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Aaaaand NEW THREAD TIME! Old thread was here. (http://www.shrinemaiden.org/forum/index.php/topic,14812.0.html)
In retrospect I think I was too harsh on 13.5, even if there's some things I find strange about it and the circumstances of its release.
On the subject of 13.5's endings, holy crap Reimu actually got some donations.
<Tengukami> It helps to update the new thread with at least some basic information about the game ...
In case you've just awoken from a coma, Hopeless Masquerade (http://en.touhouwiki.net/wiki/Hopeless_Masquerade) is a fighting game, with some pretty interesting mechanics (http://www.youtube.com/watch?v=Lf7mNCRPEeM) at play. Here we come to the conclusion of the Religious Conflict arc that I'm sure we've found fun and interesting.
The playing cast has a couple surprises. The full roster is:
Reimu Hakurei
Marisa Kirisame
Ichirin Kumoi
Byakuren Hijiri
Mononobe no Futo
Toyosatomimi no Miko
Nitori Kawashiro
Koishi Komeiji
Mamizou Futatsuiwa
And the mysterious new girl who was behind the religious conflict THE WHOLE TIME
, Hata no Kokoro.
As it is, there is no English patch yet available, due to the particular vertical arrangement of the characters, but some of our guys (http://www.shrinemaiden.org/forum/index.php/topic,14754.0.html) are working on a solution.
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Aaaaand NEW THREAD TIME! Old thread was here. (http://www.shrinemaiden.org/forum/index.php/topic,14812.0.html)
In retrospect I think I was too harsh on 13.5, even if there's some things I find strange about it and the circumstances of its release.
On the subject of 13.5's endings, holy crap Reimu actually got some donations.
I dislike how both Miko and Byakuren are stuck with the belief that their method fixed everything. As if I didn't like them already due to their beliefs and what they say...
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I dislike how both Miko and Byakuren are stuck with the belief that their method fixed everything. As if I didn't like them already due to their beliefs and what they say...
And Nitori gets away with profiteering off of the villagers, too.
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I dislike how both Miko and Byakuren are stuck with the belief that their method fixed everything. As if I didn't like them already due to their beliefs and what they say...
Really? I thought that part was hilarious.
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I dislike how both Miko and Byakuren are stuck with the belief that their method fixed everything. As if I didn't like them already due to their beliefs and what they say...
That's entirely in-character for them, though.
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@Koishi's ending: Eh? I disagree with the interpretation that it was a depressing ending. I think it is a hopeful ending. Kokoro's story route pretty much expands on more or less the same thing.
That's entirely in-character for them, though.
My sentiments are the same. I think that ending is good. It isn't like it isn't true, but it isn't just them that fixed it.
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My sentiments are the same. I think that ending is good. It isn't like it isn't true, but it isn't just them that fixed it.
Yeah, exactly. Those two are just too full of themselves to admit it.
Although maybe it's more like, Miko is full of herself, and Byakuren just really really really wants to believe that her methods can help youkai.
Poor deluded woman ; . ;
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Byakuren shows a surprising lack of knowledge of youkai psych.
She thinks Koishi is close to Nirvana when really she's practically very, very far away from it---Nirvana is supposed to be a sort of stillness and Koishi...Well, isn't still.
I had an interesting conversation with Hinacle about the subject earlier which explains it much better than I could. Hopefully he reads this.
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I had an interesting conversation with Hinacle about the subject earlier which explains it much better than I could. Hopefully he reads this.
Isn't Buddhism about reaching enlightenment through life to finally being to die peacefully and reach Nirvana? Humans most likely have a tough time reaching this, but what about Youkai? Now, correct me if I'm wrong, but aren't Youkai immortal (or at least have a very long lifespan)?
Why would a Youkai want to discard all of those (possible thousand) years of life just to reach enlightenment? Aside from reaching Nirvana, they don't get much out of the deal. Most Youkai don't cooperate by nature (aside from Tengu and Oni), so keeping them in a temple might be a bad idea. If anything the Youkai are at her temple just for free food and living space. :V
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Yeah, exactly. Those two are just too full of themselves to admit it.
Although maybe it's more like, Miko is full of herself, and Byakuren just really really really wants to believe that her methods can help youkai.
Poor deluded woman ; . ;
Yeah, it's in-character. Doesn't mean I can't dislike them for it, though.
Eh, I still consider Nitori's massive greed in this game worse.
She could take all the assballs she wanted.
Isn't Buddhism about reaching enlightenment through life to finally being to die peacefully and reach Nirvana? Humans most likely have a tough time reaching this, but what about Youkai? Now, correct me if I'm wrong, but aren't Youkai immortal (or at least have a very long lifespan)?
Why would a Youkai want to discard all of those (possible thousand) years of life just to reach enlightenment? Aside from reaching Nirvana, they don't get much out of the deal. Most Youkai don't cooperate by nature (aside from Tengu and Oni), so keeping them in a temple might be a bad idea. If anything the Youkai are at her temple just for free food and living space. :V
Also, some of them just want powers like Byakuren's.
The poor, naive fool.
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Yeah, it's in-character. Doesn't mean I can't dislike them for it, though.
Sorry, thought you meant that you disliked the endings in the "doesn't make sense" kind of way.
Isn't Buddhism about reaching enlightenment through life to finally being to die peacefully and reach Nirvana? Humans most likely have a tough time reaching this, but what about Youkai? Now, correct me if I'm wrong, but aren't Youkai immortal (or at least have a very long lifespan)?
Why would a Youkai want to discard all of those (possible thousand) years of life just to reach enlightenment? Aside from reaching Nirvana, they don't get much out of the deal. Most Youkai don't cooperate by nature (aside from Tengu and Oni), so keeping them in a temple might be a bad idea. If anything the Youkai are at her temple just for free food and living space. :V
Some youkai do seem like they might somewhat enjoy her teachings, though. Ichirin seemed pretty devout (although we know, through SoPM, that she likes to drink sake and party behind Byakuren's back). And Shou is a good Bishamonten avatar... although, since he's not a buddhist god (since there is no such thing), it doesn't necessarily mean she is a good buddhist.
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From the sounds of it, Miko's bravado is exactly how I thought about her already and every bit more of why I love her so much.
My prince~
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Ah! I forgot to hide the spoiler!
At least Byakuren and Miko's solution eventually helps lead to what can actually solve the problem, having Kokoro not rely on the masks. The new mask from Miko helped make Kokoro realize that she can't have others make a mask for her(or made a mask from them) and Byakuren let her stay in the temple and taught her Buddhism to help her control her own emotions. They might not solve it completely but at least Byakuren got the right idea.
Besides, it would be boring if they fixed the problem on the spot. What use are the other characters?
Some might not do much, but characters like Koishi or Mamizou, even Ichirin helped Kokoro make her decision. It can be said that the whole story of HM is everyone(save a few) encouraging Kokoro to finally step up on stage and attain her own emotion. I think that's a good way to do the story and is actually very heartwarming.
Here, have some Kokoro's smile, it's damn worth it.
http://danbooru.donmai.us/posts/1433688?tags=hata_no_kokoro+smile
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Sorry, thought you meant that you disliked the endings in the "doesn't make sense" kind of way.
Some youkai do seem like they might somewhat enjoy her teachings, though. Ichirin seemed pretty devout (although we know, through SoPM, that she likes to drink sake and party behind Byakuren's back). And Shou is a good Bishamonten avatar... although, since he's not a buddhist god (since there is no such thing), it doesn't necessarily mean she is a good buddhist.
Shou does drink as well.
Heheheheh.
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Shou does drink as well.
Heheheheh.
I love how none of her close followers acted as Buddhist-y as Byakuren had previously thought.
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Shou does drink as well.
Heheheheh.
...she's a god! She does whatever she wants! :V
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...she's a god! She does whatever she wants! :V
She is an *avatar*. That basically makes her a car that a god drives. :V
I love how none of her close followers acted as Buddhist-y as Byakuren had previously thought.
The real irony is that Ichirin and Futo wound up having swapped personalities from what I expected---with Futo in "Awww, crap, gotta pick up after my master again" mode and Ichirin in "CRUSH TINY TAOIST BABIES" mode.
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ZUN, Unabara and other Tasofro members will have another HM design meeting soon. This means game balance and... Kokoro?
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Let's hope its new character + Kokoro.
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Oh, and by "soon", I meant "in a few minutes, maybe already begun".
New characters are unlikely. The only reason IaMP had Meiling, was because Tasofro wanted to make her. She was not part of ZUN's plans. Now that HM character sprites are much more costly to make than previous games (larger AND more frames), adding new characters is harder.
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Oh, and by "soon", I meant "in a few minutes, maybe already begun".
New characters are unlikely. The only reason IaMP had Meiling, was because Tasofro wanted to make her. She was not part of ZUN's plans. Now that HM character sprites are much more costly to make than previous games (larger AND more frames), adding new characters is harder.
I'm suspecting that they are debating on making the next installment for HM? Like how Soku came out when SWR was released? D: I'm just shooting holes around here.
Either way, I'm sure it would be great. =]
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I love how none of her close followers acted as Buddhist-y as Byakuren had previously thought.
And SoPM also said Murasa still caused water accidents...
I feel bad for Byakuren...She's a really nice person with a nice goal, except she has no idea how to realize it. And when she arrived in Gensokyo, where some humans DO make friends with Youkai, she's too focused on her Buddhism that she refuses the chance to. (Reimu's parties). Not to mention she's somehow oblivious to her followers' behavior. At least as far as Ichirin, Murasa, and Shou are concerned, she's their Lord and Savior. :P
I'm suspecting that they are debating on making the next installment for HM? Like how Soku came out when SWR was released? D: I'm just shooting holes around here.
Either way, I'm sure it would be great. =]
Hopefully. :3
But unless they take out background characters or implement remove-character-from-background-when-picked feature, then our only candidates are Watatsuki sisters (super unlikely), Meiling and Flandre (maybeee, but a bit unlikely IMO), and Akyuu (non-fighter)...or maybe they will introduce new characters or use DDC cast?
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I wouldn't mind them to animate Satori's animals first, so they actually look like living animals.
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Dunno if anybody noticed this before, or I could be seeing things since it's so fast...
But does Mamizou really have -six fingers- on her hand during her spellcard-declaration cut-in?
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Yes.
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Hopeless Masquerade was ready.
Wait, isn't one of the major things in Buddhism ahimsa, or nonviolence?
Then we have Ichirin... and Murasa... and probably most of the youkai that follow Byakuren... Probably Kyouko as well, judging from her dialogue with Reimu...
Good fight, Byakuren.
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Hopefully. :3
But unless they take out background characters or implement remove-character-from-background-when-picked feature, then our only candidates are Watatsuki sisters (super unlikely), Meiling and Flandre (maybeee, but a bit unlikely IMO), and Akyuu (non-fighter)...or maybe they will introduce new characters or use DDC cast?
Kasen?
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Kasen?
My fingers are crossed...
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Now that HM character sprites are much more costly to make than previous games (larger AND more frames), adding new characters is harder.
Is it more costly relatively comparing? Back then, the computers aren't as good as now. There should be better rendering software and computers to help out on the game making process. I am not sure how much it offsets it, since Hopeless Masquerade is much more graphically intensive than Immaterial and Missing Power.
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Is it more costly relatively comparing? Back then, the computers aren't as good as now. There should be better rendering software and computers to help out on the game making process. I am not sure how much it offsets it, since Hopeless Masquerade is much more graphically intensive than Immaterial and Missing Power.
How does rendering software help them draw sprites?
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I don't know how they create it. Do they draw them by hand, then scan it? Do they draw on the computer? Do they use a touch pad to draw? Do they draw it on a smaller scale then enlarge it accordingly? The rendering software is mainly for the 3d thing.
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HM sprites are pixel art. For sprites of this caliber, they generally have to first draw a sketch (on paper or on touch pad), then define it pixel by pixel.
Recent 2D fighting game sprites have become large enough as to require 3D rendering aid. King of Fighters 12's sprites are almost directly converted from renderings, while BlazBlue's sprites are drawn over renderings. HM's sprites only used a little rendering aid for certain effects. You can see traces of 3D rendering in places like how Reimu and Marisa's skirts move a bit more stiffly than usual.
EDIT: The design meeting lasted until 4AM. Unabara said it's a very substantial meeting.
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EDIT: The design meeting lasted until 4AM. Unabara said it's a very substantial meeting.
Oooh, I hope we can expect some nice ideas from this meeting.
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Oooh, I hope we can expect some nice ideas from this meeting.
Playable Kokoro. Playable characters in background when unused. Playable Shou.
That is all.
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I would like to order some: more spellcards, playable Kokoro, characters, and arcade mode please.
That is all.
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Playable Shou.
Don't get my hopes up! >~<
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Playable Kokoro. Playable characters in background when unused. Playable Shou.
That is all.
I really don't think them being in the background means anything anymore. I was one of the strongest proponents of eliminating characters based on background presence during the lead-up to the game, but now that it's out I think it's kind of silly to care so much? The designers certainly never made any decisions based on who was in the background. The background character reflected the decisions they had already made. Now that they're in post-release patch/DLC/expansion pack mode, they'll make completely new decisions that have nothing to do with the background. A long meeting that goes on til 4 AM should have nothing to do with background characters in any way.
That said, there's still the small possibility that they were secretly working on a bonus character a la Meiling all this time.
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I really don't think them being in the background means anything anymore. I was one of the strongest proponents of eliminating characters based on background presence during the lead-up to the game, but now that it's out I think it's kind of silly to care so much? The designers certainly never made any decisions based on who was in the background. The background character reflected the decisions they had already made. Now that they're in post-release patch/DLC/expansion pack mode, they'll make completely new decisions that have nothing to do with the background. A long meeting that goes on til 4 AM should have nothing to do with background characters in any way.
That said, there's still the small possibility that they were secretly working on a bonus character a la Meiling all this time.
Scarlet only asked for the characters that are already playable to be in the background when they're not being used ingame.
Like, if a battle is between Marisa and Reimu, the other playable characters could appear in the background of the stage, the specific character(s) appearing depending on the stage.
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Scarlet only asked for the characters that are already playable to be in the background when they're not being used ingame.
Like, if a battle is between Marisa and Reimu, the other playable characters could appear in the background of the stage, the specific character(s) appearing depending on the stage.
I know, but that was clearly only given as a prerequisite to adding Shou.
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I know, but that was clearly only given as a prerequisite to adding Shou.
Ah, I see.
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Playable Kois- Oh wait
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Playable Kois- Oh wait
Playable Satori or Flandre :getdown:
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Playable Satori
Just play Koishi's 2nd color scheme :V
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Playable Kokoro, Meiling, & Momiji! :getdown:
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Sanae come baaaaaack ;_;
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Seiga and Kasen are clearly the priorities. Hermit duel.
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Seiga and Kasen are clearly the priorities. Hermit duel.
Hermitdome 2: Beyond Hermitdome.
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Seiga and Kasen are clearly the priorities. Hermit duel.
Seiga + Yoshika duo, plays like Carl and Ada from BlazBlue. Hell yes.
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Hermitdome 2: Beyond Hermitdome.
What was the first one...?
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Alright so while I only just recently got a hang on activating last words how do you make your practice mode target not block 24/7. I've messed with everything I could think of (not that I can read almost any of it) and it ain't workin'.
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Kasen?
I forgot her :V
Hmm...considering WaHH is nearing its end, and that a Hisoutensoku-ish would take about one or two years(maybe?), she's certainly a probable character to add in a Hisoutensoku-ish sequel.
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Alright so while I only just recently got a hang on activating last words how do you make your practice mode target not block 24/7. I've messed with everything I could think of (not that I can read almost any of it) and it ain't workin'.
http://shinkirou.koumakan.jp/wiki/Menus
Knowing how to read Katakana will help a lot when trying to figure out Japanese menus and descriptions.
