hit once when doing this, because my graze ended while I was on the air, and then another of the same pattern caught me). If she's on the ground, swinging her arm to throw the dolls upwards, you can hit her twice before the explosion can harm you from behind (your hits will push you backwards, towards that explosion :p)
- though the B projectiles are efficient against her second spellcard, I should've allowed Alice to win the first round, so that I could finish her faster through the supers

Stage 3 notes:
- Youmu has faster startup than you, but lacks the speed of Remilia's projectiles. When she does the 33B move (the one where she jumps forward while hitting the opponent with her knee), you can hit her with your A button (against an human opponent, you would have to be careful to not eat Youmu's 623A, but the AI doesn't use it after that move, so, exploit the AI :D). You can also try to use j3A if/when you feel that Youmu will come forward or when you're trying to do a crossup when she's on the ground (and hasn't used 5C or 2C)
- against her first spellcard, be patient, get out of corners as soon as you find an opportunity to, pay attention to the clones (if they're not attacking, wait for them to attack, then after their 3 swordslashes or whatever other attack they'll use, they'll have a delay). If you can, use projectiles from afar (be careful of the clones' jump/dash attacks). It's okay to activate spellcards here in order to gain more health, you'll be able to build super meters after this spellcard
- against her second spellcard (assuming that you've built enough meters, here I used 3), you may want to spend supers here, since her last spellcard is easy enough. Keep distance with projectiles, and Youmu will not use her blue sword. If she manages to corner you or get close, she may want to use it, try to use your super so that the sword goes through it, instead of using your super before (like I did. I was afraid of missing the timing, and be hit before I could use the super). If you have some time advantage, though, there's also the option to jump behind her (think of Remilia's spears, except that this time you shouldn't do regular jumps) to avoid the sword and then use super. But if she uses regular moves instead, she can knock you down and then the situation can get out of control, temporarily.
- the last card is solved much like you did the former (keep away through projectiles, then instead of doing single high jumps, you do high jumps and airdashes to graze the bullets shot by Myon, then you get Youmu from behind)

Stage 4 notes:
- Against Marisa, watch out for her f5A laser
- Against her first spellcard, it's easy. Use high jumps upwards, two airdashes forward to avoid the stars, wait for Yukari to face Marisa, use 5Cs (I used 5Bs because I thought I would have time to high jump cancel them)
- against her second spellcard, B projectiles will easily get you through it.
- against Master Spark, it's only a trouble if Marisa's cornered when she uses it. After watching the replay again, I'm considering letting Marisa win the first round before the first spellcard, and use the supers on the spellcards for more points (I just have to remember to use the supers when Marisa's falling after her broomride, not during it).

To be continued..
edit: I think I need to think for a while in order to improve these runs, even if slightly, and then give a proper advice. From Reimu's stage till the end of the game, there's nothing really special/unobvious that would be worth noting..
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 24, 2009, 07:29:01 AM
Frankly I need the most help on Pandemonium. I can't even land a single blow on Suika once she brings in the black hole before I lose every last one of my lives.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 26, 2009, 11:49:47 PM
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

WTF PANDEMONIUM IS THE BIGGEST PIECE OF SHIT I'VE EVER SEEN. HOW DO YOU DO IT. SOMEONE PLEASE TELL ME. I CAN'T EVEN BEAT PRACTICE MODE ALL BECAUSE OF THIS SPELL CARD.

Also the game requiring more than one button to activate a spell card is really fucking annoying, and has got me killed MANY times all because I can't freaking make my loli activate a spell card.
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 26, 2009, 11:59:14 PM
It's been way too long since I've dealt with it, but I'm pretty sure triangle grazing until you see an opening and going for a melee hit is the way to take it out once you run out of cards to spam.

/me points back at his videos.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 12:13:48 AM
What the fuck is triangle grazing?

Also, it doesn't matter WHAT you do, you are SCREWED. That big ball is IMPOSSIBLE to avoid. Even if you get lucky and graze through it, it doesn't make a big of difference, because the bubble bullet burst will counter you, knock you into a long loop with the spinning attack, which will throw you at the corner JUST in time for the NEXT ball to beat the crap out of you because FOR SOME ARBITRARY REASON YOU CAN'T GUARD AND EVEN IF YOU DO IT WILL JUST GUARD BREAK YOU AND THIS REPEATS OVER AND OVER.

FUCK. THIS IS WHY I HATE THE FIGHTERS. I CAN'T DO A FUCKING THING TO AVOID GETTING HIT. SUPER CONFLAGERATION IS THE SAME FUCKING STORY.

/me storms out
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 27, 2009, 12:47:29 AM
Dashing, then immediately jumping and backdashing, then dashing forward when you land, repeat.  I'm pretty sure that's what it's called anyway, it essentially puts you in a permanent state of graze.

And Supermassive Conflagration's completely doable until you get hit.  Once you've lost your momentum it's almost impossible to get it back.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 12:49:27 AM
I know for a fact that that is a lie. The attack will knock you out of that loop during the back dash part.

And how does one avoid getting hit during Supermassive Conflageration, hmm?
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 27, 2009, 12:51:57 AM
I know for a fact that that is a lie. The attack will knock you out of that loop during the back dash part.

And how does one avoid getting hit during Supermassive Conflageration, hmm?
Again, replay.

And Yukari has noncontinuous graze in her dash in UNL, that might apply to IaMP too.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 01:02:24 AM
HAH.

BRAH.

*snaps Suika's neck*

I...finally...did...it...

It looks like your triangle grazing thing might work, but it requires someone who isn't bitterly hated by the game engine. Seriously, fucking game doesn't register my button inputs 3/4 of the time. I would chalk this up to an error on my part, but when it happens OVER and OVER and OVER again, after I CLEARLY do it correctly, I'mma place the blame on the game. Anyway, I discovered that if I block, there is one brief instant where Suika leaves herself open. But really, it's just ludicrous how difficult this attack is, especially since you have to get all the way through the game just to get to it.
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 27, 2009, 01:07:15 AM
Oh thank God, I was just about to open IaMP and see if I could figure Yukari out in 15 minutes.  Thanks for saving me some pain, and congratulations. :V

And in a bittersweet turn of events, I accidentally saved over LLS by clicking something in Anex86 when deciding to play that instead. :c
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 01:15:00 AM
Shouldn't it still be in the recycling bin?
Title: Re: IaMP story mode spell cards
Post by: Sodium on October 27, 2009, 01:19:26 AM
Oh Donut. No one plays IaMP for it's story mode.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 01:23:21 AM
Oh Donut. No one plays IaMP for it's story mode.

I'm here to change all that.

/me looks off into the distance, failing at looking cool
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 27, 2009, 01:54:35 AM
Shouldn't it still be in the recycling bin?
Saved over, not deleted.  Instead of clicking "..." I clicked "New" without even realizing it :c
Title: Re: IaMP story mode spell cards
Post by: shadowbringer on October 27, 2009, 02:12:02 AM
I tried getting to her again (since 1: you apparently haven't bothered to watch my replay :p and 2: I would try to come up with a different plan for Suika's final pattern), to.. come up with a different plan for Suika's different pattern :D

If you watch my replay, you may notice that I declare my spellcard on Suika's conflagration pattern, try to hit her from afar (with either 5c or f5b), and when she comes close (and I know I'm not going to get hit by her or the projectiles, and she's going to attack me -- like when she jumps towards you; you may expect her j5a, or her j5c, among other moves. Once you confirm that she's going to attack you, enjoy the invincibility of your super), I use the super if I've got her to attack me (I would rely on the leftover super charges :D).
After getting past that pattern, there's one more pattern before the last one (Pandemonium). This second-to-last pattern is easy, just attack her with your 5c attacks, or the b projectiles if you have the time advantage. Be patient, and try to build your super meter.

Now, for the final pattern, it begins easy enough for you to just hit her from afar (5c, or 5b if you have enough time before being hit by her projectiles). When she destroys your gauges, then you activate your spellcard. Get close to her, use it, until she uses her black hole.
When being cornered while in the air, try to not block, since then you'll be guardcrushed and probably take more damage from more incoming patterns (all melee and shot type attacks deal more block damage while spirit drained). Also, even if you still have enough supers to spend, don't spend them if you're right under Suika; use them from a distance, or else she'll attract Yukari and then her super will miss the remaining hits as Yukari stands right under Suika. When you're done using the supers, or if you choose to not use them, (warning: I haven't had a chance to test this) you may try to go to the corner and, if the large ball isn't coming, jump upwards, airdash forward (through the wall of bullets), then use j5c, you shall be falling backwards, then do an additional airdash backwards/forward if needed before reaching the ground. Jumping towards Suika and attempting to hit her with melee will probably not work, because Yukari needs time to recover herself from the melee attack and then dash backwards, more recovery time than when using a projectile and dash-cancel from it. Against the large ball, you'll notice that I tried to lure it away, or simply block it (I thought it would be the source of Suika's largest damage output).

I hope this helps.. (and regarding the inputs, I don't feel such delays, since I tend to hold my keyboard buttons for spellcard declarations/uses)
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 02:26:28 AM
Thanks, but...I think I really need to just say screw it and stop for the night. I'll look at this next time I feel like hating myself.

I know it's probably been addressed, but WTF @ Double Pain. There's just absolutely nothing I can see that can be done. You obviously can't graze, the clones catch up to you no matter where you go, and they'll surround you if you just try and block. I NEED to be able to beat Youmu without dying, but I can't manage it even once.

And it's not delays, it's the fact that the game is extremely picky about what it wants to count as a correct button input; the chief reason I hate fighting games in the first place.
Title: Re: IaMP story mode spell cards
Post by: Alfred F. Jones on October 27, 2009, 03:21:23 AM
WTF @ Double Pain

And by that, you mean Triple Pain.

Isn't Youmu a joy on lunatic? :D :D :D
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 27, 2009, 04:27:50 AM
Quote from: nintendonut888
You obviously can't graze (Double Pain)
Protip: Ghosts are classified as bullets.