Nitori sure changed a lot from what one would expect from dialogues from th10 and th11.
Miko's Influence of the East makes the game lag horribly on my laptop. Although my laptop doesn't quite meet the requirements for the game.
The color's of Futo's plates might be related to some traditional Chinese somethings, but I'm currently too lazy to elaborate.
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http://shinkirou.koumakan.jp/wiki/Menus
Knowing how to read Katakana will help a lot when trying to figure out Japanese menus and descriptions.
I knew I should have bookmarked that before. And yeah I keep telling myself I need to dive into learning Japanese. It's high time I actually went through with that considering how much my hobbies depend on it. Now I just need Kokoro to be playable outside of story and I'll be a happy camper.
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Hmm, if there's anything that I want them to do then I guess it would be these:
- A new skill(for each faith) and 1 new spellcard, or some new item cards
Since Soku had 3 different skill for the same input, as it is now it feels kinda lacking. Besides, it would increase the variety of ways to use the characters.
About new spellcard, for Byakuren my idea is a Superhuman Mode where she'll be able to use her skills without chanting so she can chain them for massive damage. Don't really need status buffs or super armor but that won't hurt, I guess(though that's kinda OP). - Complete Kokoro
Obviously, though I'm not that eager for it. They can take their time with her. I don't really want new characters, but if they'll do it then maybe Kanako would be nice. - Bug fixes.
There's still some bugs left, Byakuren's LW KO(though this one is quite hilarious) and stuck BGM are some that i can think of off the top of my head. - Characters and skills tweak for balancing
I might be biased, but I feel that some characters skills need some changing.
I don't really know about others but for Byakuren: give back the juggle and wallslam from ver.1.00 for Hanuman(add some stun too while you're at it), add some effect for Skanda's chant, faster startup for Mahavairocana(wishful thinking), let us control how far she dives with her 2B(by holding it or something),etc. Nerf Nitori's water bomb Also, maybe adding some direction variety for more skills for all characters. - Grazing costs some spirits
I mean, why not? It's kinda useless to shoot them when they can graze all they want(I'm especially annoyed when people just grazed through my Mahavairocana, it's hard enough to use as it is against human). It would be nice if it costs a little or a lot depending on the attacks. This would also make some story spellcards more challenging(Kokoro's Lion Mask comes to mind). - Option to choose whether to save the replay or not during netplay
Not that important, but I don't really want it to save ALL of my matches, let me choose like in other modes. - Better AI
So that I won't be bored when I don't have access to netplay.
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I still want Kanako playable.
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Nitori sure changed a lot from what one would expect from dialogues from th10 and th11.
Everyone always forgets how rude Nitori was to everyone in SA. She basically spends the entire route cheerfully insulting everyone and telling Marisa to beat them up so she can reach her own selfish goal. In fact, it's implied that she's scamming Marisa into helping her. The exception is when Yuugi notices her, but it's clear that she's intimidated by the oni.
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Not sure why everyone's too surprised by how Nitori acts in this game. Fandom depictions too stronk.
Not sure where they will add new characters (other than obvious Kokoro) with the current character selection screen... Make it scroll?
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Not sure why everyone's too surprised by how Nitori acts in this game. Fandom depictions too stronk.
Not sure where they will add new characters (other than obvious Kokoro) with the current character selection screen... Make it scroll?
It would most likely come from an expansion like Soku, which means that the entire menu and title screen would change appearance.
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Not sure why everyone's too surprised by how Nitori acts in this game. Fandom depictions too stronk.
Not sure where they will add new characters (other than obvious Kokoro) with the current character selection screen... Make it scroll?
Nitori was shy in MoF, more pushy in SA, but now she's just greedy.
Eh, whatever.
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So guys I made a simple Beginner Koishi Tutorial video (http://www.youtube.com/watch?v=LAsWylzBYNw)
Since it's a beginner tutorial video, it only goes over her moveset and the conditions they need to satisfy to be activated, their properties, and some beginner strategies on getting in and a nice Okizeme setup.
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Since every time I examine something at length, people seem to go TL;DR, I'll beat my drum for the third time (pun not intended).
The joke in Marisa's ability name 三度目の粉飾魔 works like this.
First of all, there's a Japanese idiom 三度目の正直, which is the equivalent of "third time's the/a charm", meaning "even if results of the first two divinations were bad, the third divination will return a good result" or "even if the first two times were lost, the third time will be a victory". Obviously in HM, this refers to how Marisa's every fourth attack is stronger.
粉飾魔 is a rather esoteric reference for the Japanese, and none of them seem to have gotten it. Aside from HM itself, there's only one single instance of this expression on the internet, but once I saw it, I became sure of its relevance.
In Japanese, a serial killer is colloquially known as a "serial man-killing demon" 連続殺人鬼 or 連続殺人魔. Thus, Al Gore's infamous nickname, "serial embellisher", can be rendered as 連続粉飾魔 ("serial embellishing demon") in Japanese. We know Marisa's habits; we know HM's religious war is a parody of modern elections (this is even more apparent in the newspaper headlines).
Since 魔 is also the character for "magic", 粉飾魔 might be understood by a Japanese speaker as "embellished magic". Either way, it still sounds weird and unfamiliar to Japanese ears.
With the two combined, perhaps Marisa's ability should be translated as "Third Time's the/an Embellisher"? What do you think?
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Since every time I examine something at length, people seem to go TL;DR, I'll beat my drum for the third time (pun not intended).
The joke in Marisa's ability name 三度目の粉飾魔 works like this.
First all, there's a Japanese idiom 三度目の正直, which is the equivalent of "third time's the/a charm", meaning "even if results of the first two divinations were bad, the third divination will return a good result" or "even if the first two times were lost, the third time will be a victory". Obviously in HM, this refers to how Marisa's every fourth attack is stronger.
Technically it's every 4th attack, but I know what you mean.
粉飾魔 is a rather esoteric reference for the Japanese, and none of them seem to have gotten it. Aside from HM itself, there's only one single instance of this expression on the internet, but once I saw it, I became sure of its relevance to HM.
In Japanese, a serial killer is colloquially known as a "serial murder demon" 連続殺人鬼 or 連続殺人魔. Thus, Al Gore's infamous nickname, "serial embellisher", can be rendered as 連続粉飾魔 ("serial embellishment demon") in Japanese. We know Marisa's habits; we know HM's religious war is a parody of modern elections (this is even more apparent in the newspaper headlines).
Since 魔 is also the character for "magic", 粉飾魔 might be understood as "embellishment magic". Either way, it still sounds weird and unfamiliar to Japanese ears.
With the two combined, perhaps Marisa's ability should be translated as "Third Time's the/an Embellisher"? What do you think?
...sounds terrible. But then again, if the intended audience isn't getting it either maybe it's just a terrible joke in the first place.
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Third time's the embellishment charm. IDK. Sounds better to me. More obviously in line with the common saying.
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...sounds terrible. But then again, if the intended audience isn't getting it either maybe it's just a terrible joke in the first place.
Making esoteric references to things the average Japanese won't know is a Touhou's modus operandi. Most Japanese readers find SSiB boring and confusing, no different from their Western counterpart, for example.
(The small amount of dedicated Touhou fans, meanwhile, picked SSiB apart by researching all its references and pointing out all its supposed errors, and hated, hated it.)
What's different is this time, ZUN made a reference to something that's both contemporary politics and American, neither he had ever done in Touhou before.
As a whole, Marisa's ability obviously means "every third thing Marisa says is an embellishment of the truth"...
"Third Time's an Embellishment"?
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Isn't the whole third-time thing also a reference to something Al Gore-related?
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"Third One's a Stretch" sounds more Marisa-y in my head. "Embellishment" just doesn't really roll of the tongue (even in my head).
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Isn't the whole third-time thing also a reference to something Al Gore-related?
cuc did mention the whole "serial embellisher" thing.
Anyway, cuc, mind going into more detail about the whole "supposed errors in SSiB" thing?
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I wish it was real.
(http://4.bp.blogspot.com/-FFj6UlPQrYo/UT0Y6ATZ2bI/AAAAAAAABVs/lckzGzoNMOk/s1600/saVOn.jpg)
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I wish it was real.
(http://4.bp.blogspot.com/-FFj6UlPQrYo/UT0Y6ATZ2bI/AAAAAAAABVs/lckzGzoNMOk/s1600/saVOn.jpg)
That image was posted quite a few times already since it's pretty old.
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That image was posted quite a few times already since it's pretty old.
But still, it should've been real.
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Yeah... Utsuho in TH 13.5 as a playable character would of suffice in my honest opinion. :V
Edit: Before I forget to FINALLY mention this... DID ANYBODY know that Miko's cape is a hollar to Code Geass's Lelouch cape? :colonveeplusalpha:
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So guys I made a simple Beginner Koishi Tutorial video (http://www.youtube.com/watch?v=LAsWylzBYNw)
I forgot to thank you for making this. I don't have much time for figuring out Koishi.
Anyway, cuc, mind going into more detail about the whole "supposed errors in SSiB" thing?
That'll constitute a major thread derail, so I'll keep it short.
The old guard Touhou fans criticized nearly every aspect of SSiB. To paraphrase the opinions on their sites: synchronous serialization on 3 magazines was a shameless moneygrab; Aki Eda's art sucked; the writing of SSiB was poorly paced, jumping too much through the timeline, failing to maintain internal consistency, not following up on its own foreshadowing...
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So guys I made a simple Beginner Koishi Tutorial video (http://www.youtube.com/watch?v=LAsWylzBYNw)
Since it's a beginner tutorial video, it only goes over her moveset and the conditions they need to satisfy to be activated, their properties, and some beginner strategies on getting in and a nice Okizeme setup.
Thank you very much. The video really helped grasping the basics, which I badly needed.
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I think I just found Miko's most damaging combo, though it requires level 2 cape :derp:
6[6]A Ring 8 Ring 8 Y(If you're Tao, if not, finish it with 8B)
Deals about 3.5k damage, admittedly, it also pretty much takes away your whole spirit bar. Can be followed up by Emperor of the Land of Rising Sun for about 7.2k damage. Last hit can be omitted and replaced by Heaven In Palm for LW setups.
Also, reliable Miko BnB:
66A 8B 2swords 2 2B Y (Note: Last hit is character-dependent, unless you're using Buddhist Miko, with Tao, you can get about 2.4k damage out of this.)
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I think I just found Miko's most damaging combo, though it requires level 2 cape
6[6]A Ring 8 Ring 8 Y(If you're Tao, if not, finish it with 8B)
You can sneak in an X (light danmaku) if you're Tao for increased damage and it's easier to land Y. Though sometimes it ruins this combo by pushing opponent out of ring. :V
6[6]A Ring 8 X Ring 8 Y
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Also if you connect that combo midscreen you can combo it into her last word for like 7k+ dmg
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It also functions almost identically if you use 8B and Ring2.
Most stupidly high damage for little effort.
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It appears that you can extend that combo to stun.
6[6]A Ring 8 X Ring 9 Ring Spellcard
You can use either of them.
Taoist of the Land of the Rising Sun
In Spellcard slot you can declare, go a little forward after declaration and, after a delay of ~0.5 second, use it. If you do it right, you will do 6519 damage.
Heaven on Palm
Declare before combo and use it in Spellcard slot almost immediately (wait for 100% stun). ~6k damage.
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So what's that little triangle thing about in the deck set up?
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So what's that little triangle thing about in the deck set up?
That is religion. If one of the signs in each of the corner light up, your character's normals (a, b, x, and. Y) will change pretty drastically for thay religion.
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That is religion. If one of the signs in each of the corner light up, your character's normals (a, b, x, and. Y) will change pretty drastically for thay religion.
Any ideas on what to use for Miko? Or Byakuren?
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Any ideas on what to use for Miko? Or Byakuren?
I don't know about Miko, but I strongly recommend Shinto for Byakuren. It makes the 5AAA2A 5Y j.3 5AAA...(enter a million combos here) possible. It also gives you the somewhat cute long range throwing blade for 5X. It does next to no damage but is good for canceling other bullets as well as getting first hit during a match for that pretty 10% popularity increase.
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Agree, Byakuren works nicely with Shinto & Buddhism.
Miko goes well with her own Taoism. Though I've tried to use Shinto & Buddhism with good results. Miko's quite adaptable.
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So... I think I found another bug...
If you end the match by using Byakuren's Last Word, it will freeze. The opponent will just get away like if stunned and the match will freeze, regardless that you won the battle.
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Yeah I decided to go with Taoism for Miko and Buddism for Byakuren but I may switch to Shinto and compare how good I play.
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Buddhism deck for Byakuren and Taoism deck for Miko is the wins!
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For nearly a month of playing... I can see shades of previous characters in the new characters. Some may already figured it out and this may sound redundant, still would like to share a bit.
For Reimu & Marisa, they're the usual, and not much changed from them.
Hijiri Byakuren - has shades of Meiling and a bit of Remilia. Being a heavy physical fighter with somewhat weak projectiles (though her heavy projectile is heavy and dense) just screams Meiling, her dash is like Remi's but her attacks after that is Meiling's
Miko - mix between Okuu & Tenshi. Cape and her laser attacks are much like Okuu (with a hint of Tenshi in the mix), she uses her sword much like Tenshi does.
Ichirin - Her attacks are almost like Sanae; the way Ichi uses Unzan is like how Sanae uses Kanako & Suwako
Futo - Uses loads of set up like Alice, while her "elemental" attacks reminds me so much like Patchy. Apart from her boat spam, I am sure everybody loves to use her fireball pinball, which is similar to Alice's Seeker Wire
Satori - She's the Suwako in the game, random and hard to predict attacks, while being very powerful at the same time.
Nitori - At the moment, I still can't figure out who she represents from the old game... one with reasonable melee and powerful projectiles and spell cards. I was thinking Patchy (due to the power of her special attacks) though it's not an accurate one.
Mamizou - The new Yukari: Slow dash (and lack of border jump - that went to Reimu), with wide angle projectiles, and her special attacks are all over the place, much like our favorite 17 yr old. Not to mention her Hundred Demon Parade... replace that with the Train.
Kokoro - Since there are no spell cards and more interesting attacks, it's hard to see who she represents. Though her weak projectile (the 3 mask) and the use of the Naginata does remind me of Youmu.
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Hey guys,
Just in case you haven't seen, I'm hosting a tournament for Hopeless Masquerade next month for MotK members. Would anyone be interested in joining?
Any skill level is welcome!
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Hey guys,
Just in case you haven't seen, I'm hosting a tournament for Hopeless Masquerade next month for MotK members. Would anyone be interested in joining?
Any skill level is welcome!
I was interested in joining the first time I heard about it but I'm not too sure how to join.
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As much as I love to join tourneys, I cannot. Connection to a friend of mine in Malaysia was smooth to laggy at times. It'd definitely be a LOT worse with people from America or Europe.
Although I can be up for casual matches, when I'm free, to people in SEA.
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I was interested in joining the first time I heard about it but I'm not too sure how to join.
You can sign up here! Just pop onto IRC when the day comes to play. If there's enough people, I'll divide by country, but that needs 8 players from EU / US each at a minimum.
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Which day the tournament is going to be hosted?
Also, I'm free today, so anybody care for a match? I don't know how to use the Vs. Network function ....
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You can sign up here! Just pop onto IRC when the day comes to play. If there's enough people, I'll divide by country, but that needs 8 players from EU / US each at a minimum.
Alright, I'll be joining. 21st of July right?
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Alright, I'll be joining. 21st of July right?
Yep, the 21st!
EDIT: People are welcome to join #sokumaidens on irc.ppirc.net (http://webchat.ppirc.net/?channels=sokumaidens) for matchmaking and such if they wish. Currently we don't have that many people playing HM at the moment, so it'd be good to see a few more pop in!