Basically, you want to repeatedly dash-jump over Youmu until the ghosts end up going in a different direction, smacking her once or twice (probably with a 5C/j.2C), repeat.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 04:31:09 AM
You mean bullest who have physical attacks. >:[

Also Youmu keeps grazing through my 5Cs. It's not enough that you're triple teamed, but she grazes everything and usually has super armor on. :(
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 27, 2009, 04:47:50 AM
No, bullets with bullet attacks.  Don't let appearances fool you, anything the ghosts do can be grazed and does spirit damage, whereas anything Youmu does can't and will only do spirit damage wrongblocked.

You can't do anything about the grazing aside from waiting (or somehow landing a melee hit), but she only has super armor during her 214 and 623 animations.

All in all though, it's just a huge pain in the ass.  Kind of like stage 4 survival cards.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 05:19:06 AM
Okay...I can consistently take out Pandemonium with this extremely high-risk strategy of mine that essentially relies on me not screwing up blocking once. So if I could theoretically ever reach it with an entire life to spare I'd have a decent shot at taking it out. Aside from Supermassive Conflageration being a bitch though, I'm having some troubles with Reverse Black Hole now. Suika keeps knocking me back into it.

Three other spell cards I'm having a ton of trouble with:

Reimu's second spell card. Damn little miko won't let me get a single hit in. :(

Yuyuko's second spell card: A.K.A lol good luck ever getting a hit in with random ghosts constantly hurting you.

Yuyuko's last spell card (remember that this is unique to Yukari's scenario): There's probably no trick to it, but it's really annoying and is a big reason why I can't beat Yuyuko without dying.
Title: Re: IaMP story mode spell cards
Post by: Esoterica on October 27, 2009, 05:26:04 AM
Reimu: f.2B after every teleport?  Just gun her down and graze the orbs.

Yuyuko(2): Graze ghosts before attacking to clear space, attack with bullets and always dash/hjc, or abuse spellcards.

I don't even know what the other card is.
Title: Re: IaMP story mode spell cards
Post by: nintendonut888 on October 27, 2009, 07:15:17 AM
So...

(http://img34.imageshack.us/img34/4579/spellbreak.png)

Thanks for the help guys. That's 14 lunatics down, 2 to go. Replay coming in a bit so you can see just how noobish I play.

EDIT: http://rapidshare.com/files/298482169/replay049.rep.html
Title: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 03:50:31 AM
Kyah, me again. >_> After IaMP went so well, I figured SWR would be a snap. Not so much. There are some definite problem cards that threaten to keep me from beating this thing, and I hope some strapping young lad will come to aid me in my quest to punish the celestial. FYI, I'm using Youmu thanks to her 22C/5C being a great asset against those annoying floaty spell cards. Some spell cards that are stumping me:

Komachi's second spell card: This one really confused me after going at it in spell practice. It seems self-explanatory: Don't get caught in the purple fog and dash to avoid the incoming aerial strike. The problem is that I proceeded to evade the fog, dashed...and kept getting hit. No matter how many times I tried, I could not outrun the attack. It being unblockable makes this seem like an undodgeable attack. Yet sometimes when I'm caught in the fog and am just dashing madly I mysteriously dodge it. o_O I'm just confused.

Doppler Effect: AIEEEEEEEEEEEEEEE. This is possibly the most enraging spell card in the game. Yukari never seems to leave herself open, and a slight quickening in the pattern makes my hard mode strategy (get into a rhythm of jumping above her and j. 2A over and over) useless. It doesn't help that the attack is made to have no openings. The only way I've ever gotten through this is getting a spell card off early and taking most of the lifebar.

Nest of Fireflies: Is there something I'm missing? I have a way to at least survive this attack, but it seems horribly ineffective.

Tenshi's third spell card: To think I laughed at this one back on iiji modo...I'm just not sure how to make an opening with so many things happening at once.

Tenshi's fourth spell card: It's not TOO bad, but I'm sure there's an easy way to deal with it.

SCARLET WEATHER RHAPSODY OF ALL MANKIND: Ironically, I have the laser down pretty well. It's the first two phases that really get me. Those slow moving lasers Tenshi is constantly spitting out seem to leave an impenetrable barrier. By the time I manage to clear the lasers (which block my projectiles of course), she shoots out another wave. D: Then the second phase adds those lasers that do a ton of damage if they trap you...I just don't know what to do.

Tasukete! D:
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: LHCling on November 03, 2009, 04:22:09 AM
Komachi's second spell card: This one really confused me after going at it in spell practice. It seems self-explanatory: Don't get caught in the purple fog and dash to avoid the incoming aerial strike. The problem is that I proceeded to evade the fog, dashed...and kept getting hit. No matter how many times I tried, I could not outrun the attack. It being unblockable makes this seem like an undodgeable attack. Yet sometimes when I'm caught in the fog and am just dashing madly I mysteriously dodge it. o_O I'm just confused.
Story Mode Newbie coming through (in other words, me).

What you do is you first charge out of the field, wait for the scythe to swing down and then charge through. Use 22C / 5C after a quick dash through.

In short; dash, wait, dash, attack, repeat.

And... that's all 3 continues did for me.

Damn I suck at Story Mode. You're probably better off giving me your score.dat so I can mess around  :V
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 04:39:09 AM
But that doesn't seem to work. :| I'll try it just for you though.

Also, Youmu's sakura blossom sword thingy spell card is PHENOMONAL in story mode. As long as you aren't hit while activating it, it is guaranteed to do damage because the damaging part can't turn into those red shards, and on top of that it will reduce almost any spell card to cinders. I found that I survive better if I take skill cards off that useless double slash move and put more of that in my deck.

Reached Iku's LOL LIGHTNING last spell card before losing my last life. Also I apprently need help on Reimu's second spell card too. :(
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Alfred F. Jones on November 03, 2009, 04:47:03 AM
Reached Iku's LOL LIGHTNING last spell card before losing my last life.

WELCOME TO HELL
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: LHCling on November 03, 2009, 04:49:40 AM
But that doesn't seem to work. :| I'll try it just for you though.
If it doesn't work, then you're (still) doing one of the following things:


Also I apprently need help on Reimu's second spell card too. :(
My method is hard to explain  :V
I'll see if I can get a replay up.

Reached Iku's LOL LIGHTNING last spell card before losing my last life.
WELCOME TO HELL
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 05:09:07 AM
I have much more problems with Doppler effect without using SPRING IS ALL ABOUT KAWAII SAKURA BLOSSOM MORNINGS than that card honestly. :V Powering up her green whirlwind attack really gives me the edge against many spell cards. Still really random though. :(

And you expect me to forward dodge? o_O After practicing it over and over back dodging is the only way I've done it period.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 05:11:05 AM
SWR's my least favorite Touhou game so I never really bothered with Story Mode in it aside from a 1cc with Reimu, Marisa, and Sakuya when I got the game and a 1cc with Remilia when I was feeling a bit more masochistic, but that was all when the game just came out and before I truly realized how terrible its mechanics were.

So, sorry, I'm not going to be of much help this time :c  If it's possible for you to link to videos of specific cards or something though, I'm sure I could figure out ways to beat them at the least, so long as you don't randomly decide to change characters to someone I don't have at least an intermediate understanding of (read: Reisen).
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: LHCling on November 03, 2009, 05:25:37 AM
If it doesn't work, then you're (still) doing one of the following things:

  • You're still in the purple field, so the quick dash doesn't go very far
  • You're still dashing too early
  • You're dashing too late
  • You're backdashing

Sorry, wrong word. It should be:


EDIT: Would you prefer a quick video?

Oh, and I can't get a replay going because my runs are just that inconsistent.

Anyway, the method I go about doing Reimu's 2nd SC is to dash in at the right time, so that you time 1-a few hits (or a spell card) which is just after the orbs bounce the first time. You'll suffer from a bit of chip every now and then from blocking / being hit by the "residual" orbs.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 05:58:52 AM
Hmm. I seem to have covered up that problem with Komachi's second by simply doing well enough on the rest of her to not die.

The one biggest obstacle I'm having now is Tenshi's third spell card, I'm dead serious. :| At this point I never have any spell cards left.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: LHCling on November 03, 2009, 06:03:54 AM
Hmm. I seem to have covered up that problem with Komachi's second by simply doing well enough on the rest of her to not die.
...
Standard rule of a first 1cc: Don't take unnecessary risks.
http://www.youtube.com/watch?v=cp14n76JKTg

The one biggest obstacle I'm having now is Tenshi's third spell card, I'm dead serious.
Yeah, well I can't even get past Komachi without expending all continues + all lives, so there.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 06:09:04 AM
The one biggest obstacle I'm having now is Tenshi's third spell card, I'm dead serious. :| At this point I never have any spell cards left.
(http://i35.tinypic.com/52xezs.png)

This one, right?

Graze lasers, watch the white orbs since they turn into keystones and shoot up when they hit the ground, and are classified as a melee attack.  I'm not sure how the hell you're going to manage this with Youmu though, since her only graze attack is 623C which'll get you slaughtered when you land, and her bullets are all terrible.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 06:14:41 AM
Actually one of her alternate 236BCs is a graze attack, and powered up can take nearly a third of a spell card's meter. The problem is that those lasers punish me whenever I use it. It doesn't help that all the keystones block my bullets. :<
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 06:17:57 AM
Actually one of her alternate 236BCs is a graze attack, and powered up can take nearly a third of a spell card's meter. The problem is that those lasers punish me whenever I use it. It doesn't help that all the keystones block my bullets. :<
You mean alt.214?  I don't use it, so I wasn't sure if that was a graze attack or not.

I'm pretty sure I already know the answer to this, but are the lasers reflectable with 236BC? Disregard that, I'd bet money they aren't.

And Youmu has non-continuous graze during her dash too.  Honestly, at this point I'm thinking you should just save spellcards for this specific attack.  If quantity's an issue, try to stick to 2-3 card supers instead of 4-5 card ones.  With story mode's tiny healthbars you don't really need all that extra firepower anyway.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 06:20:49 AM
lol that move. I replace it with the green whirlwind move ASAP because it's USELESS. I'm pretty sure no story mode spell card bullets can be reflected though, so yeah.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 06:25:21 AM
lol that move. I replace it with the green whirlwind move ASAP because it's USELESS. I'm pretty sure no story mode spell card bullets can be reflected though, so yeah.
Smart move. :V

Well, the only non-spellcard method I'm seeing then would probably be 6C alt.22BC (Wicked Soul), but I'm pretty sure you don't want to get rid of the default 22.

If you have to use spellcards in the end, blue sword should end it in one shot.  Yes, I realize that contradicts what I said above. :x

I'll look into it a bit more in the morning, I wasn't planning on staying up so late tonight.  Best of luck to you.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 06:30:45 AM
Huh, the solution to it is the same as like every other spell card: Stop being so impatient and wait for an opening to present itself. There's a sizable amount of time after Tenshi is finished laser spamming where she leaves herself open.

Also for curiosity's sake I tried using the reflecting move in spell practice and it didn't work. Of course. O bet that counterattack move she has wouldn't work either.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 06:33:06 AM
Huh, the solution to it is the same as like every other spell card: Stop being so impatient and wait for an opening to present itself. There's a sizable amount of time after Tenshi is finished laser spamming where she leaves herself open.

Also for curiosity's sake I tried using the reflecting move in spell practice and it didn't work. Of course. O bet that counterattack move she has wouldn't work either.
Well, whatever works. :V

I was pretty sure it didn't, considering the reflector can't even send Sakuya's knives flying back.

And the counter won't work, since it only activates on melee hits.  And those melee hits can't be from a spellcard.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Garlyle on November 03, 2009, 02:54:58 PM
Be happy you're not ending on Suika.

Lunatic Suika makes Tenshi look like a sheep.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 06:39:20 PM
I thought Suika was considered the easiest final boss. >_> Yukari at least turns her into a joke. Still, I purposefully chose a character who fights Tenshi so I can say I've defeated every character in the series on lunatic. :P Well, other than the giant catfish.

BTW, I have 4 3 card supers, all of which are highly effective on spell cards where the opponent is floating, and two are planned for use on Yukari alone. I've tested it and it's not very effective on Tenshi's third spell card anyway. If I could somehow keep one until Scarlet Weather Rhapsody of all Mankind, I could take out an entire phase of it in one blow. I'm still wanting help for that attack by the way...
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: shadowbringer on November 03, 2009, 07:15:01 PM
last time I was a good guy and cared to play as Yukari, this time, my patience with Lunatic Story Modes has ended, so I'll go for the least effort rule and choose someone who either has good projectiles (against spellcards) or gets to face easier bosses.

So, if you just want to 1cc this game, please check this:
http://rapidshare.com/files/301967198/1103_1701_suika_story.rep.html

notes:
- watch out for the startup time of Suika's C projectiles, you can see that I got hit on Iku's second spellcard because of this. Also, when you use them, your hitbox becomes larger, it can get you hit as well (for example, against Iku's last spellcard)
- Iku's last pattern is random, I don't even bother dying on it, knowing it's not my fault but the game's. (not that IaMP Lunatic Story Mode is exempt of that random factor. To me, they take the fun of Normal Story Mode away by randomizing the attack opportunities in a way that said opportunities are very scarce -- if you go for spellcard captures)
- had no idea how to clear Tenshi's second spellcard, and didn't memo correctly her third (and had no ready plan against that one as well, besides using the stones to cover myself with)
- lol @ her final pattern, the designers must be lol'ing at the fact that, if I try to lure the beam and then dash through it (and Tenshi together), I would have a clear shot at her, so what did they do on Lunatic? Make her spread these slow needle shots. I would be angry if she would take away one more life (and thus force me to use my spellcard) from me due to that.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 08:56:25 PM
I've come this far with Youmu and you expect me to take the easy way out? :P It's because I didn't want to take the easy route that I didn't use Yukari and her foregoing of Iku's last spell card and gap hax trivializing Suika.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: shadowbringer on November 03, 2009, 09:18:13 PM
but.. I'm using Suika, not Yukari here.. (Donut hasn't checked my replay.. yet again)

[/sad]
[/disappointed]
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: LHCling on November 03, 2009, 09:20:50 PM
Quote
Doppler Effect
(http://i80.servimg.com/u/f80/12/80/32/92/th/untitl48.jpg) (http://www.servimg.com/image_preview.php?i=318&u=12803292)
No Spell Card method is going to take a while. For it to take 2 lives off me is just plain ridiculous. Got guard crushed too often, air blocked too much, etc.

EDIT:
(http://i80.servimg.com/u/f80/12/80/32/92/th/untitl49.jpg) (http://www.servimg.com/image_preview.php?i=319&u=12803292)
I like where this is going.
EDIT 2: Alright, I've mastered "Doppler Effect" for you. Video to come.

[/sad]
[/disappointed]
He does this a lot to me too.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 09:58:44 PM
If I could somehow keep one until Scarlet Weather Rhapsody of all Mankind, I could take out an entire phase of it in one blow. I'm still wanting help for that attack by the way...
lol, this spell

First phases, just graze the bullets and hit her in the face (obviously).  After the lasers come in, misdirect them by jumping and flying down (you'll probably want to dash under her when you land as well).  If you get stuck in one, Border Escape ASAP or you'll get looped by it until you eventually die.  It seems like bullshit at first, but once you get used to redirecting the lasers you'll see it's probably the easiest final card in the series.

And I'd recommend against flying over her, if only because you'll drain a massive chunk of your spirit doing so.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: AlexX Unlimited on November 03, 2009, 10:06:53 PM
I guess while we're here... Is there any reliable way to dodge Yukari's Flying Insect's Nest? That's about all that messes up my (normal mode) plays of Reisen. If not for that I'm sure I could 1CC it, but I try to graze, I try to misdirect, those nonstop lasers keep getting me and Yukari doesn't stop long enough for any of my attacks to do any reasonable damage to her.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 10:15:14 PM
I guess while we're here... Is there any reliable way to dodge Yukari's Flying Insect's Nest? That's about all that messes up my (normal mode) plays of Reisen. If not for that I'm sure I could 1CC it, but I try to graze, I try to misdirect, those nonstop lasers keep getting me and Yukari doesn't stop long enough for any of my attacks to do any reasonable damage to her.
Top half of the screen is completely open for you to spam whatever you want at her.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: AlexX Unlimited on November 03, 2009, 10:23:41 PM
Top half of the screen is completely open for you to spam whatever you want at her.
I tried that. The lasers just began spawning higher up and fire at me from there.

I tried misdirecting them by bringing them up and then firing the ground before jumping up again to dodge when they start to fire from the ground, but I kept getting caught.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 03, 2009, 10:25:47 PM
I tried that. The lasers just began spawning higher up and fire at me from there.

I tried misdirecting them by bringing them up and then firing the ground before jumping up again to dodge when they start to fire from the ground, but I kept getting caught.
Unless it's somehow harder on normal than lunatic, they shouldn't even get a chance to redirect.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: nintendonut888 on November 03, 2009, 11:43:23 PM
I use a spell card to take out that one. I developed a way to beat it without one, but it's highly luck-based.

And shadowbringer, I didn't watch the replay (I was at school), but I knew you were using Suika. I said that because for me Yukari would be the easy way out.

Quote
lol, this spell

First phases, just graze the bullets and hit her in the face (obviously).  After the lasers come in, misdirect them by jumping and flying down (you'll probably want to dash under her when you land as well).  If you get stuck in one, Border Escape ASAP or you'll get looped by it until you eventually die.  It seems like bullshit at first, but once you get used to redirecting the lasers you'll see it's probably the easiest final card in the series.

And I'd recommend against flying over her, if only because you'll drain a massive chunk of your spirit doing so.

That...doesn't sound like that card at all. First, unless you're mistaken in thinking I'm using Yukari, I have no idea what "border escape" means. Second, you can't "misdirect" the lasers in the second phase, and you didn't answer the most crucial question of how I am supposed to deal with the slow moving lasers Tenshi shoots out. >_>

Finally, Baity I look forward to this video. ;D
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Serela on November 03, 2009, 11:48:28 PM
First, unless you're mistaken in thinking I'm using Yukari, I have no idea what "border escape" means.
Quote from: swr.mizuumi.net wiki
Border Escape - Press D twice during blockstun, plus a direction. This will cancel blockstun with a red flash at the cost of crushing one spirit orb, and move you in the direction that correlates to the direction you held. Hold 4 when tapping D to backdash, 6 to forward dash, 1 to highjump 7, 2 to highjump 8, and 3 to highjump 9.
Basically, it lets you escape an attack you are blocking at the cost of one spirit orb.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: LHCling on November 03, 2009, 11:50:03 PM
Finally, Baity I look forward to this video. ;D
Here you go (http://www.youtube.com/watch?v=90W62nwNfiw). Note that I don't use anything complicated because too many button inputs = high risk of messing up. So I naturally played it quite safe.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: ?q on November 04, 2009, 12:43:22 AM
Hope you haven't seen this yet. (http://www.youtube.com/watch?v=USG3TarLxZ0)
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: AlexX Unlimited on November 04, 2009, 12:51:12 AM
Unless it's somehow harder on normal than lunatic, they shouldn't even get a chance to redirect.
Are we talking about the same attack?

I'm talking about the third one in this video (http://www.youtube.com/watch?v=I21HSJOTiJw). Its not me playing... And Lunatic mode... But the attack juggles me around like it does with this person at first (and when I try to continuously dash back and forth to graze the shots like this person does, a laser gets me while I'm turning).
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 04, 2009, 01:11:05 AM
Are we talking about the same attack?
Yes, we are. (http://www.youtube.com/watch?v=oRncabTD4Js)
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: Esoterica on November 04, 2009, 01:14:59 AM
That...doesn't sound like that card at all.
That's because I suck at explaining things~

First, unless you're mistaken in thinking I'm using Yukari, I have no idea what "border escape" means.
Serela already touched on this, so I have nothing more to say.

Second, you can't "misdirect" the lasers in the second phase, and you didn't answer the most crucial question of how I am supposed to deal with the slow moving lasers Tenshi shoots out. >_>
Either these are the same thing and you aren't realizing they're aimed, or you lost me completely.  The massive red lasers Tenshi shoots are all aimed, the tiny thin ones (which I referred to as bullets for differentiation purposes) should be completely self-explanatory.
Title: Re: Scarlet Weather Rhapsody Lunatic story mode spell cards
Post by: AlexX Unlimited on November 04, 2009, 01:19:52 AM
Yes, we are. (http://www.youtube.com/watch?v=oRncabTD4Js)
Something isn't right... If you look at my Reisen video you'll see that even when Reisen bounces from being hit the lasers follow her when she moves up, yet for some reason Remilia can fly over them to fire her bats and they won't follow her...
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 01:48:57 AM
Actually, it IS the bullet lasers I'm talking about. >:D If they're so self-explanatory, explain how.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 04, 2009, 03:44:33 AM
Actually, it IS the bullet lasers I'm talking about. >:D If they're so self-explanatory, explain how.
They come in waves.