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Since it's the Help section, I have a dumb question: how do you find the replay folder in Hopeless Masquerade? I went in ApplicationData and found nothing, I searched a replay name in my whole C:/ and still nothing. The game sure attests I have replays as I can see them in the replay menu in the game.
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Mine's in the HM folder itself.
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Since it's the Help section, I have a dumb question: how do you find the replay folder in Hopeless Masquerade? I went in ApplicationData and found nothing, I searched a replay name in my whole C:/ and still nothing. The game sure attests I have replays as I can see them in the replay menu in the game.
I wanted to edit, but I just found it, it's in C:/game/tasofro.
But now, there is another problem, I downloaded a replay, but when I put it in the replay folder, it appears in the replay menu in the game, BUT the name of the replay appears in grey and there is a japanese question I don't understand, there is two options, the first one doesn't do anything when I click on it, the second obviously ask if I want to delete the replay. So how can I watch it?
edit: It didn't work because I had V1.02, the replay was recorded on V1.03b, so it only works on this version, well, I solved those problems myself, I'm happy, sorry for the inconvience.
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I still need to set up my own network. Anyone can help me or link me to some tutorials?
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I still need to set up my own network. Anyone can help me or link me to some tutorials?
Have you tried using Hamachi?
It always works for me with that
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I still need to set up my own network. Anyone can help me or link me to some tutorials?
You can also try port forwarding. It's how I was able to host matches with my friend. Tutorials and tools can be found here http://portforward.com/
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1.04 released.
Looks to be more balance changes and bug fixes, and maybe the addition of some sort of global reversal mechanic? Google translate tells no lies.
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>Patch 1.04
WHERE IS MY KOKORO?! Seriously, why they are not releasing her?
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You can sign up here! Just pop onto IRC when the day comes to play. If there's enough people, I'll divide by country, but that needs 8 players from EU / US each at a minimum.
I'm an idiot, forgot to actually link the damn bracket! http://sokumaidens.challonge.com/hm (http://sokumaidens.challonge.com/hm)
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This is an emergency balance fix, and not the big Kokoro patch they are working on.
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This is an emergency balance fix, and not the big Kokoro patch they are working on.
And what is actually changed with this patch? I haven't noticed any changes (vecause I haven't encountered any bugs except one with glitchy music). Btw, I hope they fixed bug with music.
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Judging from the patch history, they may have fixed 1.03's bugs.
Main balance changes according to blog post (don't have time to play the game, could be inaccurate):
The active dash ability of the broom has been removed (temporarily). Apparently it's widely considered gamebreaking in Japan.
As a stunned player was in too much disadvantage, reversal options have been added.
Since the defending player has more options now, Force Shield has been nerfed.
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<システム>
・ステージとBGMのランダムセレクトの不具合修正
・立ちスタンの最後を各種行動でキャンセル可能にしました
・ネットワーク対戦中にESCキーでキャラクターセレクトへ戻れるようにしました
<アイテム>
・魔女の箒の使い捨てダッシュ機能がなくなりました
・フォースシールド使用時のダメージ減衰効果を低下させました
<博麗霊夢>
・陰陽弾をグレイズできないことがある不具合を修正
<聖白蓮>
・ラストワードでKOした際の演出不具合を修正
・前ダッシュに被弾判定が不正にせり出す瞬間があった不具合を修正
・長距離前ダッシュの停止時にグレイズが短時間持続するよう調整
・短距離バックダッシュの停止モーションをガード可能に修正
<物部布都>
・ラストワードの地上炎上部分に不正な相殺判定が生じていた不具合を修正
<豊聡耳神子>
・バックダッシュの停止モーションをガード可能に修正
・X射撃に向きでの性能差があった不具合を修正
<河城にとり>
・前ダッシュの停止時にグレイズが短時間持続するよう調整
<二ッ岩マミゾウ>
・バックダッシュの停止モーションをガード可能に修正
・チキンガード性能が変更されていなかった不具合を修正
・分福熱湯風呂を出した後に被弾すると手下を消耗した不具合を修正
・前ダッシュの停止時にグレイズが短時間持続するよう調整
・X射撃の視認性改善
・鳥獣琵琶法師の視認性改善
<System>
Fixed a bug related to Random Select of Stages and BGMs.
You can now cancel into various actions after getting stunned in a standing position. I don't have anyone who can play against me, so I don't know how it exactly works.
You can now return to the Character Select screen if you press Esc during Network matches
<Items>
You can't use the 'Broom' item as a one-time use. For now.
Reduced damage reduction of the 'Force Field' item. (i.e. It was nerfed)
<Hakurei Reimu>
Fixed a bug where Ying Yang Orbs were sometimes ungrazable.
<Hijiri Byakuren>
Fixed a bug where KOing with Byakuren's Last Word will cause, well, problems. (Too lazy to find good enough English for this)
Fixed a bug where the location of the hitbox was incorrect for a moment while dashing forward.
Byakuren now has slightly extended graze frames after long-distance dashing. (Holding until a blue burst appears.)
Byakuren can guard while doing the 'stop backdash' motion.
<Mononobe no Futo>
Fixed a bug where the 'ground fire' effect in Futo's Last Word had a canceling hitbox.
<Toyosatomimi no Miko>
Miko can guard while doing the 'stop backdash' motion.
Fixed a bug where Miko's X projectile had different properties depending on direction. (By properties, it could be something as simple as damage)
<Kawashiro Nitori>
Nitori now has slightly extended graze frames after dashing forward.
<Futatsuiwa Mamizou>
Mamizou can guard while doing the 'stop backdash' motion.
Mamizou's Chicken Guard is now changed. (To match the change in 1.03b, I think)
Fixed a bug where getting hit after using Mamizou's boiling pot spellcard causes you to lose a leaf.
Mamizou now has slightly extended graze frames after dashing forward.
Mamizou's X projectiles and Lute Priest projectiles are more visible.
Hope I didn't translate anything wrong.
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Here's hoping the patch fixes the annoying BGM override/loop bug.
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Main balance changes according to blog post (don't have time to play the game, could be inaccurate):
The active dash ability of the broom has been removed (temporarily). Apparently it's widely considered gamebreaking in Japan.
Yeah, I saw a versus video of someone using a broom and I was thinking, man this looks game breaking. You can easily guard break with repeated uses of the broom and combo them to oblivion.
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The next patch better have fully playable Kokoro and Arcade Mode(I saw the files Tasfro, I know it's in there).
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So, I was practicing playing as Miko I got into a fight with Marisa (Normal), used a spellcard (Full screen one) and got knocked out of it during the animation on the second round and won.
My comment: "WOW MARISA."
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Wow I suppose I was lucky to read this thread first. I was about to pull an all-nighter to start playinh with Kokoro and such. I guess I'll just take it easy.
For now I just cleared the game with Marisa and Reiu, and am playing around with the vs mode. I hope we get an arcade mode soon.
Anyway, not sure if this is the right place to ask, but why most expectators are youkai and such, but the talk about hope is exclusively directed to humans? I'm a bit confused... are those characters watching just to see some ass kicking or they too are affected by Kokoro's lack of her mask?
Btw
Murasa actually uses a skirt :ohdear:
Edit: oh I see. Thanks cuc :)
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Kokoro does seem to influence almost everyone in Gensokyo, human or youkai, only the effect is the most immediate in human village. As I recall, it's said the emotion void condition of human village would eventually encompass the whole Gensokyo. There are also signs that indicate youkai are as easily swayed in the religious war as the humans, such as newspaper headlines like "The kappa are converting to Buddhism" and "More youkai are imitating clouds".
Tasofro has had a surprising blog update today (http://www.tasofro.net/cgi-bin/tasoblo/tasoblo.cgi?no=80), talking about ideas they are testing out that may or may not be implemented:
1. increasing the range of basic AA combos, so they are easier to connect;
2. adding more somple Stun 100 combos such as AAA4A, to make characters like Futo and Koishi more accessible to beginners.
The image in the blog showed one possible way of expanding Reimu's hitbox during the AA combo.
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Wow, Force Shield nerf, huh? Were people using it? I'm surprised. I don't recall people using the analogue in Scarlet Weather Rhapsody, which was arguably better. Broom nerf kind of makes sense though.
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Okay I swear this will be the last Koishi combo video I'll have in a while (http://www.youtube.com/watch?v=biKlKWLs3YQ)
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My game finally arrived! Now, how do I go about installing the patches? Got it working nevermind
Futo is super cool and I need a gif of her platespin super right now.
Also I'll be doing more writeups on fate alignment and dirrectional difference in moves for characters, to keep the labwork minimal for other people. Someone asked why use unaligned at all at one point, and with Futo, there are very evident reasons to do so.
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Err... Has anyone translated the new blog post yet? Something about Shot Statistics/Limit and Faith Alignment changes?
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That was another update about one possible idea: buffing X/Y shooting over the board.
Patch 1.04b issued. The only change is an old bug where certain gamepad button presses would be recognized as pressing "Esc" has been fixed.
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With new patches all my replays become unwatchable. It's very... frustrating to me.
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Does anybody have any tips for making decks?
I can't seem to figure out some good decks, which is kind of annoying considering how often they are used.
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Does anybody have any tips for making decks?
I can't seem to figure out some good decks, which is kind of annoying considering how often they are used.
Skill set, right? Which character are you using?
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Stop teasing up with the bugfixes, Tasofro. Give us Kokoro already, goddammit! DX
Was Tenshi fully playable when SWR came out? If any of you remember, of course.
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Skill set, right? Which character are you using?
Yeah, I meant skill sets, I've played too much Hisoutensoku and the term stuck. :V
I mostly use Koishi, using Toyosatomimi no Miko as secondary.
My Miko skill set seems at least somewhat useable, and I can use some combo's with it, but I can't make a skill set for Koishi that I'm happy with.
Now, look upon my Koishi skill set and tremble in fear because of its horribleness! *Dramatic music*
http://imgur.com/3yCmBoD
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Yeah, I meant skill sets, I've played too much Hisoutensoku and the term stuck. :V
I mostly use Koishi, using Toyosatomimi no Miko as secondary.
My Miko skill set seems at least somewhat useable, and I can use some combo's with it, but I can't make a skill set for Koishi that I'm happy with.
Now, look upon my Koishi skill set and tremble in fear because of its horribleness! *Dramatic music*
http://imgur.com/3yCmBoD
Needs more Fidgety Snatcher. It's a great counter that is completely invincible on the way up.
You don't need that many radars, two is enough, one for each direction. (I suggest 6 and 4 radars for easy combo usage). Teleport is also pretty good which is what I use.
Here's my main deck if it helps you out (http://i833.photobucket.com/albums/zz257/Hartmarco/Koishideck_zps86e76a25.png)
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Needs more Fidgety Snatcher. It's a great counter that is completely invincible on the way up.
You don't need that many radars, two is enough, one for each direction. (I suggest 6 and 4 radars for easy combo usage). Teleport is also pretty good which is what I use.
Here's my main deck if it helps you out (http://i833.photobucket.com/albums/zz257/Hartmarco/Koishideck_zps86e76a25.png)
Thanks for helping! I know that I don't need that many radars, but that was a leftover from trying out her moves, and it worked.(As in, it worked better than say, my Nitori skill set. :V)
But:
Reflex Radar - easy combo's and pressure
Fidgety Snatcher - combo's and counter
Growing Pain - large homing projectile
Suppression "Super-Ego" - high damage, small hitbox, mostly for ending combo's
Instinct "Release of the Id" - great all around spellcard
Conditioned Teleport - ???
I think I understand what most of the skills are used for, but I can't think of a use for Conditioned Teleport other than pressure and hitting above/below Koishi.
However, her 5A, B moves and Fidgety Snatcher seem to give enough coverage already...
So, what exactly is it used for?
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The Conditioned Teleport, is that the one where there's a growing circle around Koishi and when it "hits" the enemy, she moves in?
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Here's my main deck if it helps you out (http://i833.photobucket.com/albums/zz257/Hartmarco/Koishideck_zps86e76a25.png)
That's my main deck with Koishi except for it's Shinto.
Any advice on how to make my Miko deck more potent... and how to play better as Byakuren and Futo?
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I think I understand what most of the skills are used for, but I can't think of a use for Conditioned Teleport other than pressure and hitting above/below Koishi.
However, her 5A, B moves and Fidgety Snatcher seem to give enough coverage already...
So, what exactly is it used for?
conditioned teleport is a decent punisher. It's pretty quick, but if you keep moving around it makes it a little harder for the opponent to guess when the ring will connect. but I would never advise using it when the opponent has their SC declared.
Basically, it's good to have, but if you want you can switch it out with Stinging Mind, though I find that one not to be as useful since their location is predictable and you are vulnerable when she calls it out a second time.
That's my main deck with Koishi except for it's Shinto.
...my deck is Shinto too.
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The Conditioned Teleport, is that the one where there's a growing circle around Koishi and when it "hits" the enemy, she moves in?
That's right.
But since comboing pretty much seems to be the name of the game, I can't think up a good use for it.
Coverage - Koishi has a great 5A and B moves + Fidgety Snatcher
Combo starter because of large activation hitbox - It blasts the opponent away so that seems impossible.
In combo use - The activation seems pretty slow.
So it seems to be somewhat limited... unless I'm missing something.
That's my main deck with Koishi except for it's Shinto.
Any advice on how to make my Miko deck more potent... and how to play better as Byakuren and Futo?
Byakuren I don't use much because she feels somewhat awkward to use, and me playing Futo seems to be either plate spam or missing with her very short range 5A. :V
But for Miko I can at least give a bit of advice on how I use her:
My deck:http://i.imgur.com/sJ08H8T.jpg
Midscreen: 66A 8B 2C(swords) 2B 6C(swords)
Corner: 5AAA5A 6C 8B 2C
These are the combo's I use most of the time.
I recommend using 6 and 2C for swords, 8C and 4C are mostly up to preference.
The ring skill is really good, and the teleport skill could also come in handy.
The taoist sword is there just for preference, because I like fast lasers instead of big, or short ranged ones.
For spellcard enders, I suggest using Hermit Spell "Taoist of the Land of the Rising Sun" for the corner combo and the other for midscreen.
I personally don't like the homing and popularity spell, because one greatly decreases popularity, and the other takes too long to have any real effect, and it can also give the opponent popularity.
Another tip: Miko doesn't have any real attacks that hit around knee level and come out quickly, and she is somewhat vulnerable there.
Try always to go UNDER the opponent instead of above.
conditioned teleport is a decent punisher. It's pretty quick, but if you keep moving around it makes it a little harder for the opponent to guess when the ring will connect. but I would never advise using it when the opponent has their SC declared.
Basically, it's good to have, but if you want you can switch it out with Stinging Mind, though I find that one not to be as useful since their location is predictable and you are vulnerable when she calls it out a second time.
...my deck is Shinto too.
That explains it, that makes a lot of sense actually, didn't think of that.
I guess I've still got a lot to learn, my playstyle is currently something I would describe best as COMBO MADNESS because that's all I really do.
My strategy for Koishi is basically get close to opponent>combo the heck out of them>retreat>or not>more combo's
Which is another reason why I had 4 radars in my deck, they allowed for very easy accessing.
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Condition teleport is easy to combo into stun as well. if it connects, you can up/down cancel into a combo easily.
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Byakuren I don't use much because she feels somewhat awkward to use
Same here and as proof I'll see if I can somehow post my replay of me using her default Buddhist deck against Hard mode AI Miko.
If someone could tell me how to do so. :ohdear:
Me playing Futo seems to be either plate spam or missing with her very short range 5A. :V
I just end up going buckwild with plates, and end up accidentally using her wind teleport plate move.