You graze through each wave when it comes, and hit Tenshi before the next one.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 03:53:08 AM
...

>:(

Clearly that is not the case. I can graze as much as I want, it is inevitable that I either get hit or get caught in a block, and either way by the time she's open for attack she's already fired another wave.

Also I think everything may change if someone can tell me a strategy (that works) for Reimu's second spell card. I've taken to using one of my four spell cards on it so I can keep that extra life, but now that I think about it if I can preserve that spell card until SWRoaM I can knock a whole wave off of it.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 04, 2009, 03:55:40 AM
...

>:(

Clearly that is not the case. I can graze as much as I want, it is inevitable that I either get hit or get caught in a block, and either way by the time she's open for attack she's already fired another wave.
http://www.youtube.com/watch?v=wzkP37F26mA

4:40

Seriously, don't get caught and this card's a joke.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: AlexX Unlimited on November 04, 2009, 03:59:05 AM
Also I think everything may change if someone can tell me a strategy (that works) for Reimu's second spell card. I've taken to using one of my four spell cards on it so I can keep that extra life, but now that I think about it if I can preserve that spell card until SWRoaM I can knock a whole wave off of it.
Can't speak for anyone else, but I personally prefer to stay in close proximity to Reimu since the yinyang orbs bounce upward before down, giving you time to figure out where a gap is going to be and get there before they come back down.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 04, 2009, 04:17:05 AM
ITT 'nut fails to notice people posting one-liners.

Also I think everything may change if someone can tell me a strategy (that works) for Reimu's second spell card. I've taken to using one of my four spell cards on it so I can keep that extra life, but now that I think about it if I can preserve that spell card until SWRoaM I can knock a whole wave off of it.
Hope you haven't seen this yet. (http://www.youtube.com/watch?v=USG3TarLxZ0)
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 04:53:31 AM
I made it to Tenshi with 2 lives remaining...

Only...it doesn't make a bit of difference guys! The yin-yang balls fucking last spell card completely rapes me. I mean what the fuck I can accept my button inputs being fumbly, but that DOESN'T explain why Youmu sometimes does a move that could not have possibly been done from the buttons that I pressed (example: Youmu doing her 236 when I never press 6). That fucking cost me a whole life on her third spell card! How the hell can yo-

Hope you haven't seen this yet. (http://www.youtube.com/watch?v=USG3TarLxZ0)

...

*sigh* Let's see if this bozo can show me what to do.

EDIT: PFFFFFFFFHAHAHAHAHA. That's absolutely no fucking help at all. This guy clearly has super reflexes and can put button inputs in with perfect timing. I obviously cannot do that.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 04, 2009, 05:05:36 AM
EDIT: PFFFFFFFFHAHAHAHAHA. That's absolutely no fucking help at all. This guy clearly has super reflexes and can put button inputs in with perfect timing. I obviously cannot do that.
You say that like he does something other than flying around and spamming B bullets. :V
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 05:38:27 AM
FLYING AROUND.

FUCKING SHIT.

I tried copying this jerk's movements. Let me sum it up: If I can't even put in button inputs correctly, what makes you think the game will let me change directions in the air as smoothly as this guy? Basically, this is telling me how a skilled player would beat it. I'm asking how I can beat it.

But whatever, I've literally been at it for over three and a half hours, time to call it a night.

But I must ask: What arbitrary element is deciding my spell card damage?! Sometimes it does the almost complete spell card health bar like it should, but others it does only about half, leaving me helpless. What the fuck is determining this? T_T

EDIT: Ah, nothing like feeling really frustrated after drilling lunatic. It's just like old times~! The only problem is that I literally wasted my whole evening doing this and I have homework to do. :<

Just a disclaimer that despite everything, I really am enjoying myself and appreciate your efforts to help. Just keep in mind that I need more practical help since I can't move as well as someone like in that video. This is why I don't feel qualified to give tips to a normal-mode player in the shooters even though I'm lunatic level.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 07:04:45 AM
WAH.

WAH.

I'm speechless. Really, I am. Now calmed down, I decided to try some experimenting on Scarlet Weather Rhapsody of all Mankind. I'm not sure how I discovered it, but I did nonetheless:

22C pierces the laser bullets

WTF. I can clear this attack without dying now (once, but still).  This makes everything much easier. EXCEPT, I finally have to come to terms with my biggest hatred of this game and IaMP as well: The fact that the PoS doesn't like to register my button inputs. If I could consistently fire 22C this would be a snap, but even though I press down twice in quick succession, followed by C, half the time (and always when it counts), Youmu does her useless 5C move instead. Is there some magic word I'm missing to make this 100%?
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 04, 2009, 07:52:10 AM
Is there some magic word I'm missing to make this 100%?
2 words:
Quote
WORK GODDAMMIT

Alternatively, most people use a Game Pad for a reason. I don't think that's an option for you though  :V

The other "magic" method is to just practice inputting the command faster.

FLYING AROUND.

FUCKING SHIT.

I tried copying this jerk's movements. Let me sum it up: If I can't even put in button inputs correctly, what makes you think the game will let me change directions in the air as smoothly as this guy? Basically, this is telling me how a skilled player would beat it. I'm asking how I can beat it.
...there's a limit to the number of times you can change directions in the air. I recommend high jumping, then flying horizontally down and repeating the motions to dodge the orbs. You might have to fly up a bit more as well. Alternatively, a square (Youmu's backdash is horrible for square grazing so that won't work too well) Could go with a (mini-)triangle, but it's risky and untested (well, at this point; and I can't be bothered checking). And never forget; there's luck involved with how the orbs are released.

This is why I don't feel qualified to give tips to a normal-mode player in the shooters even though I'm lunatic level.
Is that so~
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Zengar Zombolt on November 04, 2009, 08:13:50 AM
I bet that Donut just think he's actually pressing the buttons quickly.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 08:44:03 AM
Explain why something that is distinctly inputted as a 214 is interpreted as a 236. EXPLAIN IT.

Also you know one thing I'm getting really damn sick of? The random deck. Why the HELL can't you set it to be in a specific order? One run was ruined entirely because my alt 214 skill cards didn't appear until stage 4. This run was going pretty good except that my last spell card, which could have potentially saved me two lives against Iku's last spell card, appeared last and was therefore useless.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Zengar Zombolt on November 04, 2009, 08:50:04 AM
Explain why something that is distinctly inputted as a 214 is interpreted as a 236. EXPLAIN IT.
Protip: The motions are relative to where are you looking. I think you might know this, but maaaaybeeeee~
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 09:41:38 AM
(http://img132.imageshack.us/img132/8529/knockout.png)

Welp, that's that. Turns out I didn't even need the last spell card (which was made unusable AGAIN >.>). Medium's Bind gave me the decisive edge against Scarlet Weather Rhapsody of all Mankind, allowing me to just barely pull this off. Just for you guys, here's the replay:

http://rapidshare.com/files/302231626/1104_0110_youmu_story.rep.html

I have little doubt I will come whining for help on UNL when the time comes, so until then~
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 04, 2009, 12:05:14 PM
As much as I want to watch the replay to laugh, the problem is that I'm using the university proxy. The host you uploaded to only allows 1 download per IP. With a shared network like mine, it essentially means I can't download it.

Why didn't you just attach it to your post? It's within the limit.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 02:44:07 PM
Because I'm an idiot.

Here you go.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 04, 2009, 02:48:35 PM
Cheers~

And after this, goodnight, since it's almost 2 a.m.

...aren't you sleep deprived?  :V
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 02:51:14 PM
I only went to bed at 2:30 in the morning. Nothing I can't handle.  ::)
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 04, 2009, 02:55:29 PM
I seriously don't get how you people go by without having at least 8 hours worth of sleep daily. Unless you're "banking" it or something.

And I can pick a few million things wrong with your playstyle / habits at the moment, but I won't because for some reason, it works against the AI.

Story Mode plays too differently.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 03:08:09 PM
My playstyle IS "what works against the AI." :P Someone on the Livestream channel (maybe Luiz?) once told me that if I was thinking story mode required me to learn combos and use varied gameplay I was doing it wrong. Whoever he was, he was right.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 04, 2009, 03:15:24 PM
Well, I won't argue against it. However...
learn combos and use varied gameplay
Quote
Donut
/me has a thought

And now, sleep.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Serela on November 04, 2009, 10:04:49 PM
I have little doubt I will come whining for help on UNL when the time comes, so until then~
Fill your deck with perma-buff system cards and skillcards instead of spellcards. This is a GIANT help in Story Mode since they last through the entire game, 4 Utsuho/Alice/Patchy system cards make your character god.

Also have fun picking which character to use considering they each have a different final boss
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 04, 2009, 11:51:28 PM
I ran through UNL on easy mode once when the game first came out, and I found problems with all 3 story modes:

Sanae: The fact that it's...Sanae. :| Maybe I just was doing something wrong, but her moveset seemed to be the most counterproductive one I've ever seen, and that's saying something.

Cirno: Cirno is great. She is the first character I've ever actually felt attracted to by her moveset. Nice and spammy, with great story mode attacks~ The problem is that using her is apparently the easy way out for lunatic. :(

Meiling: This would be my preferred route, since it would pit me against TEH GIANT CATFISH OF DOOM, and (pathetically) the final opponent left for me to crush in the entire series. The problem is that aside from Meiling's moveset not really clicking with me, the last spell card allegedly causing an instant game over if you don't kill it in 60 seconds is a real turn off. I think it's rather lame that it's considered a 1cc even if you fail Suwako or Alice's last spell cards, but this is even worse.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Serela on November 05, 2009, 12:02:55 AM
Sanae is pretty weird to use. She can be nice in Vs. play with her weird moves, but I find her crappy for Story mode.