But for Miko I can at least give a bit of advice on how I use her:
My deck:http://i.imgur.com/sJ08H8T.jpg
Midscreen: 66A 8B 2C(swords) 2B 6C(swords)
Corner: 5AAA5A 6C 8B 2C
These are the combo's I use most of the time.
I recommend using 6 and 2C for swords, 8C and 4C are mostly up to preference.
The ring skill is really good, and the teleport skill could also come in handy.
The taoist sword is there just for preference, because I like fast lasers instead of big, or short ranged ones.
For spellcard enders, I suggest using Hermit Spell "Taoist of the Land of the Rising Sun" for the corner combo and the other for midscreen.
I personally don't like the homing and popularity spell, because one greatly decreases popularity, and the other takes too long to have any real effect, and it can also give the opponent popularity.
Another tip: Miko doesn't have any real attacks that hit around knee level and come out quickly, and she is somewhat vulnerable there.
Try always to go UNDER the opponent instead of above.
I actually use Taoist of the Land of the Rising Sun a lot and the other spell card that summons a disco ball (don't shoot for not knowing the name) for scaring my opponents.
I can usually grab popularity fast with her Taoist deck which makes it good for me, but I hate the fact that my luck sometimes bites me.
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Has anyone else been having instances where koishi's radar/teleport just simply don't activate? Like radar will reach the enemy but not activate. I'm guessing it's because it was interrupted, but the visual elements remain.
Also am I the only taoist Koishi around? Is it really that bad?
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What do you use to record replays? And are there any good free ones?
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Same here and as proof I'll see if I can somehow post my replay of me using her default Buddhist deck against Hard mode AI Miko.
If someone could tell me how to do so. :ohdear:
Maybe you could try uploading it to a site like Mediafire?
My Byakuren strategy is usually just spamming her 5AAA6A and the sword skill, or else 5AAA2A and the lightning skill, which means that I die as soon as something slightly harder than vs. Com Lunatic AI appears. (But they die to almost anything)
I just end up going buckwild with plates, and end up accidentally using her wind teleport plate move.
My Futo strat: Plate spam+ 5A combo, then more 5A combo's which miss, making Futo go LOOK AT MY SLEEVES, THEY'RE TOO LONG *badass look*
I actually use Taoist of the Land of the Rising Sun a lot and the other spell card that summons a disco ball (don't shoot for not knowing the name) for scaring my opponents.
I can usually grab popularity fast with her Taoist deck which makes it good for me, but I hate the fact that my luck sometimes bites me.
Combo's and counterhits greatly increase popularity, so try to incorporate them in your playing style.
Miko is much weaker if her cape level is low (blue cape), so you need to try and increase it. This can be done very easily by landing a combo or two, at which point she changes from a more defensive character to a all out rushdown character, using her powered up moves to try and defeat the opponent before they can launch a counter-offensive and decrease your cape levels again. She is a bit like a Glass Cannon, a term used in some games to describe a very offensively powerful character that is unable to take hits.
Taoist of the Rising Sun is a very good spellcard, she is NOT invincible during its duration however, so don't use it out in the open.
The other one, Heaven on Palm, is somewhat hard to use because it is much easier to dodge.
My battles with Miko usually look like this:
First hit>combo's until spellcard declare>combo + spellcard ender>opponent dies.
Has anyone else been having instances where koishi's radar/teleport just simply don't activate? Like radar will reach the enemy but not activate. I'm guessing it's because it was interrupted, but the visual elements remain.
Also am I the only taoist Koishi around? Is it really that bad?
Reflex Radar won't activate if you are too close too the opponent. Try firing it off something like 5AAA8A, that usually works.
Shinto Koishi - better range, larger projectiles, much better coverage for the X button
Buddhism Koishi - Bullets have much better priority, and are more powerful but short ranged.
Taoist Koishi - No aiming, extra speed.
Most people don't use Taoist Koishi because it doesn't really add something; Shinto get much bigger range, Buddhism can stop a lot of bullets and has good power. This is all just preference however, and if you can use Taoist Koishi well, you should just keep on using it.
What do you use to record replays? And are there any good free ones?
I personally use the paid version of Fraps.
For free ones, you can try Camstudio.
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I learned that one about Rising Sun AS soon as I got doinked by a Marisa star and still won when I used the spell.
However... Heaven on Palm has some seriously whacky animation in a good way, its like she's throwing a disco ball at you. XD
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Has anyone else been having instances where koishi's radar/teleport just simply don't activate? Like radar will reach the enemy but not activate. I'm guessing it's because it was interrupted, but the visual elements remain.
Also am I the only taoist Koishi around? Is it really that bad?
If you're out of spirit it won't activate at all and the visual cues will just stay until the next cancel.
As for Taoist Koishi, compared to the other religions it doesn't really benefit Koishi all that much but don't let that stop you or anything :V
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If you're out of spirit it won't activate at all and the visual cues will just stay until the next cancel.
Aha! So that was what it was. Thanks.
But yeah, I just like Tao Y should I need to back up a little and maybe think something out, I can rely a little on the 3 hits it deals.
And then Shinto X invalidates my argument.
Also can't teleport be punished with basically anything as long as the opponent has good timing?
And then radar/teleport/mine cancel mindgames. :V
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I use Shinto Koishi for better potent projectiles and plus I can actually easily get her spellcards to go off.
Edit: @ KuroArashi100: OH MAH GAH DIS MIKO SETUP IS BEAST THANK YOU!!!! :*
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Update 1.04b is out... And nothing changed. Tasfro is officially trolling now.
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What's with patch 1.04B anyway where's our Kokoro spell cards and arcade?!
(╯?□?)╯︵ ┻━┻
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Patch 1.04b issued. The only change is an old bug where certain gamepad button presses would be recognized as pressing "Esc" has been fixed.
There's the answer.
I think the patch with Kokoro will be labeled with a major revision number like 1.10.
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There's the answer.
I think the patch with Kokoro will be labeled with a major revision number like 1.10.
The English patch will be done before this ever happens! This warrants another table flip for religious outrage.
(╯?□?)╯︵ ┻━┻
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Edit: @ KuroArashi100: OH MAH GAH DIS MIKO SETUP IS BEAST THANK YOU!!!! :*
You mean you actually got some use out of it?
Wow, that's a first. :V
Happy to help !
The English patch will be done before this ever happens! This warrants another table flip for religious outrage.
(╯?□?)╯︵ ┻━┻
If this goes on, by the time Kokoro is released, she won't show up in tournaments because everyone has already chosen someone to main and doesn't want/is accustomed to that character too much to change. :(
The AI needs to get an upgrade too, it is far too easy even on Lunatic.
Another question:
Here's my main deck if it helps you out (http://i833.photobucket.com/albums/zz257/Hartmarco/Koishideck_zps86e76a25.png)
Where is the menu in the screenshot located? I tried searching for it but I can't find it.
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Another question:
Where is the menu in the screenshot located? I tried searching for it but I can't find it.
Have you tried Profile/first option in main menu?
Here's my main deck if it helps you out (http://i833.photobucket.com/albums/zz257/Hartmarco/Koishideck_zps86e76a25.png)
It helped me a lot too
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If this goes on, by the time Kokoro is released, she won't show up in tournaments because everyone has already chosen someone to main and doesn't want/is accustomed to that character too much to change. :(
The AI needs to get an upgrade too, it is far too easy even on Lunatic.
I don't care how long it takes; when she comes out, I'm maining her. Though I would LOVE for Tasofro to stop fixing these bugs now and fix them in the major patch.
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Another question:
Where is the menu in the screenshot located? I tried searching for it but I can't find it.
Profile menu > first option, select your profile
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I have a question to the character's unique "skills".
I cannot find a description of the characters own "skills" in the game.
When I say "own skills", I don't mean the skill slots but their own unique skills.
Like Marisa has a star bar, and so on.
Even if the game gives this information, I would merely able to understand, so I'd
be glad if anyone can make a list of the character's own power.
Oh, and BTW, my game is still running w/ 30fps, and it's already pretty fast, imo.
Is it supposed to be faster, like 60fps?
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Reimu: Has larger spirit gauge than any other character.
Marisa: Strong projectiles and specials lit up one of stars. Once all four are lit up, the next strong projectile or special wihh get a buff.
Ichirin: If she gets hit enough times, she will go into rage mode.
Byakuren: You must first chant the moves before you can use them. Also, each move has its own chant.
Futo: Melee and projectiles fire plates which stay on screen if they hit opponent. Specials will break them and give Futo buffs.
Miko: Gaining popularity gives him desires. The more desire she has, more powerful her moves become. On other hand, less desire means weaker attacks.
Nitori: Her moves cost less spirit to use, but if her energy counter reaches zero, she canot use some of her moves, some moves become weaker and consume more spirit.
Koishi: Set up Strong melee, projectiles and specials and if certain conditions are made, they will activate.
Mamizou: If she gets hit while using her attack, she loses it temporatily. If she loses all of her leaves,s he cannot use her specials until she recovers them back.
Also, you might want to set the drawing cycle to 1/2 (http://shinkirou.koumakan.jp/wiki/Config) and background quality to low to make it faster.
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Did I ever mention how annoying Futo's AI is when I fight her? :V
I got curb stomped yesterday. >.>
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I hope sooner or later the AI will be able to use Skills. I mean it could just randomly assign skills/items, and have them coded to know what opportunities are available for each item/move. Then it would read which moves are in what slots, and just use those variables in inputs.
Basically there would exist general AI behavior and patterns for move usage, and only the inputs would need to be detected.
This way there's the uncertainty of what moves the AI has, and usability.
Of course I have no idea how difficult or possible this would be to implement, but it seems to me that it would work.
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@Lumenebr?:
Rant: Then I'll more problems with Futo AI spamming "BURN BABY BURN" all over the screen while I go "FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF-"
But, this would actually make things more interesting if the AI used skills and stuff then things would be better for us to practice on our skills.
(Except for Moehermit because I hate plate spam and tornados. )
(╯?□?)╯︵ ┻━┻ in the Mausoleum.
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I would be tempted to play HM again if the AI was better. Laptop's not good enough to sustain a decent framerate while netplaying. Oh well, most are still playing Soku anyway.
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I hope sooner or later the AI will be able to use Skills. I mean it could just randomly assign skills/items, and have them coded to know what opportunities are available for each item/move. Then it would read which moves are in what slots, and just use those variables in inputs.
That may be somewhat hard to code. It would just be easier if they code a specific skill set for the AI. And simply ignore whatever cards you give the AI and give them their own skill set.
That would be better than AI not using any skills at all.
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That may be somewhat hard to code. It would just be easier if they code a specific skill set for the AI. And simply ignore whatever cards you give the AI and give them their own skill set.
That would be better than AI not using any skills at all.
Can't they just use a similar system like they did with Koishi?
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For every playable character and with more conditions in mind? Seems like a lot of work.
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For every playable character and with more conditions in mind? Seems like a lot of work.
True, but if they could make a sort of "framework", that might get a little easier.
The only real problem I can currently think of would again be Koishi, who has delayed moves.
Sure, it would be a lot of work, but isn't making the game itself a lot of work too?
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The only change is an old bug where certain gamepad button presses would be recognized as pressing "Esc" has been fixed.
I know, I am late, but...
Fucking finally. This was so annoying, an issue that popped up sporadically for me. Will need to download that update once I get home.
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Heh, was finally able to cast my Futo last word during netplay.
...
And then I got hit and my LW was gone, and I lost because of popularity.
Also, going back from HM to soku is just awful. I constantly try to mash the a on the keyboard.
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Another question:
How do I stop opponents from escaping in practice mode?
For instance, I was trying to connect a combo that started with a dial A combo, but as soon as it was finished, the opponent flies away to their earlier position.
How do I stop this?
It is kind of annoying having to use vs com if I want to practice combo's. :V
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10th Option from the top, set it to the rightmost option and give the 2nd player a profile that doesn't overlap with your controls.
Basically it makes it so that the practice dummy is controlled by Player 2. No automatic inputs.
That or you can set the positions of P1 and P2 (The two rows of squares) and use F1 to reset quickly while practicing.
There was a translated practice menu somewhere, may want to take a look at that.
That may be somewhat hard to code. It would just be easier if they code a specific skill set for the AI. And simply ignore whatever cards you give the AI and give them their own skill set.
That would be better than AI not using any skills at all.
That method is most certainly much easier, though I had already thought about it. The reason I suggested the other method was to gain the unpredictability of the opponent and their setup.
The fact that decks can be customized and arranged differently changes a lot of things. Part of the game is analyzing what setup your opponent is using and figuring out what options they possess to strategize from there.
Due to the differences in slots/limit of 8. Once you learn what the static skill sets are for each character, every match afterwards you'll have a knowledge advantage.
"Oh, here comes a Leyline, It's been set to 4 Leyline in the static skill set so I can just back up and it won't reach me, unlike a 6 Leyline."
Nevermind, I see that you're making a point about the ease more than anything else.
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It is really time spent making AI vs time spent making other things. With the a customizable skill system, you need to spend that much more time making an effective AI. That same amount of time could be spent on improving the game.
Think of it like this. If they are spending time balancing or improving AI, that implies they are not spending time designing Kokoro or any new character they feel like adding.
One of the elements I would like to see added to this game, just for lore purposes, but will affect game balance is if you are down and your opponent follows up with a move to either force you to block on wake up so they can combo or something similar, they lose popularity. Touhou spell card rules is more of a sport, so trying to beat them when they are down is seen as poor sportsmanship and should be punishable.
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Well I would love to see the AI do skills so, at least I can learn to dodge them instead of getting WOMBO COMBO'D.
Other then that, I don't see why they can't give the AI skills. I mean the computers would be worth more practice for those who lack a buddy to fight on HM.
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There's another blog update showcasing some possible changes. Lazy mobile phone trans:
Reimu's setup squares will shrink with passage of time. The 8 and 2 versions are smaller.
Marisa might get some fast-firing bullets.
Ichirin's Thunder Cloud has hitbox on startup, useful for close combat.
Futo's max plates on field may be increased from 5 to 7.
Miko might be able to control the spread of her lasers.
More invincible against shooting frames for Hijiri's Eyes.
Adjustment to Nitori's Torpedo.
An upside-down version of Koishi's Snatcher.
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Forgive me if I missed this, but I haven't been able to play this game in a while, due to other games sucking my attention, like Animal Crossing and Project X Zone.
Is Kokoro playable yet, or do we have any idea when she will be?
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Futo's max plates on field may be increased from 5 to 7.
Yes.
Please, Twilight Frontier.
Forgive me if I missed this, but I haven't been able to play this game in a while, due to other games sucking my attention, like Animal Crossing and Project X Zone.
Is Kokoro playable yet, or do we have any idea when she will be?
Not yet, and not exactly. Though, it might be the next big version update (1.05?).
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Yes.
Please, Twilight Frontier.Not yet, and not exactly. Though, it might be the next big version update (1.05?).
I see. Thanks
Also, more plates for Futo? Awesome. And nothing for my favorite Tanuki girl?
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An upside-down version of Koishi's Snatcher.
Now this is very interesting. I get a lot of opponents try to get under me since Koishi is very powerful from below
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An upside-down version of Koishi's Snatcher.
Now that would definitely be interesting to see, and would open up more possibilities. Probably will be able to follow up 2B.
I bet people will have skill sets with one button completely dedicated to Radar and Snatcher. It would most certainly make sense.
Unless more of Koishi's specials are given increased directional diversity, which would be very nice to see.
Also wondering what's going to happen to the broom.
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I decided to main Ichirin and Miko.
The thing that gets me about the AI is, they choose ONE move and do only it.
The issue is, it's always the one I hate. Futo's tornados, Marisa's stupid broom, etc.
Also, poor Nitori. So underpowered.
Marisa and Reimu should share some of it.
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Does someone know if the endings are written by ZUN?