Cirno is basically the opposite for me; almost impossible to use well in Vs. play, but awesome for story mode. And yeah, it probably is the easier lunatic; Alice isn't very hard on any difficulty, when doing her even vaugely correctly. But still, ALICE *moegasm* And her final spellcard is awesome, even though its so easy.

Also, I'm pretty sure the Catfish's timeout spellcard doesn't give you a game-over if you fail; I think I've failed it before and I still won. The one where it goes "underwater" can be pretty difficult.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: shadowbringer on November 05, 2009, 12:40:20 AM
I've seen the video, and tried to 1cc with Youmu, without cards. So far, I've lost my first life on Yukari's final spellcard (and the second one on it as well, due to not having dealt enough damage on it right at the start -- Yukari keeps moving around, avoiding my airborne bullets, and I haven't memorized the way to do this spellcard until it was too late). The B projectiles aren't as damaging as the 6C ones, but their hitstun can be helpful at times.
Also, Youmu's backdash has invincibility frames (I think it's something from IaMP), with it you can avoid Komachi's second-to-last spellcard's damaging attack even within the slowdown field.
Against Yukari's second-to-last spellcard edit: third-to-last, it's easy-peasy (this is a quote from Marion, from Gunbird, that I liked :D), when you come prepared for it. Stay right below her, wait until she has fired an attack (there are 7 per wave), hj8 (you'll be inside the circle), dash downwards in order to go down faster, then repeat until she has fired her last attack. Then you do j2A instead of j2D.
Donut, you shouldn't worry about the non-spellcard sections in this video. They're easier than the spellcards.
And finally, even though it's possible to clear the Story Mode without using cards, I still find them irritating, because there will be many cases where I simply won't be able to capture them (even though there's no score in this game), because the game randomly gives out attack opportunities (again, see my Suika replay against Iku's last pattern for an example). Finally, in this run (which I was too frustrated to bother saving a replay from it), I was able to capture Reimu's final spellcard, by cornering myself, shooting the orbs to weaken them (with 6B), grazing the orbs that came towards me (with hj8 -> j2D; I jump at least higher than a normal jump's height, before using j2D, because the orbs are dense enough to hit me after I've grazed them and landed, so I make them bounce upwards and graze downwards) and occasionally using 5B when there are few orbs between both characters, so that Reimu falls on these projectiles after firing the orbs, and before teleporting again.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: shadowbringer on November 05, 2009, 12:48:46 AM
one more thing.. in this video, Youmu fires 8 bullets per slash.. it seems to me that the video isn't from an updated version of SWR :(
(I want to 1cc this Story Mode without using cards so that I can put it aside and stop irritating myself with it)

edit: really, against Yukari's last pattern, Youmu shouldn't have enough spirit to dash upwards twice. Perhaps this doesn't make much of a difference for this spellcard, because there will be enough damage done at the start to balance things out (but with 5 bullets per slash instead of 8, I can't say for sure).
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 05, 2009, 01:09:33 AM
Thanks for the help after I've 1cc'd it? :V
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: shadowbringer on November 05, 2009, 01:36:46 AM
even though I avoid using spellcards (for SWR Story Modes) unless forced to (because using spellcards don't hurt your score in IaMP), especially if said cards are alternate ones (because imho the game should be balanced enough to not require me to grind for said spellcards), and I avoid letting the timer run out? (even though there's no score for this game besides the end-stage results. Playing for survival only isn't much of an achievement, and I'm too greedy.)

And I've 1cc'd the game before you, stop pretending you didn't watch my replay by now :D
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 05, 2009, 01:37:54 AM
But I didn't watch your video.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: ebarrett on November 05, 2009, 02:11:41 AM
the final opponent left for me to crush in the entire series

you still need a legit PoFV lunatic 1cc
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: AlexX Unlimited on November 05, 2009, 02:15:18 AM
Question: Does Reisen's Life Elixir work throughout story mode if I were to use 3 in the first round and never use a 4th one?
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 05, 2009, 02:22:06 AM
you still need a legit PoFV lunatic 1cc

Blah blah blah. :V Aya is an easy way out, but she's not cheating. Cheap, yes,just like Aya herself but it's not like I'm abusing a game-breaking bug like Marisa B in MoF. Besides, I really can't stand the game and its mechanics (a shame, because Fate of 60 Years is a good song and I wish I had a better environment to fight to it). If I ever get really masochistic I'll try for real, but I promise nothing.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: shadowbringer on November 05, 2009, 02:37:44 AM
AlexX: I think that the card will retain its buffs through the stages (because the skillcards will stack through stages, at least from the last time I've tested them)

donut: it's not.. *sob*.. a video.. *sob* *sob* it's a replay file :(
(and I have no shame of using a certain character -- Suika -- in order to accomplish a 1cc, because 1: the game should be challenging and fair enough for all characters; 2: since the game isn't that fair in Lunatic Story Mode, I'm going to use the game against itself, and most importantly of all, 3: I didn't adapt myself as well with Youmu's gameplay as a character, due to the disadvantages in Story Mode and/or her playstyle, compared with other characters whose potential could be better explored by me. Playing a game well begins with choosing your character -- as well as the game itself -- and planning out how to use it beforehand, not right after you've finished choosing it. Not trying to correct you, but to explain why did I pick Suika, besides me being a lazy player that tries to avoid unnecessary effort :p)

edit: in order to clarify what I mean by unnecessary effort (because it's clear in my mind, but not much outside of it), it's because Suika has only 3 stages, and my choice to learn these 3 stages was an expression of how much I wished to just get through the Story Mode and move on to something else that's actually fun.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: AlexX Unlimited on November 05, 2009, 02:43:22 AM
AlexX: I think that the card will retain its buffs through the stages (because the skillcards will stack through stages, at least from the last time I've tested them)
So in theory I could make my "Story Mode Reisen" deck dedicated completely to buffing her up into a walking tank of badassery and it will stay active the whole way through? Good to know. Now I just wish I knew how to make a good 'Vs Mode Reisen' deck.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 05, 2009, 02:47:34 AM
Despite it bringing out the sailor in me, I quite enjoyed SWR lunatic, especially compared to IaMP lunatic. While it certainly had its flaws, it's a lot more fun than most fighting games, and the story mode spell cards are pretty interesting.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: ?q on November 05, 2009, 03:02:33 AM
Blah blah blah. :V Aya is an easy way out, but she's not cheating. Cheap, yes,just like Aya herself but it's not like I'm abusing a game-breaking bug like Marisa B in MoF. Besides, I really can't stand the game and its mechanics (a shame, because Fate of 60 Years is a good song and I wish I had a better environment to fight to it). If I ever get really masochistic I'll try for real, but I promise nothing.
If I can beat PoFV Lunatic with Sikieiki, you can.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 05, 2009, 03:38:51 AM
Now I just wish I knew how to make a good 'Vs Mode Reisen' deck.
Mind Explosion x3
Disbelief Aspect/Disorder Eye x3
Ultraviolet Field/Undersense Break x3
Life Elixir "Grand Patriot's Elixir" x4
Desolation "Scars of Absent-Mindedness" x2
Illusion Bomb "Myopic Firework" x2
(remaining cards: 3)

For the last three, I'd say these are your best choices (in no particular order):
-Poison Smokescreen "Gas-Woven Orb"
-Fascination "Corolla Glance"
-"Stare of the Gloomy Phantom Moon (Lunatic Red Eyes)"
-Guard Hangeki
-Spell Amplifier

Any combination in any number you wish.  You could also remove the 4th "Grand Patriot's Elixir" if you want more deck space, since it really only exists to increase your odds of drawing the first three.

Don't use this deck for UNL, though.  This isn't even close to being similar to my UNL Reisen deck.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: AlexX Unlimited on November 05, 2009, 03:46:23 AM
Ultraviolet Field/Undersense Break x3
Yeah, I'm trying to get 2 more copies of this thing. I really like Reisen, but I absolutely can't stand how her bullets are just as spread as everyone else's, yet only ONE out of each wave is real.

Don't get me wrong, I realize mindgames are all part of her game (I especially like how you can use clone moves and personally choose which is the real one to keep your opponent guessing), but I really think her bullets could have been a lot better. Perhaps if they had pulled an Invisible Full Moon where only one is VISIBLE and the rest are also real, but can't be seen.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 02:12:11 AM
Might as well warm this thread up. If the English patch is nowhere in sight, I suppose I'll have to try and deal with the fact that I don't understand anything.

ALRIGHT, this is the final frontier. 15 lunatics in the bag and one left to go. I've dehorned the oni, put the celestial being into the ground, now it is time to GO FISHING. YEAAAAAAAAH.

Ahem. I'm not sure if I'm actually going to get serious with UNL yet, but I do know one thing: I want to use Meiling. Both Suwako and Alice look like interesting opponents (as does Utsuho for that matter), but I've beaten them all in the past. I want to kill the catfish. /o/

Screwing around in practice (which BTW I have no idea how or even if you can make the AI center itself), I found a few interesting moves, but none that scream out at me like Youmu's (do you want a 3 hit combo against opponents with super armor, or do you want a grazing superslash that takes a fifth of their health per hit?). I'm also unfamiliar with UNL's new take on story mode spell cards. I know that you have to drain the spell card meter and then whale away on them while they're down, but how effective are spell cards? Do any of them work during the spell gauge? More importantly, which moves are most useful for story mode? I may as well get this all out of the way before even worrying about spell cards.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Serela on November 20, 2009, 02:37:45 AM
I know that you have to drain the spell card meter and then whale away on them while they're down, but how effective are spell cards? Do any of them work during the spell gauge? More importantly, which moves are most useful for story mode? I may as well get this all out of the way before even worrying about spell cards.
If I remember right, spell cards were highly ineffective for dealing damage compared to the other options. Stuff your deck with system and skill cards. I'm not sure which of Meiling's skillcards are best for story mode, but you should have 4 of Alice/Utsuho/Patchy system cards. Thats the one with puppets on it, the one with Utsuho's control arm thing, and the one with the book. These increase defense, attack power, and spirit gauge regain. Then you have room for 2 skillcards to pick.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 02:55:20 AM
Ah right, this game added these character system cards. Didn't Suwako's give you temporary invincibility?
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 02:59:59 AM
The only spellcards of Meiling's that I'd use are both tornados (reversals, so if you're about to get hit you can whip one out and do some damage while you're at it), the 3-card jumping kick, and the 3-card punch.  For system cards, I'd only use the Shanghai dolls and Grimoires (4 of each), as Control Rods will erase the defense you get from the dolls, and the extra attack isn't that necessary.  The rest is up to you.  Among other things, her alt.236 rainbow crystal rain could be useful since it does about 2700 damage point-blank at level 1 alone, and you'll have a grounded, stunned opponent to spam it on.

And don't use Three Heavenly Drops, you need to use three of them for just five seconds of invincibility, if that.

Outside of that, I haven't tried UNL's story mode and Meiling's my least-used character in UNL, so I'm not going to be much help this time. :(
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 03:09:59 AM
Oh, wow. Those dolls look like an absolute must.

Quote
Among other things, her alt.236 rainbow crystal rain could be useful since it does about 2700 damage point-blank at level 1 alone, and you'll have a grounded, stunned opponent to spam it on.

I hear her normal 236 is pretty effective at breaking the gauges in the first place though.

Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 03:38:30 AM
Hmm, I think I created a deck I can use. From memory:

4 default 236s for wonderful golden chi
4 alt 214s for surprisingly effective and practical fists of fury
4 doll system cards because 30% damage reduction is holy shit
2 grimoire system cards because regaining spirit faster is pretty cool
2 alt 22s for MEILING KICK (will probably come in handy for those pesky spell cards where they won't come the fuck down)
2 alt 623s for getting up close and personal with certain unnamed giant barnsides, alternatively fodder for...
2 lower level whirlwind spell cards for when I want to bring the cost effective pain.

Thoughts? I should probably test it out myself on normal once I get motivated, but it seems pretty good.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 03:44:07 AM
Oh, wow. Those dolls look like an absolute must.

I hear her normal 236 is pretty effective at breaking the gauges in the first place though.
Dolls are kind of useless at first since the first 3 are only +5% defense each, but the last one's +15% I think.  You either use four, or you use none at all.  And odds are very high you want four at all times.

Eh, that could be useful I suppose.  Again, I'm not a Hong player by any means, so your guess is almost as good as mine. :V
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 03:45:50 AM
Hmm, I think I created a deck I can use. From memory:

4 default 236s for wonderful golden chi
4 alt 214s for surprisingly effective and practical fists of fury
4 doll system cards because 30% damage reduction is holy shit
2 grimoire system cards because regaining spirit faster is pretty cool
2 alt 22s for MEILING KICK (will probably come in handy for those pesky spell cards where they won't come the fuck down)
2 alt 623s for getting up close and personal with certain unnamed giant barnsides, alternatively fodder for...
2 lower level whirlwind spell cards for when I want to bring the cost effective pain.

Thoughts? I should probably test it out myself on normal once I get motivated, but it seems pretty good.
-2 grimoires will barely make any difference.  Not that I can think of anything else to put in there, though.
-Use the other alt.214, it grazes, is air usable, does really nice damage, and is easy to combo into (or rather, will combo from anything and everything against a stunned opponent).
-Which alt. 623?  They both seem pretty useless to me, and that's before considering story mode.

I'd personally probably take out the 623s so you can have a full four grimoires.  Looking through cards to see if there may be something else of interest though.

Alternatively, "Roc's Fist" is a nice card to have.  Meiling unfortunately lacks efficient cheap cards, but that's about as close as you'll get.  If you were going to use it after stunning the opponent though, I'd wait to use it until just before the bar refills, so they spend a good bit of time airlaunched before they're allowed to continue their assault. Disregard that, it does way less damage than it did in IaMP.  Fooling around with cards right now and experimenting.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 04:03:21 AM
Is refilling my gauge quickly really that important? I can't even find a way to drain more than two bars without enemy interference. Even at level 2 that 623 move does a lot of damage. Usually it'd be useless due to its ridiculously short range, but against the catfish it could really help out on the final spell card.

Also thanks for the tip of trying out the default 214 again. It didn't appeal to me at first but after powering it up holy crap. Combined with 3 hits from standard auto-comboing and then activating it (something so simple even I can do it
70% of the time
), I have a 5 hit combo that can do do over 2000 damage. What really sold me was the idea that it would let me quickly jump over to the opponent after their spell gauge breaks.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 04:05:15 AM
Is refilling my gauge quickly really that important? I can't even find a way to drain more than two bars without enemy interference. Even at level 2 that 623 move does a lot of damage. Usually it'd be useless due to its ridiculously short range, but against the catfish it could really help out on the final spell card.

Also thanks for the tip of trying out the default 214 again. It didn't appeal to me at first but after powering it up holy crap. Combined with 3 hits from standard auto-comboing and then activating it (something so simple even I can do it
70% of the time
), I have a 5 hit combo that can do do over 2000 damage. What really sold me was the idea that it would let me quickly jump over to the opponent after their spell gauge breaks.
The default 623 does the same amount of damage as Scarlet Inch Punch, so it's not worth the speed and range decrease.  And if you don't even use that much spirit then I'd forget the grimoires altogether.

And I was talking about the Flying Flower Kick 623 alt card, not the default punch. :-\
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 04:15:23 AM
We can't be thinking the same card, because it is most definitely not a kick. Heck, I don't know WHAT she's doing other than looking really angry. Hold on.

...

Oh wait, it is. I have the Scarlet Inch Crush. I dunno, something about the fist one doesn't appeal to me. It seems slower in any case.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 04:18:30 AM
Alright, a bit of testing and I think I found a decent deck.

x4 Shanghai Doll
x3 Shui Xing Tai Chi Quan (alt.236 orb)
x3 Descending Flower Slam (alt.214 kick)
x3 Sky Dragon Kick (alt.22 kick)
x3 Colorful Sign "Colorful Light Wind Chime" (2-card tornado)
x2 Supreme Color "Colorful Light Chaotic Dance" (4-card tornado) OR Blazing Strike "Great Roc's Downfall Fist" (5-card punch combo)
x2 Qi Sign "Earth & Heavenly Dragon Kick" (3-card kick)

Gives you a versatile arsenal of attacks, five low-cost spellcards that do decent damage, and two high-damage reversals (which one you pick is up to you; Great Roc costs one card more for an extra 1600 damage and a potential followup if you have good timing).

And I'm sure you're wondering "Why the alt.236?"  Well, it's because of one thing that isn't obvious in practice mode.

(http://i50.tinypic.com/1t7ec6.png)

It's homing.  You can also highjump out of it much earlier than the default without sacrificing damage, meaning you spend less time being vulnerable during the opponent's attack phases.  This is all theory though, it may actually end up being completely useless. :V
We can't be thinking the same card, because it is most definitely not a kick. Heck, I don't know WHAT she's doing other than looking really angry. Hold on.

...

Oh wait, it is. I have the Scarlet Inch Crush. I dunno, something about the fist one doesn't appeal to me. It seems slower in any case.
I was talking about both her 623 and 214.  Sorry if I confused you.  I assure you the default 623 is better, but if you want to use Scarlet Inch Crush then I'm not stopping you.

But you should definitely use the alt.214 kick instead of the default 214 punch >:V
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 04:22:39 AM
I'll keep your deck in mind, but I wanna try this one first. We'll see how it fares in the story mode proper.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 04:23:21 AM
I'll keep your deck in mind, but I wanna try this one first. We'll see how it fares in the story mode proper.
Good luck.  I'm going to bed. :V
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 07:52:42 AM
Wow. The default 214 is more useful than I could have ever imagined. Powered up to max, it is the only thing to do once the spell gauge is broken. It guarantees the enemy will be dead within two iterations. Just beat normal with only one death on Marisa. I don't know why people seem to think the fighting games get worse with each installment; I think they get better and better.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 12:54:53 PM
Wow. The default 214 is more useful than I could have ever imagined. Powered up to max, it is the only thing to do once the spell gauge is broken. It guarantees the enemy will be dead within two iterations. Just beat normal with only one death on Marisa. I don't know why people seem to think the fighting games get worse with each installment; I think they get better and better.
That's because you're only playing story mode. :V  But I'm not going to bother writing a huge essay on why IaMP > SWR, that's for another thread.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 20, 2009, 02:41:04 PM
I love how some people still think I'm going to play the real game after story mode. :V I don't care about the real game.

:suwakodwi:

So yeah. Hard 1cc last night so we can just cut the crap and go straight to lunatic.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 20, 2009, 09:08:21 PM
I love how some people still think I'm going to play the real game after story mode. :V
I don't.  You asked why people think the games get continually worse, and I told you you wouldn't see why because you don't actually play the games beyond story mode. :V

That said, UNL's superior to SWR since it fixed a lot of stupid things like wrongblocking being better than blocking correctly.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 12:42:47 AM
You know, the thread title isn't exactly accurate anymore: This is more "aid Donut in learning how to play fighting games." >_>

I just constructed a deck for Sanae. Is it just me, or does Sanae really...suck? There's barely a good move among her arsenal. She has some sick spell cards (so much I actually put 9 Syllable Stabs in my deck), but generally those are useless in story mode.

To get the ball rolling when I decide to take the lunatic plunge, tips on Patchy's spell cards? I especially don't get her second one. Just dash through, sure, but what happens when she floods the screen with them?

Also, for some reason spell practice is bugged for me. Sanae's is fine, but Cirno doesn't have any of Alice's spell cards, and the last spell card accessible on her list brings up Patchy's theme and crashes the game soon after. Meiling on the other hand has all of the catfish's (damn it why didn't they give him a real name?) attacks, but only Patchy's first spell card open. Is this just a bug with me or what? :(
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 21, 2009, 12:54:33 AM
You know, the thread title isn't exactly accurate anymore: This is more "aid Donut in learning how to play fighting games." >_>
Not really  :V If "we" were going to teach you, I'm fairly certain it would be for competitive play. All you're getting most of the time are general rules, tips and referrals. You're not being taught anything really.