I liked Miko's design a lot in this game and from what I know about her she seemed cool. I decided to cosplay as her, but her ending spoiled her completely. It showed the opposite from what I expected about her;;; I just want to know if Tasofro are at fault or if she really is like that...
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All fighting game stories are as canon as main game stories, if that is what you are asking. Miko's ending would be what her personality is like.
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I know, I was just wondering if that was someone else's interpretation of Miko... I mean, even if it's canon if that wasn't made by ZUN but rather by someone else I'd still like her because everything else is fine and I'd just think about what her ending shows as a misinterpretation. I don't really mind if it's canon or not, I just want to know if it's the same person's interpretation of her (in this case, ZUN) or not (>_<)
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Oh, I see what you mean. The story line is likely told by Zun, but that may not be true.
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The fighting games are written by ZUN. I have problems with Miko's HM characterization, too, but that's what the canon is now.
Another blog update about ideas being tested out, this time about buffing Futo. The highlight is a new ability to create two plates in one attack with dash-A and X attacks.
When someone asked Unabara if Futo can set 7 plates now (since that's the number of plates in their teaser screenshot), Unabara answered: "you are half wrong". Are they increasing Futo's maximum plate number to 14?
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Another blog update about ideas being tested out, this time about buffing Futo. The highlight is a new ability to create two plates in one attack with dash-A and X attacks.
When someone asked Unabara if Futo can set 7 plates now (since that's the number of plates in their teaser screenshot), Unabara answered: "you are half wrong". Are they increasing Futo's maximum plate number to 14?
Futo definitely needed some tweaking. Some attacks are just frustrating to use even on higher levels. It's frustrating to use her plate dishwasher spell card when there are still some plates on the field, as they then shatter.
Do they mean her normal dash-A or that extra dash you get after some time? As the latter already sets up one plate.
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Hard to say, those blog posts are fairly loose with their terminology. They did say Futo will become more flexible.
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How long since the game came out? 1 month more or less?
Man, I'm really waiting for Kokoro become fully playable.
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When someone asked Unabara if Futo can set 7 plates now (since that's the number of plates in their teaser screenshot), Unabara answered: "you are half wrong". Are they increasing Futo's maximum plate number to 14?
That, or perhaps the increase is to 9, which is +4, instead of +2.
Has anyone actually gotten to 80+ plates in a real match? What's the general amount that you guys get each round?
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That, or perhaps the increase is to 9, which is +4, instead of +2.
Has anyone actually gotten to 80+ plates in a real match? What's the general amount that you guys get each round?
It all depends on the opponent. My records was a total of 64 plates, spread around three rounds. For a 2 round fight it was 38 (which I in fact lost). Though, it is normal for me to (almost) reach the second level (20 plates) at the end of the first round. Again, though, if the opponent is constantly following me around I barely have 10 broken plates in the first round. :V
The trick is to use her platespin spell card a lot of times. It places 5 plates without any hesitation (unless you get hit during the spell card). I have it twice in my deck, so I use it very often (mainly as a reversal).
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I'm all in favor of Futo being buffed and using her plate spin move to get more plates on the field is a good option although I prefer running people over with a boat because I'm mean.
(Although if she does get a buff... I'll be here complaining more about the plate rate that her AI throws out is too damn high.)
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No fair! Let the other characters get some buff too!
Or just nerf some, as long as it's balanced.
Like, give Byakuren a different dash attack(I mean the heavy one, I forgot about the spinning beads) when she dashed longer like other characters. She needs a good one.
Cuc, is there any way we can contact them so we can give our thoughts about their tests or even give them a suggestion?
Regarding Futo's buff, I don't mind them making her able to set the plates easier, but I disagree if they decided to increase the limit more than 7. That will just make more people spam her fireball skill like no tomorrow.
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No fair! Let the other characters get some buff too! Or just nerf some, as long as it's balanced.
Like, give Byakuren a different dash attack when she dashed longer like other characters. She needs a good one.
Cuc, is there any way we can contact them so we can give our thoughts about their tests or even give them a suggestion?
Regarding Futo's buff, I don't mind them making her able to set the plates easier, but I disagree if they decided to increase the limit more than 7. That will just make more people spam her fireball skill like no tomorrow.
There is this place on tasofro.net where bugs and other stuff are posted about the game, but I can't find it now. I think there also was something about the character skills and such.
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They should add more skills to the characters like Soku did to SWR.
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If they'd nerf any character it'd most likely be Reimu and Nitori, while giving some buffs to Koishi and Futo and maybe Mamizou. I think the other characters are perfectly fine for the most part though, though I haven't really played many people that uses the other characters as much, especially Mamizou, so that's why I dunno if she needs any or not.
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Why does Nitori of all characters need a nerf? From what I've seen, she's pretty awful at getting in. I'd rather nerf Marisa, but she's no Reimu.
And Koishi buffs would be welcome... I suppose. I suck with her, so I can't shrug off the feeling she's going to end up as this game's joke/low tier, having no instant melee other that Dial-A and all. Wonder if there's any tier estimate already (other than Reimu being god)?
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They should add more skills to the characters like Soku did to SWR.
I agree. One for each religion and a new spellcard for all character would be nice.
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(Although if she does get a buff... I'll be here complaining more about the plate rate that her AI throws out is too damn high.)
I have to agree with this, since I already think Futo AI is the most annoying AI you can face. Otherwise, I'm fine with Futo getting a buff, since I main Futo.
I've barely played as Nitori, but according to some people, she can pull off some insane combos.
I believe a Koishi buff would be welcome as well. I'm pretty terrible with her. I guess a damage buff wouldn't even help since she's just confusing to use. If anybody actually knows how to play her well, is she any good? Is it worth it to get used to the moves?
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Why does Nitori of all characters need a nerf? From what I've seen, she's pretty awful at getting in. I'd rather nerf Marisa, but she's no Reimu.
And Koishi buffs would be welcome... I suppose. I suck with her, so I can't shrug off the feeling she's going to end up as this game's joke/low tier, having no instant melee other that Dial-A and all. Wonder if there's any tier estimate already (other than Reimu being god)?
Nitori has INSANE damage output, and her 5A is pretty damn good. Her grenade is ridiculous, albeit it eats up a lot of ammo.
She is considered top tier with Reimu, but just below her.
I believe a Koishi buff would be welcome as well. I'm pretty terrible with her. I guess a damage buff wouldn't even help since she's just confusing to use. If anybody actually knows how to play her well, is she any good? Is it worth it to get used to the moves?
Koishi is very counter heavy, so she can gain popularity very easily and quickly. I've gotten Last Words quite a few times already. Her 8B is very very good and instant. She can confirm into a combo pretty easily as well. Her two weaknesses is that her combo damage output is pretty low since the kind of combos she can do is pretty limited, and that she is easy to bait out her moves, which is why some people are already considering her to be low tier.
She does have one of the best 5As in the game though.
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More spell cards would be nice for everybody.
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I think that they'd get around to adding Kokoro before thinking about new skills/spells though.
If Kokoro's skills and spells are taking this long to create/balance, then I think it might be a long while before additional cards.
inb4 Kokoro Top Tier :V
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I think that they'd get around to adding Kokoro before thinking about new skills/spells though.
If Kokoro's skills and spells are taking this long to create/balance, then I think it might be a long while before additional cards.
inb4 Kokoro Top Tier :V
From what I heard Kokoro has some nice combos, but I will hold my judgement until then Reimu, Miko, and Koishi are my homies (mains).
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I don't know about you all, but I think it would be nice if Byakuren's divekick attack could graze. Unless it already does, and god tier Raymoo just hits me when I'm not in graze frames.
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From what I heard Kokoro has some nice combos, but I will hold my judgement until then Reimu, Miko, and Koishi are my homies (mains).
Kokoro can do a stun combo but it's hard as it's entirely dependant on the mask's positioning (http://www.youtube.com/watch?v=biKlKWLs3YQ#t=3m02s)
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Kokoro can do a stun combo but it's hard as it's entirely dependant on the mask's positioning (http://www.youtube.com/watch?v=biKlKWLs3YQ#t=3m02s)
Damn it Gpop, I need to really practice my skills. :matsuriscowl:
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Can any Reimu players show me their skill set? I've been playing as her lately, and just want to see what others use as well.
Also, would there ever be a reason to use Innocent Hat? Since it is -1 to all Religions, is doesn't really seem like it makes much of a difference.
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Can any Reimu players show me their skill set? I've been playing as her lately, and just want to see what others use as well.
Also, would there ever be a reason to use Innocent Hat? Since it is -1 to all Religions, is doesn't really seem like it makes much of a difference.
Um... let me see if I can get HM up and I'll show you my hand.
Edit: Here's my Reimu deck. (http://i670.photobucket.com/albums/vv67/ZoraSmile/ReimuDeck_zps37c853e6.jpg~original)
Edit 2: GPop can you rate my Koishi deck, please? (http://i670.photobucket.com/albums/vv67/ZoraSmile/KoishiDeck_zps4f2659ba.jpg~original)
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Also, would there ever be a reason to use Innocent Hat? Since it is -1 to all Religions, is doesn't really seem like it makes much of a difference.
If you happen to have a +4 on one particular faith, but don't want to have an actual faith it is convenient. I use it in my Futo deck, so I can have a neutral deck, which otherwise would be Shinto.
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If you happen to have a +4 on one particular faith, but don't want to have an actual faith it is convenient. I use it in my Futo deck, so I can have a neutral deck, which otherwise would be Shinto.
Ah... so that's what the Hat does. :derp:
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Edit 2: GPop can you rate my Koishi deck, please? (http://i670.photobucket.com/albums/vv67/ZoraSmile/KoishiDeck_zps4f2659ba.jpg~original)
For the most part it's good. The only thing is that the lack for a 4/8 radar is kinda concerning since it's needed for effective combos. Especially for midscreen combos that require the 4/8 radar.
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Well, guys, I need your advice on my decks. To be honest, I think my Reimu's and Marisa's decks are perfect, but I don't know about the others.
Byakuren (http://s42.radikal.ru/i097/1307/e3/c3880a02d345.jpg)
Ichirin (http://s017.radikal.ru/i409/1307/42/f06e2df243fe.jpg)
Koishi (http://s16.radikal.ru/i191/1307/78/0e0be1ef35e7.jpg)
Mamizou (http://s45.radikal.ru/i109/1307/a2/4f34070fbd56.jpg)
Marisa (http://s003.radikal.ru/i202/1307/05/b2f3329912ea.jpg)
Miko (http://s09.radikal.ru/i182/1307/86/59b0f69f1ac5.jpg)
Nitori (http://s003.radikal.ru/i203/1307/4a/b6daadbc5054.jpg)
Reimu (http://s50.radikal.ru/i129/1307/87/f9e72912b531.jpg)
Futo (http://s002.radikal.ru/i198/1307/75/a6680785637f.jpg)
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On a similar note, I'm having trouble building for Mamizou. I guess I could stick with Futo exclusively, but I'd like to have a backup plan.
Right now my Mamizou set up is 5 Talismans and 3 swarm supers
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Well, guys, I need your advice on my decks. To be honest, I think my Reimu's and Marisa's decks are perfect, but I don't know about the others.
Byakuren (http://s42.radikal.ru/i097/1307/e3/c3880a02d345.jpg)
I won't speak about the others since I don't play them, but I'll show my Byakuren build. (http://th08.deviantart.net/fs70/PRE/f/2013/194/1/a/byaya_build_by_pa_patchouli-d6d9k8w.png)
Or this one, depending on the religion you're aiming for. (http://th07.deviantart.net/fs71/PRE/f/2013/194/9/e/__n_mn_by_pa_patchouli-d6d9kli.png)
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For the most part it's good. The only thing is that the lack for a 4/8 radar is kinda concerning since it's needed for effective combos. Especially for midscreen combos that require the 4/8 radar.
Which card is the 4/8 radar?
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Which card is the 4/8 radar?
Reflex Radar (the one you already have for C back. Another one for either up or forward would be good for combos, especially midscreen combos
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Reflex Radar (the one you already have for C back. Another one for either up or forward would be good for combos, especially midscreen combos
Okie dokie! I'll be putting those up.
Preferably, I'll put one for forward so, I can have more of an edge.
Edit: Just tested out the new deck with 4/8 Radar foward on Miko (Normal Mode AI) and damn it's a good zoner to keep her from laser spamming.
Although, I won by sneezing on her, "I SNEEZE ON TAOISM!"
Eh... felt kinda bad though. ^^;;
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Okie dokie! I'll be putting those up.
Preferably, I'll put one for forward so, I can have more of an edge.
Edit: Just tested out the new deck with 4/8 Radar foward on Miko (Normal Mode AI) and damn it's a good zoner to keep her from laser spamming.
Although, I won by sneezing on her, "I SNEEZE ON TAOISM!"
Eh... felt kinda bad though. ^^;;
In all honesty it's not the best for zoning since it's very predictable to read. It's mostly great for combos than anything. In fact, it's pretty necessary for 90% of the combos in general (Radar in general, it switches between 6 and 4 version)
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That I will say is true, since I use the Rose ring to bait my opponents into trying to catch me, but all and all I love it.
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That I will say is true, since I use the Rose ring to bait my opponents into trying to catch me, but all and all I love it.
Why don't we play a few matches and see how your Koishi fares up? :V
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Right now having a Miko VS Miko match with a friend, GPop. But, I'll play later.
She really is good with Miko, but she gave me the best laugh on X Fire ever.
Quote from my friend: Yo, this is a story all about how my life got immortalized turned upside down so i'd like to take a minute just sit right there I'll tell you how I became the fresh prince of a land called Japan.
Edit: Alright, I'm ready now just need to carry about my Miko's setup and learn how to not teeter badly with Koishi. :V
BRING IT!
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Finally managed to do what I wanted on an AI match: Two Last Words on a single Round
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Right now having a Miko VS Miko match with a friend, GPop. But, I'll play later.
She really is good with Miko, but she gave me the best laugh on X Fire ever.
Quote from my friend: Yo, this is a story all about how my life got immortalized turned upside down so i'd like to take a minute just sit right there I'll tell you how I became the fresh prince of a land called Japan.
Edit: Alright, I'm ready now just need to carry about my Miko's setup and learn how to not teeter badly with Koishi. :V
BRING IT!
Oh lol sorry, I was away at a party. Drop me a PM with either Skype or using IRC and we can set up some battles :V
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Oh lol sorry, I was away at a party. Drop me a PM with either Skype or using IRC and we can set up some battles :V
Tomorrow or Monday? Because, it's pretty late over here and I need to think up some ideas for my decks also RPing with a few friends sorry.
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Tomorrow or Monday? Because, it's pretty late over here and I need to think up some ideas for my decks also RPing with a few friends sorry.
I guess, it's late here, but if you still wanna play leave me a PM
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Another blog update.
Hijiri:
Buffs from spell chanting last longer (some buffs may be weakened); the skills are greatly improved to encourage more diverse use of skills.
Miko:
The blue (unpopular) cape will revert back to yellow (neutral) after some time.
Nitori:
Energy cost increased over the board; some skills are buffed, befitting their cost; that infamous attack is largely unchanged, but costs a lot.
Is the "infamous attack" the bubble one?
Next update: Koishi who has received the most tweaking.
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Another blog update.
Hijiri:
Buffs from spell chanting last longer (some buffs may be weakened); the skills are greatly improved to encourage more diverse use of skills.
Miko:
The blue (unpopular) cape will revert back to yellow (neutral) after some time.
Nitori:
Energy cost increased over the board; some skills are buffed, befitting their cost; that infamous attack is largely unchanged, but costs a lot.
Is the "infamous attack" the bubble one?
Next update: Koishi who has received the most tweaking.
Wait, will this be on the next patch or just speculation hype from Tasoforo?
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It appears since this patch is already nearing completion, the changes are getting locked down. Of course the general principle of "all things in development subject to change applies".