I just constructed a deck for Sanae. Is it just me, or does Sanae really...suck? There's barely a good move among her arsenal. She has some sick spell cards (so much I actually put 9 Syllable Stabs in my deck), but generally those are useless in story mode.
Ugh, Story Mode Spell Card choices. I have no idea how well these actually work for said scenario, but from the way that I think the Story Mode Spell Cards work, I recommend taking a look at Falling Stars, Heaven Goddess: Wind (unfortunately, you and 623 issues), Cobalt Spread, and "Night with Overly Bright Guest Stars"*. There might be other interesting ones that you can use (note that I recommended mostly Alternate Skill Cards), but I wouldn't know  :V

Refer to this (http://swr.mizuumi.net/index.php/Sanae_Kotiya) page when you don't know what the hell I'm taking about.

And the rest I can't answer / confirm.

*Only if they jump around as much as they do in SWR

Tidbit, I main Sanae "competitively".
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 21, 2009, 01:08:52 AM
Though she's one of my best characters, from a statistical standpoint she's absolute garbage.  Her strengths lie in having powerful and useful specials and spellcards, her 623 being as strong as a typical 3-card spellcard on hit at max level (and it grazes!)  A competitive deck won't work for story mode, so I'd recommend something like this:

x4 Shanghai
x3 Starfall
x3 Kanako tackle
x3 Suwako bubble/snare
x4 Gray Thaumaturgy
x3 Day Stars/Night Stars
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 02:24:26 AM
Yeesh, Sanae is so clunky to play as. Normal 1cc, but I just barely beat Suwako's last spell. Thanks to that one alt 236 that charges I drained 3/4 of her life in the first 20 seconds, then spent the rest of it trying to actually do any damage because Sanae can't attack in diagonals (and oh wow guess what any hit sends you down into). That was more IaMP fun territory (that is, not).

Welp, time to attempt Meiling's lunatic~
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 02:45:30 AM
...

...

D=

Mmkay, I suddenly see the huge problem here. See, Patchouli is shaping up to be like Yuyuko was in SWR, except even worse: A run ender from the very beginning. Forgive me if I'm wrong, but wasn't ol' Patch supposed to suck in close range combat? How come she's out prioritizing everything I throw at her, and more importantly WTF YOU SHOULD NOT BE ABLE TO DEAL THAT MUCH DAMAGE IN ONE HIT.

Even if I get past her non-spell, her first spell card is even worse. It quite reminds me of Bad Lady Scramble (that was Remilia's first spell card in IaMP, right?). Throw an attack that is difficult to dodge, throw a freakishly large amount of bullets in its wake so even if you dodge you can't get off a hit without being smacked by a stray bullet that knocks you disproportionately far.

Even after this, I nearly got through Alice, so it's clear Patchy is my biggest problem. Why oh why does this happen? Remilia in IaMP, Yuyuko in SWR, now Patchy in UNL, all end a large percentage of runs before they even begin. :( I suppose it's better than them being in the middle though.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 02:46:20 AM
Addendum (dammit I want my edit button back): The fact that spell practice is bugged doesn't help. Really, is this just my game?
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 21, 2009, 02:50:04 AM
Just to make sure that I'm not missing anything, version?

Because my "Spell Practice" certainly works fine here.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 21, 2009, 02:54:27 AM
I haven't tried UNL's story mode yet and I've only tried Suwako's last card twice with Sanae, so I can't really help you with that.  My first thought though: if there's a Bad Lady Scramble-esque card, you should be able to fly over it.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 02:59:42 AM
I don't know for sure, but the folders lead me to believe it's ver 1.02.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 21, 2009, 03:05:00 AM
Perhaps an upgrade (http://www.tasofro.net/touhou123/download.html) (to 1.03) might solve some of those problems? No guarantees that it'll fix the problem, but it just might.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 03:15:54 AM
Nope. :\ Didn't work. Mayhaps it has to do with my score.dat? Someone mind lending me theirs for science?

I haven't tried UNL's story mode yet and I've only tried Suwako's last card twice with Sanae, so I can't really help you with that.  My first thought though: if there's a Bad Lady Scramble-esque card, you should be able to fly over it.

Ooh no, that's the beauty. The stray bullets are flung so high attempting this will just lead to you getting guardbroken or if nothing else trapped in the block animation long enough for Patchy to escape.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: LHCling on November 21, 2009, 03:28:04 AM
Mayhaps it has to do with my score.dat? Someone mind lending me theirs for science?
Very unlikely that it would be because of the score.dat .
Besides, I use the Full Unlock.dat that they conveniently have up at mizuumi.net  :V

...and upon closer "inspection", it would seem that this is a common problem. In other words, I tried to do "Spell Practice" against Patchy with Cirno; guess the results?
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 21, 2009, 03:44:28 AM
Ooh no, that's the beauty. The stray bullets are flung so high attempting this will just lead to you getting guardbroken or if nothing else trapped in the block animation long enough for Patchy to escape.
Yet another reason to use the alt.214 kick; when you're down to your last orb of flight, airdash then 214C.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 03:55:09 AM
Very unlikely that it would be because of the score.dat .
Besides, I use the Full Unlock.dat that they conveniently have up at mizuumi.net  :V

...and upon closer "inspection", it would seem that this is a common problem. In other words, I tried to do "Spell Practice" against Patchy with Cirno; guess the results?

Derp. Looks like the patch is the whole problem then. Still, I'd rather deal with this handicap than have to unlock everything. It'll be...a challenge! Yeah, Touhou's good with that.

Yet another reason to use the alt.214 kick; when you're down to your last orb of flight, airdash then 214C.

Okay, I think you'd better enter Meiling's scenario and actually LOOK at the spell card I'm talking about. If you did that you'd see why that doesn't work.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 21, 2009, 03:56:37 AM
Okay, I think you'd better enter Meiling's scenario and actually LOOK at the spell card I'm talking about. If you did that you'd see why that doesn't work.
I could if I would, but this computer doesn't have UNL, and it's extremely buggy on the virus-infested one I have gathering dust in a corner upstairs.

And I'd look at a Youtube video but those are either all normal/easy runs, or idiots that continuespam through every individual card.

Nevermind, just looked at a video anyway.

Just dash, stop inside the ring for a split second then dash again (but keep going past Patch), then dash back across her again to clear out bullets before attacking.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 21, 2009, 04:01:05 AM
I was just coming back to link that video to you, when I realized the irony.

/me facepalms and goes to watch video and read guy's notes
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 22, 2009, 01:40:29 AM
Argh, I still suck really badly at Patchouli's first spell card. I know how to dodge it, but it still takes forever because I can't damage her. None of my attacks are powered up so they all do a paltry amount to her gauge and even then none of my moves are effective when I do break it. Because of this my gradual screwups add up and I never pass Patchy without 2 deaths.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: c l e a r on November 22, 2009, 02:41:45 AM
System cards makes normal mode a breeze in UNL.  The only difficult bit that can screw you is Fantasy Seal - Blink.

However, I cannot beat Reimu's first spell in SWR (Exorcism) without taking too many damage, I would lose a life to that card almost all the time, let alone getting the time bonus on it.

Having a large wall of bullets in front of you as a first spell is not fun.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 22, 2009, 02:45:41 AM
http://www.youtube.com/watch?v=c1NDKwu6nL0

Notice how I handle it (skip to 2:25). It's a simple pattern of movement that any character can do, though I suppose how you deal damage will be different according to your character.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: c l e a r on November 22, 2009, 03:28:14 AM
I guess generally, you can just fly directly (or nearly) above her.  And slam her with a projectile at point blank range or something.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 22, 2009, 05:48:02 AM
After I learned that the spell gauge is vulnerable when the opponent's spell circle is red, things have suddenly become much easier. >_> I can reach Reimu with only death now.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Zengar Zombolt on November 22, 2009, 06:01:00 AM
spell gauge is vulnerable when the opponent's spell circle is red
And you just discovered this.
Goddamnit
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 22, 2009, 06:02:32 AM
Oh...dear. I got to Reimu with two lives, and lost two on her third spell card. I can see this is going to be my next obstacle. The rest of Reimu isn't all that bad. As for Taisui, his third spell card is going to be a big problem. It does a freaking huge amount of damage, and the only time he's vulnerable is when he's just about to charge.

And you just discovered this.
Goddamnit

THIS IS WHAT I MAKE HELP THREADS FOR AND YOU ALL LET ME DOWN. ;_;
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 23, 2009, 07:04:13 AM
I repeat: WTF is with Reimu's third spell card? ;_; I just game overed because I couldn't fucking hit her and lost two lives on it. I really wish spell practice worked.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: theshirn on November 25, 2009, 06:06:21 AM
Perhaps I missed it, but...

Yuyuko's third card in SWR Story Mode: All Things Reunite in Death.  I can lose half a lifebar, easily, on Normal, with anyone, to this card.  On Hard, it ate over a full lifebar on Reisen.  What the crap.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Jaimers on November 26, 2009, 04:47:21 PM
So I'm kinda following in Donut's footsteps here by trying to beat the games on the hardest difficulty in a genre I completely suck at.
Starting with IaMP. I decided to use Patchy, because I can rely on projectiles and don't have to do much in terms of melee because the AI wrecks me up close. Her Royal Flare spell is also pretty nice.

Stage 1 to 3 I can do reliably.
Stage 4
Youmu is probably the most vicious character in the game Jesus. She's constantly in my face and has the hardest non-spell fights IMO.
First Card [ Double Pain ]
This card DESTROYS me, I can barely handle one Youmu, I can't handle three at the same  time! X_X
I just get gangraped in the corner and can barely even attack, I always lose at least one life here.

Stage 5
Second Card [ Falling Equinox of Hakugyokurou ]
This is Yuyuko's only threathing card. There's almost no room to do anything and those ghost's keep hitting me while off-screen.
lol Yuyuko's final spell

Stage 6
Outer Force [ Infinite Superspeed Flying Object ]
I swear to god this thing makes undodgable shit sometimes. It can also knock you into an infinite loop that's impossible to break out of. It doesn't help that the lasers do an insane amount of damage either.
My current strategy is to just nuke the hell out of it as fast as possible with Royal Flare.