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It appears since this patch is already nearing completion, the changes are getting locked down. Of course the general principle of "all things in development subject to change applies".
Ah! Then let's hope this one gives Kokoro her spellcards and finally allows better gameplay.
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Next update: Koishi who has received the most tweaking.
I'm excited by this. I hope one of the changes is that the moves don't randomly come out after some time of not being activated. It makes Koishi unnecessarily unsafe and sometimes giving the opponent a free second combo.
The fact that she's easy to bait makes a lot of higher level players think she's low tier, despite a lot of untapped potential in her
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I'm excited by this. I hope one of the changes is that the moves don't randomly come out after some time of not being activated. It makes Koishi unnecessarily unsafe and sometimes giving the opponent a free second combo.
The fact that she's easy to bait makes a lot of higher level players think she's low tier, despite a lot of untapped potential in her
I've actually been a victim of Koishi having a bait moment quite a few times, so some tweaks would be good to ensure this doesn't happen.
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Does anyone want to play? : 3c
EDIT)) Is there a single page guide or at least website for all of these gameplay things that you guys talk about? Such as the passives of characters?
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Is there a single page guide or at least website for all of these gameplay things that you guys talk about? Such as the passives of characters?
You could probably just search for the shinkirou wiki.
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Does anyone want to play? : 3c
EDIT)) Is there a single page guide or at least website for all of these gameplay things that you guys talk about? Such as the passives of characters?
Send me a PM and we can play a few rounds then :V
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whats a good layout to use for ps3 controller?
by good i mean your fingers done get tangled up in each other
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I play with a PS3 controller. I have A on square, B on triangle C on R!, X on X, Y on O, and Z on R2.
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A blog post about Koishi. I understand what this post is saying even less than previous posts, but they'll try to make Koishi's triggered attacks more useful. One method is by diversifying their trigger conditions. Most of them are no longer triggered after time lapse, and all set attacks are disabled when Koishi is stunned.
The screenshot shows a front slot Catch and Rose; it's now triggered by the opponent's shooting or skill action.
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Most of them are no longer triggered after time lapse, and all set attacks are disabled when Koishi is stunned.
Now this is perfect. Now opponents will no longer get a free second combo after stunning her the first time. That was the biggest problem with Koishi as a lot of combos are long enough that as soon as she recovers, the time that lapsed by then will be long enough that she'd auto-trigger her moves, giving them a second combo.
Can I see that screenshot? Triggered by the opponent sounds weird.
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A blog post about Koishi. I understand what this post is saying even less than previous posts, but they'll try to make Koishi's triggered attacks more useful. One method is by diversifying their trigger conditions. Most of them are no longer triggered after time lapse, and all set attacks are disabled when Koishi is stunned.
The screenshot shows a front slot Catch and Rose; it's now triggered by the opponent's shooting or skill action.
Wondering if this means hitstun or limitstun, and cancelled or temporarily disabled.
Probably hitstun and temp disabled. Cancelled would be pretty crippling if repeatedly interrupted.
However if it's cancelled, it would tie in with the removal of the timer.
No more waiting out moves, needing to cancel them by force.
Sounds pretty dangerous for both sides.
So CR is an interrupter now... Yeah the trigger for CR was pretty niche-y. Will definitely be interesting.
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Now this is perfect. Now opponents will no longer get a free second combo after stunning her the first time. That was the biggest problem with Koishi as a lot of combos are long enough that as soon as she recovers, the time that lapsed by then will be long enough that she'd auto-trigger her moves, giving them a second combo.
Can I see that screenshot? Triggered by the opponent sounds weird.
Sounds like they're using the field of vision for the triggers.
(http://i670.photobucket.com/albums/vv67/ZoraSmile/85-1_zps2e215b18.jpg) (http://s670.photobucket.com/user/ZoraSmile/media/85-1_zps2e215b18.jpg.html)
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Sounds like they're using the field of vision for the triggers.
[Screenshot]
Holy hell, could it always reach so far?
And it interrupts, Hm. What a dangerous ability to go up against, what with the unpredictability.
Will definitely ward off some skills and projectiles, which will influence people to either close the distance or change elevation
Thinking about it again though, couldn't it be baited out with a move that is advantageous frame-wise?
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Sounds like they're using the field of vision for the triggers.
(http://i670.photobucket.com/albums/vv67/ZoraSmile/85-1_zps2e215b18.jpg) (http://s670.photobucket.com/user/ZoraSmile/media/85-1_zps2e215b18.jpg.html)
That is pretty scary. Dunno if it's necessary but...might be a nice move to have, especially for midscreen combos.
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But isn't it kinda weird that they are making so many changes after the game already came out?
I mean, they released a demo before, but they don't really seem to be satisfied with what they made either.
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Well, the concept and system are somewhat new... and they were pressed for time, hence why Kokoro is still unavailable for 2 months (close to 2, still)
And, look at Capcom... how many versions of Street Fighter 2 have they put out since the initial release?
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Patch 1.10 released. Seems to be a balance patch. Tasofro's site is difficult to access now due to the traffic.
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The next patch better contain Kokoro.
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That is a looong list of changes.
Think someone can summarize the most important changes?
And it seems that Futo indeed is able to now place 7 plates max. When her x attack hits it places a double one. It is now also easier to stun with her. I have to learn completely new combo's with her.
You also get a message for a big change in popularity, and for which reason this is.
And noooooooooo, Unzan'z Fist item card now stuns on the first hit. :(
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Everyone gets an extra hit on their 5AAAA(A) combo, which now stuns the opponent upon the last hit.
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While Kokoro is not selectable, with the modified save file, you can see she has some half-implemented spell cards. She can cause a status ailment on the opponent.
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Holy crap, this completely changes some of the characters.
..isn't there supposed to be a tournament in a week? rofl.
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Been a while since I've played this but... were Futo's plates always this fast, even without Taoism? And I love how everything save for 5Y now makes 2 plates on hit :V.
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can someone translate the changelist for the patch if there is one? I wanna see all the changes Koishi has now
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can someone translate the changelist for the patch if there is one? I wanna see all the changes Koishi has now
There is one. It would be too big to place in this topic, however.
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I like this new Futo. Though, it is frustrating to see a stun early in a combo. Now it is even harder to do a 2000 dmg combo.
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Woah. Snatcher only works from below now. And Catch&Rose has no time limit and only works in a combo :o
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I eagerly await Gpop's inevitable next combo video for Koishi. :)
But dang, all this ate up a big rev number.
I suppose we'll have to wait for 1.15 or 1.2
Also expecting a 1.10a/b very soon, since with this many changes, there are bound to be glitches all about.
Has anyone tested if the 2Snatcher exists?
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Downward Snatcher does exist indeed. Sorry for the earlier info.
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Koishi can block during some triggered animations.
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General
The sizes of the attack hixboxes for the attacks in Dial A combo were increased.
Added 5AAAA and 5AAA 4A (Of course, number of As differ by character) that wallslams and stuns, but can't be canceled into anything but spellcards.
Sharply decreased knockback from projectiles.
Changed conditions for max spirit regen. It will trigger even when the character doesn't have max spirit.
If max spirit is very low, regen will speed up.
If max spirit is fully depleted by guarding, regen will stop for a moment. Duration differs by what attack broke the guard.
Some attacks have decreased damage increase on counter hit.
Fixed a bug where canceling after moving vertically won't work except in adequate circumstances.
When brave guarding, pushback is similar to chicken guarding.
Fixed a bug where getting hit by a projectile while having the same coordinates on the edge of the screen will result in weird directions. (I do not understand)
Countdown won't restart when only a single player uses a spellcard while both players have declared a spellcard.
Added SFX for counterhits.
Removed collision box when teching.
Reduced increment of spell gauge when getting hit.
Increased increment of of spell gauge when attacking.
Popularity System
You also get a message for a big change in popularity, and for which reason this is.
Increased popularity penalty for guarding.
Characters will receive popularity changes even while attacking.
---Next one is cut off mid-sentence.
Something about when popularity becomes easier to drop after receiving several popularity drops in a row, --------- when ----- popularity just once.
I guess it will be something about being easier to recover from the penalty from receiving several popularity drops in a row when the player gets a popularity rise.
Changes in popularity calculation when nearing timeout.
-The player with lower HP will receive larger popularity bonuses.
-The fleeing side is more prone to decreasing, the pursuing side is more prone to increasing.
The next is something about adjustment to 'Art Points' (I'm quite sure there is a better translation for 芸術, but my vocabulary is lacking)
which increases when brave guarding, and decreases when chicken guarding or being too much on the defensive.
It seems to be related to crowd cheering and booing.
Art points doesn't decrease naturally. Even brave guarding sparsely will make it easier for the crowd to cheer for the player.
Whenever crowd cheering occurs by increase in art points, the next evaluation for art points will become stricter. Both players share this effect.
Whenever crowd booing occurs by decrease in art points, booing will become less likely.
Decrease in popularity occurred by booing will be consistent no matter how many times it happened.
When overcoming a large HP difference, the opponent won't receive a popularity penalty.
(It was a really s***ty mechanic in Story Mode. One second you have over 90%, the next second it drops to negative just because the opponent got a lucky shot)
Making a difference in HP now gives a popularity bonus.
Having max popularity now also gives increased spirit regen.
Both players will have 0% popularity after max popularity mode ends.
Items
Players can't use items that consume max spirit when the spirit bar is blinking red.
Spiritual Strike Talisman
Defense will drop whenever you use this item for the round.
Magic Mushroom
Changed to one-time use
Increased spirit regen.
Added increased max spirit regen effect.
Virtueless Dharmacakra
Increased max spirit consumption.
Stun increased to 100%
Witch's Broom
Returned the effect of full-speed dashing when used
Reduced number of cancelable attacks
Consumes a large amount of max spirit when used
Koishi and Hijiri uses their own special dashes.
Guard chipping abilities are greatly reduced right after using this item, and the player can't use this item again while this effect persists.
Pagoda of Bishamonten
Increased damage
Decreased Rate reduction
Decreased Stun
Slightly increased cancelling power
Hermit-Style Plate
Increased max spirit consumption
Changed to Melee
Increased damage
Increased Rate reduction
Increased Stun
The next one says Changed Rush Contents, which is obibut I can't make it any better without knowing more about the context.
Ritual Baton
Does not increase popularity directly, but increases art points, which would result in cheering.
Removed penalty for prematurely ending the holding.
Force Shield
Now also nullifies guard chipping when used.
Faith-altering items have higher faith reduction.
I really hope I didn't do any completely wrong translations.
Guard chipping most likely refers to spirit reduction when guarding attacks, but also could be chip damage, or both.
What character next?
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"Art score", I guess, or whatever it's called in gymnastics or diving.
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I think it's an overall thing but now x and y projectiles contribute to stun. This is fustrating and annoying especially for Koishi since a lot of her combos rely on that.
Here's a list of changes I've noticed with Koishi.
- Her Y is now no longer instant. Instead it travels across the screen for a bit, so it does make it annoying for keep away since it stays on the screen longer, but it also makes it more easy to dodge due to grazing.
- Koishi's 2 fidgety snatcher is as good as the other versions. so I highly recommend this when people try to go under you.
- Due to the X and Y nerf, a lot of her stronger combos no longer work anymore, which I'm really sad about :(
-Her called out moves no longer come out after a certain amount of time, this is a buff for her since now Koishi won't get randomly baited out/punished from that.
- 4 Catch and Release seems good, unfortunately the move itself is blockable so I don't see too much of a reason to use it outside of mind games (lol). It's fast, but not fast enough for the opponent to not react to. Might be a good long-distant counter though. I might play around with this move a bit.
- Shinto Koishi no longer creates an 6-way Y move. Instead, it's the same as Neutral but now instead of inputting a direction for the Y move's direction, the move will automatically detect the opponent from one of the 6 directions and if they are in that range it will come out at that direction, regardless of input. So it literally is Koishi reacting to the opponent's position. I find this to be more of a nerf though since now it's harder to hit the opponent, moreso because it's as slow as Neutral.
- Because of this, I feel Buddhist Koishi is the best religion for her now. Her multi-hitting X doesn't add stun until the last hit, so some of the older combos work on here. This doesn't mean Shinto is bad. It's great for keep away and neutral game. But for me personally, I'll be sticking to Buddhist now.
- Her 8B/dial-8A's horizontal hitbox has been increased by A LOT, so now you can finally combo into it midscreen (this was a problem since from midscreen it would never connect). This makes the move even MORE scary.
In all honesty, it felt like Koishi got nerfed more than buffed, but that is more because of the system changes (to get rid of combos such as Nitori's corner loop). Now it makes comboing even more annoying to connect =/. I'll make a video on this sometime this week to show off all the changes Koishi made that I find
EDIT: Koishi can block during some triggered animations.
Okay now THIS is a HUGE buff. It makes baiting her moves out even harder.
Also, I need to test out the broom thing now that it mentions that Koishi has her own dash for it.
I eagerly await Gpop's inevitable next combo video for Koishi. :)
Unfortunately, the nerf in projectiles makes it even HARDER to combo, so I dunno what I can do from here unfortunately :(
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can someone translate the changelist for the patch if there is one? I wanna see all the changes Koishi has now
I've observed the following:
- Fidgety Snatcher has an upside-down version
- Conditioned Teleport now shoots diagonally depending on the enemy's position from Koishi when they enter the ring.
- Growing Pain chains itself together until another special overrides it (I don't know if this is a bug or if it was in the last version.)
- Stinging Mind's roses become visible when the enemy goes near them (again, not sure if it was in the last version)
As for other character-specific changes I've noticed:
- Byakuren's Claw of Garuda now activates MUCH quicker. It still doesn't graze, though.
- Byakuren's Dance of Hanumān can now chain into a 3-hit combo instead of a 2-hit.
- Futo and Miko's dial-A combos have a lower hit count
- Miko's 17 Razors activates much quicker
- Nitori's Kiku-ichimonji Compressor now costs a whopping 200 battery points to use. Less cheap, insane combos as a result.
- Nitori's Photon Torpedo is now slanted more diagonally (Nitori flies diagonally up or down based on the direction, and the bombs are also more slanted)
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The next is something about adjustment to 'Art Points' (I'm quite sure there is a better translation for 芸術, but my vocabulary is lacking)
which increases when brave guarding, and decreases when chicken guarding or being too much on the defensive.
It seems to be related to crowd cheering and booing.
Art points doesn't decrease naturally. Even brave guarding sparsely will make it easier for the crowd to cheer for the player.
Whenever crowd cheering occurs by increase in art points, the next evaluation for art points will become stricter. Both players share this effect.
Whenever crowd booing occurs by decrease in art points, booing will become less likely.
Decrease in popularity occurred by booing will be consistent no matter how many times it happened.
This may be related to the Blue and Red auras that appear around the players. Come to think of it, did anyone actually bother finding out what extra cancels the blue gave to everyone?
I think it's an overall thing but now x and y projectiles contribute to stun. This is fustrating and annoying especially for Koishi since a lot of her combos rely on that.
We did kind of have a triple 6DialA/X Corner combo.
- Her Y is now no longer instant. Instead it travels across the screen for a bit, so it does make it annoying for keep away since it stays on the screen longer, but it also makes it more easy to dodge due to grazing.
Making room for Tao I suppose
- Shinto Koishi no longer creates an 6-way Y move. Instead, it's the same as Neutral but now instead of inputting a direction for the Y move's direction, the move will automatically detect the opponent from one of the 6 directions and if they are in that range it will come out at that direction, regardless of input. So it literally is Koishi reacting to the opponent's position. I find this to be more of a nerf though since now it's harder to hit the opponent, moreso because it's as slow as Neutral.
I don't think this change was too necessary, however.
Going to do lab work on Taoishi now.
EDIT:
(http://s9.postimg.org/kqkp40qxb/OH_MY_GOD.png)
OH MY GOD TAOISHI'S X PROJECTILE
Also her Y suddenly has a very short maximum range, which i find extremely odd. Minimum range removed though.
6Y and 5Y are now different.
6Y has a large minimum range, with no maximum.
5Y has a short maximum range, but no minimum.
It seems that Y will activate as long as you're in range, but without checking against elevation. Darn.
C&R Has no maximum range, just takes time to travel.
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I wonder if there is a mid-screen combo with 6/8 or 4/2 radar. It seems the old combo doesn't work anymore
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I wonder if there is a mid-screen combo with 6/8 or 4/2 radar. It seems the old combo doesn't work anymore
There is. You just can't connect her projectiles too early now.
5AAA2A (6/8 radar) 5AAA6A radar connects
Of course, if you end up too close to the all, the opponent will jump out of stun before the radar hits unless you connect X, but that will stun them early.
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T-Reimu seems to have her X bullet speed buffed too. They actually changed the amulets into needles, and it might be useful now, I suppose. Not that Reimu needs buffs.
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There is. You just can't connect her projectiles too early now.
5AAA2A (6/8 radar) 5AAA6A radar connects
Of course, if you end up too close to the all, the opponent will jump out of stun before the radar hits unless you connect X, but that will stun them early.
weird, I can't connect 6/8 radar with 5AAA6A in 1.10 .I can't continue atk after input 6/8 radar (I was not close enough to hit my opponent even I moved a bit)
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weird, I can't connect 6/8 radar with 5AAA6A in 1.10 .I can't continue atk after input 6/8 radar (I was not close enough to hit my opponent even I moved a bit)
It requires some good timing. You have to input 6/8 mid-bounce from the Dial2A.
You can no longer chain into the Dial6A if you cancel as soon as 2A lands.
More accurately from this point it is: (Referring to trigger as In and the hit as Out)
5AAA2A URadar In 3 5AAA6A (X 3) URadar Out (9 A)
The Actions in Parantheses are things you can jam in for a slight bit more damage.
With and without variations here (http://www.youtube.com/watch?v=KJXOT5BAjgo)
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weird, I can't connect 6/8 radar with 5AAA6A in 1.10 .I can't continue atk after input 6/8 radar (I was not close enough to hit my opponent even I moved a bit)
There's two ways to go about it.
One is to calling out radar as soon as 2A hits, which then you have to move forward a little to later connect 5AAA6A. The only problem is that if you go against Futo players it will be hard to do as her horizontal hitbox is really small so the timing is really really strict. I dunno if it still works in 1.10 though.
The other way (my preferred method) is to call radar slightly after 2A hits, which Koishi goes up a bit. Call it as she moves up, then dash down to connect 5AAA6A. This is preferred because it will always connect. You just need to practice the timing on the radar declare and when to connect dial-6A. Example of the bounce declare is here, first combo and others that somewhat follows (http://www.youtube.com/watch?v=biKlKWLs3YQ) (the full first combo in itself in the video doesn't work on anyone but Ichirin and Mamizou for some reason, so it's not really worth the time to practice it).
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It requires some good timing. You have to input 6/8 mid-bounce from the Dial2A.
That's what I used to do before I update to ver 1.10
Thanks for your video. I really appreciate it
The other way (my preferred method) is to call radar slightly after 2A hits, which Koishi goes up a bit. Call it as she moves up, then dash down to connect 5AAA6A. This is preferred because it will always connect.
It works! But a little bit harder...
Thank you guys :)
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"Art score", I guess, or whatever it's called in gymnastics or diving.
How unsmart of me. That's what I get for not searching properly. Or not watching the Olympics.
It seems like many people prefer Komeiji Koishi.
Unrelated, but I'm sure Komeiji Koishi would be doing the 'dance' if Kaenbyou Rin was playable.
Komeiji Koishi
All inputs are cleared when in stun(100%)
Input motions have stronger 'brakes' (Refers to inertia cancelling, I presume)
Except for some, Koishi can guard at the recovery frames of the input motions
Removed auto-trigger by time lapse.
Backdash
Can immediately stop backdashing.
Increased duration of attack
66A
Increased forward movement.
Shorter recovery.
This attack will cause medium knockback. (specifically, the sort of knockback that bends back the opponent's head)
Increased hitstop
Koishi's nose rubbing has more horizontal braking.
5AAA
Comes out faster.
Increased forward movement.
5B
Removed attack hitbox on the start
Shorter recovery.
Invincibility frames while spinning.
This attack will cause medium knockback. (specifically, the sort of knockback that bends back the opponent's head)
Reduced blinking time after inputting.
5AAAA
Reduced 'untechable' duration
6[6]B
Larger hitbox.
Removed '空キャンセル' before attack hitbox appears.(空キャンセル, Cancelling into another attack before actually hitting the opponent)
When auto-triggered from dashing for 4 steps, has GRAZE FRAMES, not cancellable into anything but spellcards.
Reduced spirit chipping. (Actually, what do people call it in English?)
2B
Removed attack hitbox at the start.
Falls almost straight down.
Increased falling speed.
Reduced trigger range.
Opponent is also knocked back in the same direction Koishi was facing.
6B
Triggers even when approaching.
X projectiles
Increased damage.
Decreased spirit consumption.
Increased Stun
Shinto, decreased speed.
Taoism, creates a powerful projectile when the hearts intersect.
Buddhism, fixed a bug where the upper projectiles were different from the lower ones.
Y projectiles
Removed counterhitable status that persisted before the bullet came out. (What a serious bug)
Shorter recovery
Increased cancelling power.
None and Shinto, changed bullet properties, will aim the opponent when triggered.
Taoism, changed into a horizontal attack that instantly attacks across the whole screen.
Buddhism, changed into a attack that attacks a short distance around Koishi.
Conditioned Teleport
No input invincibility.
All motions are quickened.
Distance between opponent after teleportation is increased
Inertia is retained during teleportation
The direction of the flames sort of depends on Koishi's movement. (while teleporting)
Reduced Stun
First hit has stronger proration effect, overall reduced proration effect
Using 2, 8, 4 slots slightly changes where Koishi teleports
Fidgety Snatcher
Increased Proration
Increased Stun
Increased recovery
Reduced falling speed.
Won't trigger when altitude is same as the opponent.
4, 2 slots will have Koishi attack below her.
Growing Pain
Uses spirit when the roses come out.
Quickened the 'shooting' motion.
Changed into a attack that triggers periodically until Koishi changes skills, gets hit, or re-inputs.
Rose vines has shorter range, increases as Koishi keeps on triggering.
Repeating triggering will allow Koishi to automatically generate a rose vine as a counter when hit.
Catch and Rose
Will now trigger on hitstuns that are stronger then bending back. (Attacks like Koishi's 66A won't trigger this)
6 slot catches opponents on far range.
6 slot will trigger on any hitstun, or the when the opponent uses projectiles or skills.
Reflex Radar.
Decreased spirit consumption
Faster activation motion
Removed unfair counterhitable frames during activation motion
Cancelling into spells are possible right after triggering.
Brambly Rose Garden
Full invincibility before the 'catch' attack.
The rose whirlpool is vertically more spread.
Increased damage.
Growing Pain really lives up to its name, now.
Who next?
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Holy jesus those buffs.
This will be some work to work on for the video on Koishi changes, I mean goddamn that's a lot of changes.
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That's what I used to do before I update to ver 1.10
Thanks for your video. I really appreciate it
It works! But a little bit harder...
Thank you guys :)
No Problem.
All inputs are cleared when in stun(100%)
Whew, so it isn't hitstun
Backdash
Increased duration of attack
Hard counter to Reimu Screen teleport. Triple S God Tier
Conditioned Teleport
All motions are quickened.
Noticed that.
Using 2, 8, 4 slots slightly changes where Koishi teleports
Testing this
Growing Pain
Uses spirit when the roses come out.
Quickened the 'shooting' motion.
Changed into a attack that triggers periodically until Koishi changes skills, gets hit, or re-inputs.
Rose vines has shorter range, increases as Koishi keeps on triggering.
Repeating triggering will allow Koishi to automatically generate a rose vine as a counter when hit.
Trap Wire, hmm?
Really surprised Stinging Mind received no changes, when everything around it got buffs.
Here's a video of the Conditioned Teleport changes (http://www.youtube.com/watch?v=oJq3owNlh_Y), which includes something odd that I noticed at the end.
That "small range" is very close to the opponent, but not quite making physical contact.
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- Nitori's Kiku-ichimonji Compressor now costs a whopping 200 battery points to use. Less cheap, insane combos as a result.
Is it just me or is this a MUCH harsher nerf than just weakening the properties of the attack some? I admit it was too good before, but now it's so prohibitively expensive that it seems almost unusable. Or at least it's lost any utility outside of combos because whiffing is such a penalty now.
This seems like it would be a great time for me to jump back into the game, but I'm moving next week. Some day! Some day I will get around to actually putting some time into this game.
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Miko's changes.
- Her 6[6]A seems to leave a sort of "lingering movement", basically if you cancel it into just about anything she'll keep moving forward a little.
- Her 6[6]A also knocks up on Level 1 Cape now, instead of just on Level 2 Cape.
- 5AAA 2A Now groundbounces.
Tenfold Listening:
- Now takes a lot less time to actually give you the popularity.
Influence on Eastern World(Ring):
- If you use a second ring while one is still out, the first one vanishes immediately.
Cipangu The Golden Sword(Swords):
- 8 Version seems to knock the opponent upwards much less, allowing for easier combos.
Lazer of 17 Articles(Lasers):
- Now comes out MUCH faster.
Contracting Earth Mantle(Teleport):
- Now happens much faster depending on your cape level (Level 0 seems to be the same as before, Level 1 is a bit quicker, Level 2 is INSANELY QUICK)
Heaven in Palm(The spellcard that's not fullscreen :V):
- Starts out with an obscene amount of orbs, number of orbs decrease as the spell goes on.
Suppression by the Commands of the Sovereign(Last Word):
- NOW COMPLETELY INVINCIBLE ON STARTUP
Didn't really notice anything else, but hell, I'm liking what I see so far.
-
So I've experimented around more, and Conditioned Teleport now has a size limit.
Also I found that the Shinto Y can be a decent Hit Confirm. (http://www.youtube.com/watch?v=lOR2NOZ8NxU)
After that, I figured out a way to extend the basic midscreen combo (http://www.youtube.com/watch?v=14ftXtwEDOs&t=0m14s) for a little more damage.
-
(the full first combo in itself in the video doesn't work on anyone but Ichirin and Mamizou for some reason, so it's not really worth the time to practice it).
Okay scratch that I found a variation where this DOES work, and it ONLY works with Taoist Koishi
The reason being is that if you hit the opponent with X before they cross it won't do as much stun (only as much as the pre-patch version)
In fact, it really looks like Taoist Koishi is useful now. I might stick to her now since most of my stuff works with that.
-
Okay scratch that I found a variation where this DOES work, and it ONLY works with Taoist Koishi
The reason being is that if you hit the opponent with X before they cross it won't do as much stun (only as much as the pre-patch version)
In fact, it really looks like Taoist Koishi is useful now. I might stick to her now since most of my stuff works with that.
Yayyy, Taoishi Viability!
I will say though that the Y is pretty bad now, since it'll activate regardless of whether you're on the same level as your opponent.
I hope it's just a bug, since it could have just been mistakenly carried over from Shinto's homing while differentiating 5 and 6.
-
As for someone who -isn't- Koishi, Futo's 8B and 2B now activate far far faster in the dial-a combos (8B used to not even combo most of the time), and 6B has the wallslam part without 20 plates. Landing Y bullets in a combo seems much easier now, too...
But yeah, I'm in the "time to playtest Koishi to hell" bandwagon >_>;
-
I'm testing Miko and Koishi screw you ducks! :V
-
So I played a couple netplay matches and HOLY CRAP WHY DIDN'T I USE TAOISHI BEFORE?
Her bullets are so good and penetrates so many things so it's even better for zoning if you're good at predicting enemy movements. Her Y is still intact as well.
I guess I know who my main religion is now :V
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So I played a couple netplay matches and HOLY CRAP WHY DIDN'T I USE TAOISHI BEFORE?
Her bullets are so good and penetrates so many things so it's even better for zoning if you're good at predicting enemy movements. Her Y is still intact as well.
I guess I know who my main religion is now :V
SPREAD THE TAOISM! :V
-
Does anyone mind posting the rest of the patchnotes for the other characters for those of us that can't read Japanese please? I'm after Mamizou's patch note's in particular myself.
-
Oh yeah anything on the other characters?
-
Who next?
Please do one for Byakuren if you don't mind. I'll be testing her too.
Edit:
Just got around to test Buddhist Byakuren, and I can say she received MASSIVE buffs. Expect to get over 3000~ combos from anywhere. Rejoice!
- And
I'm liking scratch that, I"M LOVING the three-hit Hanuman, now with stun and knocback, yay! It's also faster!
And for the property:
The first hit deals no stun and isn't comboable.
The second hit sends the enemy rolling, like the first hit of Hanuman in ver1.00, and it's comboable, deals 20% stun.
The third hit is her B attack and can be cancelled to(you can do two B attacks in a row). All of them deal more damage than the usual B, 40% stun, faster and more range. Different input will change the third hit, 6 is 6B, 4 is 5B(adds wallslam), 8 is 8B, and 2 is 2B(1 hit, groundslam). All deal the same damage, though I recommend the 6 one since you can combo after it. - Garuda is now harder to follow with a combo but works wonders as an ender now. Is faster so useful to counter straight projectiles. The input difference is the same as the old one. The increase in Guard Chipping is reduced. Then again, doesn't it feel harder to guard crush now? I can't seem to pull one off.
- The spirit cost for her weak shot is decreased, and you can still shoot once even when you run out of spirit if you catch the vajra. So yeah, you can do 5 consecutive shots now. It seems easier to catch them too.
- The Eye has gotten better now. It has more invincibility to projectile. The 2/8 is the old one, while the 4/6 goes in four directions with good range(about half screen), though it keeps changing, sometimes wider and sometimes only goes horizontal. It seems to have a pattern but I'm not sure.
- Angirasa Veda will Guard Crush! Free combo, ahoy!
Will go into details later.
-
Toyosatomimi no Miko
System
Blue cape status will be cleared on its own after time passes
5A
Larger hitbox for Purple cape.
Lengthened Dial-A input window.
5AA
Fixed a bug where Dial-A input window was short while having the Red cape.
66A
Larger hitbox for Red cape.
Less proration.
More proration on the first hit
5AAA
Larger hitbox for Red cape.
Less proration.
More proration on the first hit
Comes out faster.
Can cancel into other attacks anywhere.
6[6]A
Attack hitbox comes out faster
Blue cape is now what Purple cape once was, Purple and higher causes spinning knockback.
Increased attack level at Red cape, longer 'untechable' frames.
5B
Larger hitbox for Purple cape and lower.
5AAAA
More forward movement, less backward movement.
5AAA 2A
Changed to floorslam
6[6]B
Shorter recovery
X projectiles
Increased Stun
Increased damage on the first projectile(the one before it splits) except for Buddhism.
Neutral, higher damage after splitting, splits at a further distance, longer range, less spread
Shinto, lower speed after splitting, splits at a closer distance, splitting is a bit delayed.
Taoism, less spread, splits at a further distance, causes 'falling back' knockback after splitting, attack hitbox revives after being grazed
Buddhism, the spread beams deal 1 hit each, More proration, More proration on the first hit.
(The wording sort of implies that it used to deal 2 hits when the enemy is hit by both the lower one and the upper one)
Y projectiles
More Stun
Netural, less hitstop, larger far-range hitbox.