Final stage
All of Suika's first attacks are pretty trivial.
Third Card [ Counter Bean-Throwing Black Hole ]
And here's where the shitstorm begins. This is me trying desperately to get away from the black hole while Suika just punches me right back in.
Ignis Fatuus [ Super-High Density Fire Disaster ]
Plan of attack:
Declare Royal Flare and immediately use it. If the game doesn't register my input (which it does half the time) I'm completely dead.
[ Pandemonium ]
This is the biggest piece of shit I've ever seen in my entire life. What the fucking hell.
I CAN'T DODGE the ginormous bullet, if I manage to graze through it then some other bullet will hit me right after it at which point I will just continue to get all the way to oblivion.
I CAN'T ATTACK, there's  no openings and when I manage to get a shot off, it just immediately converts into point items because I got hit again.
Yes, I can block in the corner but seeing as that completely drains my spiritbar that won't do me much good now will it?
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 26, 2009, 04:54:48 PM
IMO Patchy's counterattack for anything you can't handle should be ROYARU...FUREEEEEEEEEEEEEEEEEEEEEEEEEEEEE. Don't ask me about Double/Triple Pain, I always lost a life to Youmu anyway.

Yuyuko's second is a pain. Only trick I know is to constantly be grazing and wait for an opening.

Since I used Yukari I fought Yuyuko as my stage 6 boss so :P (Yuyuko's extra spell card for Yukari is quite nasty thank you very much).

I beat Reverse Blackhole and Supermassive Conflageration by counterhitting Suika. At least for the first wave of Conflageration you should start as far away from Suika as possible to give you a bit of time to wail on her before the fireballs bounce over to you.

I suppose my strategy for Pandemonium isn't that effective for Patchy since she relies on projectiles so much. :x From the third phase on Yukari (who has a huge hitbox) cannot possibly hit Suika with any projectiles so I relied on guarding until an opening appeared and hit Suika with an aerial attack, bouncing back to the corner and repeating the process.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Jaimers on November 26, 2009, 09:23:58 PM
Royal Flare versus Pandemonium, who'll win?

(http://img442.imageshack.us/img442/56/iamplun1cc.jpg) (http://img442.imageshack.us/i/iamplun1cc.jpg/)

MY EYES! D:

I beat a fighter on goddamn lunatic, I would never have thought I could pull this of.
The gods of input commands were in my favor in this run, as I only managed to screw up the spellcard command a few times. Lost 3 lives to Youmu, (goddamn Double Pain), Yukari and Suika respectively.
I also think that that was my best Suika run so far.   
Thanks for some of the advice 'nut.

Another lunatic down! Only three more to go!  ;D

Attached is my replay, feel free to laugh at how horrible I am at this game.  :V
(Why is there no category for IaMP story mode on Gensokyo.org?)

Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: c l e a r on November 28, 2009, 04:39:33 PM
Royal Flare versus Pandemonium, who'll win?

(http://img442.imageshack.us/img442/56/iamplun1cc.jpg) (http://img442.imageshack.us/i/iamplun1cc.jpg/)

Bricks were SHAT.

By the way, there is something that bothers me about fighter story modes, and as AVGN would say:

"How many times can you get back up?  It's embarrassing..."

Can someone help me with Utsuho's Jupiter card on Hard and above?  I always get stuck there.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on November 28, 2009, 05:02:14 PM
Gensokyo fighting is much more intense than boxing m'boy. There you continue to fight until you cannot fight anymore!
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: c l e a r on November 28, 2009, 07:47:19 PM
Gensokyo fighting is much more intense than boxing m'boy. There you continue to fight until you cannot fight anymore!

Yeah... that's all fine, but...
I can only get up 3 times in 5-8 fights with them getting up 2-5 times each?  That's bullshit!

I wish they can still give us chances for extra lives.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Serela on November 29, 2009, 05:12:45 PM
AAAGHGAAAGHGHAHGHAGH

How the hell am I supposed to do Cirno's last spellcard on Lunatic, with Sanae. The one where she shoots circles of large ice crystals that shatter into smaller crystals. I can't seem to beat it without losing a life. I've come incredibly close, but I must just be doing something wrong... I rarely find an opening to attack without getting hit. At least, not an opening that can actually hit Cirno.

Also, in Meiling's Hard Mode, I need help with Patchy's first spellcard(Flaming Wheels) and with Reimu's "Fantasy Seal -Blink-"(With hax border-defying movement and blue squares).
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: c l e a r on November 29, 2009, 06:30:50 PM
Well, I also need help on Meiling, how do I do her Frangrance Wave, I cannot pull it off...

For Fantasy Seal Blink, if you can't run past the lasers, fly, and do a neutral C.  Reimu will or will not fly right into it.  Don't attack her when she stops, those lasers will block any and all projectiles coming through.  (Plus, her circle is red when she is flying around)

For Minus K on Hard at least, I kind of break the Ice chunks with her down B, and try to clear a path to Cirno.  If she is all the way above the screen and in red, hit the down C right under her, she will lose a lot of Spell bar that way.

Someone tell me how to do Pachy's spells too, unless I can pull off Fragrance Wave consistently.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Serela on November 29, 2009, 06:44:31 PM
For Minus K on Hard at least, I kind of break the Ice chunks with her down B, and try to clear a path to Cirno.  If she is all the way above the screen and in red, hit the down C right under her, she will lose a lot of Spell bar that way.
This doesn't really work so well in Lunatic, there are just too many things clogging the screen. The 2C part is the right thing to do I believe, but I usually end up getting mass comboed by icicles before I can start dashing out of it. Default 236 works great since it grazes and good damage but the same thing generally happens.

I've also tried using the Suwako bubble but even if I've already got max level in it, it usually pops and I get hit while attacking Cirno. On the upside I can usually score a good hit on her while she has the red circle, and Suwako takes a good amount of the icicles, but...

For Patchy's first Spellcard Fire Sign "Ring of Agni", I think your supposed to misdirect it. I've experimented with misdirecting it upwards and that seems less difficult to do, but I still can't really do that card.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Sen on November 29, 2009, 09:00:23 PM
So I got IaMP a few days ago, v1.11, English patched and everything. I only have the starting six girls, and I think I have a fairly good grip on the game mechanics so far, enough to get me through Arcade Mode Normal.

Then I tried Story Mode. It ended at Stage 4, during Youmu's spellcard First Sign [Double Pain], in which Myon turns into a body double of Youmu and attacks. I can't do this card, Myon always catches me in hitstun until I get out, only for Youmu to catch me instead.

I'm using Sakuya. First spellcard is Illusion Sign [Killing Doll], second is Scarred Soul [Soul Sculpture]. D:


EDIT: These requirements for unlocking the rest of the cast for Story Mode are making me cry.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Jaimers on November 29, 2009, 09:47:39 PM
Then I tried Story Mode. It ended at Stage 4, during Youmu's spellcard First Sign [Double Pain], in which Myon turns into a body double of Youmu and attacks. I can't do this card, Myon always catches me in hitstun until I get out, only for Youmu to catch me instead.

Welcome to hell

Fun fact: It turns into [Triple Pain] on lunatic.

Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on November 29, 2009, 09:51:30 PM
So I got IaMP a few days ago, v1.11, English patched and everything. I only have the starting six girls, and I think I have a fairly good grip on the game mechanics so far, enough to get me through Arcade Mode Normal.

Then I tried Story Mode. It ended at Stage 4, during Youmu's spellcard First Sign [Double Pain], in which Myon turns into a body double of Youmu and attacks. I can't do this card, Myon always catches me in hitstun until I get out, only for Youmu to catch me instead.

I'm using Sakuya. First spellcard is Illusion Sign [Killing Doll], second is Scarred Soul [Soul Sculpture]. D:


EDIT: These requirements for unlocking the rest of the cast for Story Mode are making me cry.
Whenever the clone attacks, dash through it (all of its attacks are grazable despite appearances) and punch Youmu in the face.

Be thankful you aren't dealing with Triple Pain on Lunatic :V
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Sen on December 18, 2009, 12:50:18 AM
(brb gravedigging thread)

Uh, so I pretty much gave up on Sakuya and beat Story Mode with Patchy instead. I'm trying it with Reimu now, and it's going a lot easier with her...until Remilia.

I can actually do pretty well on her for the most part, but I'm completely inept on her last spellcard. Can't remember what it's called, the one where she throws a bunch of random unblockable bullets; basically the IaMP equivalent of Scarlet Meister with a different name D:

The only way I was able to beat this was spamming Reimu's pillar card on my first bar whenever Remi flew over me. After that, spamming Fantasy Seal on my second bar. I still lost two lives to the fight. ;_;
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on December 18, 2009, 01:19:30 AM
Ooh, that one? I can't really help since Yukarin only faces her first two spell cards, but I imagine the strategy is to do that infinite grazing thing where you dash forward, jump backwards, and dash again as soon as you hit the ground, then attack while Remi's standing still.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Sen on December 18, 2009, 01:47:41 AM
Aw dammit ;_;

This and UFO are the only ones where I'm forcing myself to unlock everything myself, so I don't have Yukari unlocked for Story Mode, much as I would love to have her. She's really fun to play in Arcade Mode though ):

By the way, how do you do that Stage Practice thing for the fighters?
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Esoterica on December 18, 2009, 01:52:10 AM
I can't help on that card, sorry. :V  I think like Donut said, it's pretty much triangle grazing, except a LOT of it, and you get crossed up constantly.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: nintendonut888 on December 18, 2009, 01:56:24 AM
By the way, how do you do that Stage Practice thing for the fighters?

Press F11 when on the character select screen for story mode.
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Sen on December 18, 2009, 04:18:32 AM
FEKSASAFSFADSKFJKLERUIOSADJFKLDSJF IDSA F INFINITE SPEED FLYING OBJECT

HOW

WHAT IS THIS BULLSHIT

This was so much easier with Patchouli where you could just spam A-bullets the whole time and have the card over in seconds. This is fucking impossible ;_;
Title: Re: SWR and IaMP - Story Mode Spellcards
Post by: Serela on December 18, 2009, 04:31:46 AM
FEKSASAFSFADSKFJKLERUIOSADJFKLDSJF IDSA F INFINITE SPEED FLYING OBJECT

HOW

WHAT IS THIS BULLSHIT

This was so much easier with Patchouli where you could just spam A-bullets the whole time and have the card over in seconds. This is fucking impossible ;_;
Unblockable and ungrazable and Yukari blocks 2/3 of the time. Yeah.