Shinto, more spread projectiles, less proration on the spread projectiles, more hits on Red cape
Buddhism, more hitstop
Shukuchi Cape
Same influence on popularity for all slots. Bad influence.
Faster motion.
Can act freely at the latter parts of recovery
Faster motion with Red cape.
Laser of Seventeen Articles
Comes out faster
More stun
Doesn't counter.
Getting hit will stop the lasers.
Causes spinning knockback
4, 6 slots will change the spread.
Wishful Soul of Desire
2, 8 slots change where the projectile comes out.
Homing property strengthened after locking onto the opponent.
Higher proration on the first hit
More hitstop and guardstop
Reduced attack level to Weak
Purple cape, consumes less popularity, less proration.
Red cape, more damage, more guard chipping.
Cipangu the Golden Sword
8 slot causes less upward knockback
Influence of the East.
Can place only one ring at a time.
Tenfold Listening
Using 4 or 6 slots will give different versions with different popularity gathering speed and gathering time.
Using this move again while gathering will turn the gathered popularity into a completely homing attack that also raises the opponent's popularity.
Last Word with a Giant Catfishish name.
Complete invincibility between input and activation
More powerful.
-
Just practiced using Shinto Byakuren and I noticed the new patch removed some combos from Byuakuren like how my usual 5B starter limits before the last hits and her old corner combos aren't possible anymore. Her Claw of Garuda, while comes out fast, limits easily and dial A's can't connect as easily afterwards anymore, or even at all, on corner combos. And her "5AAA2A> 5Y> 5AAA> Sword of Vidudabha> ....." corner combos are pretty much dead now since it limits at the Sword.
-
Hijiri Byakuren
5A
Larger hitbox
6B
Covers more distance
2B
Second hit will come out right after the first hit.
6[6]A
Larger hitbox
More hitstop, more frames between hits
Movement depends on dashing direction when inputting.
Slightly moves toward the center while moving.
66B
Can receive inputs even when she is teleporting.
Covers more distance when she appears behind the opponent.
X
Less spirit consumption
More Stun
Increased damage
Decreased amount of spirit recovered when catching the projectiles except for Taoism
Shinto, slower, hitbox becomes bigger as it flies.
Taoism, faster, pushes back the opponent when being grazed, doesn't disappear by being grazed, knocks back the opponent.
Buddhism, larger aiming angle. (It can fly in steeper angles)
Y
More Stun
Neutral, I can't translate this perfectly without more context. ヒット時にブレーキがかかり突き抜けないように.
Something about not piercing brakes when hitting. I don't really understand what this is supposed to mean.
Shinto, hitbox becomes larger when it turns direction.
Buddhism, more duration, can place only one projectile at a time
6Y
Comes out faster.
Increased damage
Hitbox added point-blank, reduced hitbox at the front.
Shorter duration.
Knockback changed.
Hanuman's Dance
Weakened Aria effect, longer duration.
Changed derivation rules. Having only two left results in the second attack, having only one left results in the third attack.
First hit, lower damage, much shorter recovery, changed to fixed knockback.
Second hit, larger hitbox, changed to spinning knockback, fixed a bug where Byakuren was counterable even after she finished her attack.
Third hit, a finisher move based on the B attacks in their respective directions.
Virupaksha's Eyes
Added projectile invincibility and larger cancelling hitbox when chanting.
Increased damage
Added projectile invincibility
4 and 6 slots result in a attack with a horizontally long and vertically thin hitbox.
Indra's Thunder
Changed the auto-attack pattern on the third chant.
Rosaries come out faster.
Reduced recovery
Different slots give different time intervals between setting and attacking.
Cancellable into Spell Cards
Skanda's Legs
Increased duration of Aria affect.
Increased damage.
6 slot changed to be and attack that is slower, but covers more distance. (Actually, it goes across the whole screen)
Garuda's Claws
Increased duration of Aria affect.
Comes out faster
Longer recovery
Larger hitbox, even larger right after Byakuren starts kicking.
Heaven Sign "Brilliance of Mahavairocana"
Countering frames comes out faster
Angirasa Veda
Guard crushes when blocked
Who next?
EDIT : I forgot to mention this, by More Stun, I meant that it adds more to the stun limit. Tasofro uses the word スタン値(Stun value)
-
Not gonna list all of Mamizou's changes since I'm sadly in a hurry here, but the best things I can take note of are:
-A A A 6 A Hits now!
-Tanuki Bucket now drops vertically on Top/Bottom slots, and then after a while (or if an enemy stays close to it) it rises back up, hitting both ways. <- AMAZING for new combos, Okis, trapping, anything!
-Frontal Slot Karakasa now faces you, tossing an enemy in your direction if it hits, makes midscreen combos -much- easier.
-Depending on the slot you place Gizo statue it will execute faster. If you put it on the Frontal slot it will execute nearly instantly, allowing many combo finishers after midscreen wallslams.
-Youkai Flight (the one where she rides the thread-cutting youkai) now can have a up-down movement instead of the old down-up if you place it on the Bottom/Left slots.
-Shinto Mamizou's clouds become much bigger when they take flight, which although is very good for hitting, it makes some old combos with them impossible now.
-Taomizou has a bird SMG, I feel it can penetrate nearly any bullet shot at you since there are about 10 birds traveling in a nearly-straight line. Taoclouds now wallslam HARD (can make you wallslam the opponent to other side of the screen if you're hugging a corner)
-Buddhist Mami seems to be like before, didn't notice that many changes.
-Could've seen this one wrong, but I think Bluefrog/Bluerabbit now vanish if you're hit : ((((
-
Kirisame Marisa, just because
nobody cares about her she has the shortest changelog.
2B
Added a finisher that floorslams
5AAA 2A
Added a finisher that floorslams
5AAA 8A
More forward movement
X
Less spirit consumption
Reduced 'untechable' frames.
Neutral, more proration
Shinto, more damage, changed trajectory, slower speed
Taoism, changed to attack that shoots three stars in a row
Buddhism, changed to a single bullet that creates an explosion that hits multiple times, larger aiming angle
Y
More Stun value
Added a hitbox point-blank and the bending point in Shinto
Shinto, bends at a closer distance
Taoism, less number of hits, more damage, wallslams.
Witch Layline (How should I translate this?)
Removed graze frames in the 6 version.
Rising Sweep
2 version results in a much smaller rise.
Witching Blast
Increased explosion radius
Strato Fraction
Uses less spirit
More Stun value
Sweep Aside
Changed trajectories.
Added a finisher melee attack
The finisher of the strengthened version was changed from projectile to melee
The finisher of the strengthened version has a smaller hitbox
Strengthened version comes out faster
Sungrazer
Comes out faster
Longer invincibility frames.
Yeah, that's short
EDIT:
----------------------------------------------------------
Futatsuiwa Mamizou
2
Fixed a bug where Mamizou would start her ascent too quickly.
5A
Larger hitbox
Shorter recovery
66A
Larger hitbox
Vertical inertia won't easily disappear if Mamizou is not at center altitude.
5AA
Larger hitbox
Vertical inertia won't easily disappear if Mamizou is not at center altitude.
6[6]A
Increased Attack level.
Fixed a bug where Mamizou can cancel into B attacks only at the persisting frames.
5B
Hitbox increased inwards
Reduced Mamizou's hitbox
Longer 'untechable' frames
2B
First hit and other hits now have the same proration.
Reduced attack hitbox.
Increased Mamizou's hitbox.
Changed falling trajectory.
First hit has increased hitstop.
Other hits have decreased hitstop.
8B
Comes out faster
Shorter recovery
Mamizou has a smaller hitbox
Changed direction the opponent gets knocked back. (It became much less likely for the opponent to end up behind Mamizou)
5AA 8A
Comes out faster
Shorter recovery
Mamizou has a smaller hitbox
Changed direction the opponent gets knocked back. (It became much less likely for the opponent to end up behind Mamizou)
6B
First hit has a larger hitbox
Less proration
Comes out faster
5AA 6A
First hit has a larger hitbox
Less proration
Comes out faster
Reduced Attack level of the first hit.
6[6]B
Shorter recovery
Mamizou has a smaller hitbox.
X
Increased damage
Increased Stun value
Increased hitstop
Neutral, sort of homes in on opponent, larger hitbox
Shinto, more projectiles
Taoism, projectiles transform faster, becomes faster after transforming, larger hitbox.
Y
Increased stun value
Neutral, increased damage, more proration, higher canceling level.
Shinto, increased damage, more proration, smaller right after the projectiles come out, but puffs up as it accelerates.
Taoism, single hit attack that wallslams, increased damage, more proration
Buddhism, higher canceling level.
Utsusemi Jizou Transformation
Reduced recovery.
4 version has faster and longer countering frames, and will take a longer time to drop if the opponent doesn't hit her
6 version has no countering frames, but takes a much shorter time to warp.
Bizarre Okuri-Chouchin
4 version and 6 version will change where the projectiles first come out
Increased Stun value
Can have only one set of flames on the screen
Cannot counterhit
Animal Lute Priest
Projectiles disappear when Mamizou is hit.
Increased Stun value
Rabbits, decreased increase of Spell Gauge when the opponent blocks it.
Frogs, increased damage, more proration, more proration, longer 'untechable' frames, increased attack level, causes spinning knockback (Yes, it actually says it twice)
Youkai Amikiri Transformation
Changed knockback direction.
4 and 2 version has Mamizou fly in a mountain shape.(Starts from the bottom, flies in a roughly parabola shape)
Longer graze frames.
First and second hits have decreased damage, less proration, and less guard chipping.
Youkai Karakasa Transformation
Comes out faster
Increased damage
Increased Stun value
Longer 'untechable' frames
First hit has more proration
More proration
Adjustments to location of appearance and direction based on what slots the player uses.
Jumps out only once.
Youkai Tsurube Transformation
Increased damage.
Changed 2 and 8 versions. The tanuki will drop straight down in front of Mamizou, and will stay there until some conditions are met.
Band of 808 Tanuki
Invincibility before attack hitbox appears.
EDIT2:-----------------------------------
Kawashiro Nitori
Up, Down movement
Fixed a bug where Nitori can cancel into dashing before she changes altitude.
Being knock back upwards.
Increased Nitori's hitbox
5B
Comes out slower
6B
Changed SFX when using 6[B ] with Buddhism
2B
Shorter duration
Longer recovery
5AA 2A
Shorter duration
Longer recovery
5AA 8A
Fixed a bug where Nitori couldn't cancel right after attacking
6[6]A
Shorter hitstop
6[6]B
Increased damage.
Increased guard chipping
Increased spell gauge charging.
Increased Stun value
X
Consumes less spirit
Increased Stun value
Neutral, increased damage, increased horizontal speed
Shinto, changed shooting pattern, increased damage, decreased horizontal speed, increased duration
Taoism, changed shooting pattern to rapidly firing 6 shots.
Buddhism, increased damage, larger aiming angle
Y
More proration, more proration on first hit.
Increased Stun value
Matched frame numbers for up and down versions.
Neutral, less guard chipping, increased damage
Shinto, less guard chipping, bullets slow down.
Taoism, increased damage
Buddhism, more hitstop, 2Y will knock opponent downwards, increased damage
Aerial Blaster
Produces a shockwave that knocks back the opponent when shooting.
Increased explosion damage
Shoots blank shots when out of energy. (Nitori will only produce the shockwave)
Increased energy consumption
Photon Torpedo
Increased damage
Counterhitable while moving.
Torpedoes will disappear by exploding when Nitori is hit.
4 and 6 versions will have Nitori shoot horizontally
When using 2 or 8 versions, Nitori will move diagonally upwards or downwards.
Increased energy consumption
Decreased cancelling level
Farewell Rubber Ring
Increased damage
Can't translate this property without more context, but I think that it means that it fixed a bug where Nitori stops for a moment when she uses the 4 or 6 version after being wallslammed.
2 version, increased untechable frames, larger hitbox, longer duration, shorter recovery
8 version, increased untechable frames, larger hitbox, causes spinning knockback
Criminal Gear
More proration on the first hit
Changed movement of gears(Gears shoot diagnoally, then moves horizontally for a short time, activating all placed gears in its path)
Reduced size of gears
Increased energy consumption
Water Bomb Giant Swing
Nitori spins the water balloon faster.
The spinning part deals fixed knockback
Larger hitbox
Added a hitbox in the balloon only at the moment Nitori throws the balloon.
Fixed so that hitting the opponent and releasing water bubbles doesn't happen simultaneously when Nitori throws the balloon while both Nitori and the opponent is on one side of the screen.
Balloon has increased Stun value
Water droplets have increased Stun value
Increased energy consumption
Kiku-ichimonji Compressor
Cannot counterhit opponent
Fixed a bug where spell gauge increased too much.
Can shoot a crappier bomb even when out of energy
Sharply increased energy consumption
Bubble Sign "Fire! Bubble Dragon"
Reduced size of bubble
Super Scope 3D
Fully invincible between usage and the cape.
Longer untechable frames on the cape attack.
Speed of cursor increased.
EDIT3:-----------------------------------------------
Hakurei Reimu
6[6]A
Reduced duration
Changed so that Reimu won't immediately stop right after hitting the opponent
6[6]B
Reduced guard chipping
X
Less spirit consumption
Increased damage except for Shinto
Increased Stun value
Taoism, changed to needle bullets, faster
Shinto, changed to shooting 5 talismans in a row in a fan shape, worse homing, staying on the screen for too long will cause it to disappear, less hitstop
Buddhism, increased explosion radius
Y
Increased Stun value
Taoism's 5Y has increased damage and more proration
6Y
Duration was sharply increased.
Uses up duration as bullets strengthen by passing through the barrier.
Youkai Buster
Cannot counterhit opponent
Dimensional Point Rift
6 version will set the warp point further away(A little bit shorter than half-screen)
Comes out faster
Increased untechable frames when first coming out.
Reimu won't jump back when she hits the opponent with the latter part of her attack. (After teleporting from the floor)
First hit has more proration.
(I feel that the wordings are quite ambiguous)
Quick-Witted Consecration Talismans
Reduced attack level
Added a 2 version and a 8 version
Barrier will shrink as time passes, shrinks faster when being grazed
Shorter interval between hits.
Mid-air Ascension Kick
Decreased damage
More proration
Longer recovery
Changed descending trajectory
8 version, decreased damage, more proration, decreased attack level
2 version, decreased untechable frames, decreased guard chipping
Yin-Yang Orb
Decreased spirit consumption
Can't have more than two orbs out at once.
Frontal Defense Talisman
Added a 2 version and a 8 version
Changed spreading pattern
Increased Stun value
Increased damage and more proration after spreading out
-
Patch 1.10b released
Kokoro-chan's skills (http://www.nicovideo.jp/watch/sm21375708)
-
Patch 1.10b released
Kokoro-chan's skills (http://www.nicovideo.jp/watch/sm21375708)
HNNNNNNNNNNNNNNNNG!!!!
MY BODY AND FINGERS ARE HYPED AND READY!!!
Now where are her spell cards, unless her skills are the spell cards?
-
It's good to know that Byakuren's Hanuman's Dance can now limit unlike before. Gonna replace my Vidudabha's Sword with it. The 4 and 6 versions are pretty sweet and easy to connect all 3 hits.
-
One of the changelogs for version 1.10b
Hata no Kokoro
Fixed a bug where, in Story Mode, a lock that prevented inputting skills was removed.
So it means that it was an accident.
It also means that Hata no Kokoro will be playable soon.
-
One of the changelogs for version 1.10b
Hata no Kokoro
Fixed a bug where, in Story Mode, a lock that prevented inputting skills was removed.
So it means that it was an accident.
It also means that Hata no Kokoro will be playable soon.
Perfect! Once she gets her spell cards, I'll be able to play her story mode.
Edit: Here Gpop have a Koishi scaring Futo.
(http://i670.photobucket.com/albums/vv67/ZoraSmile/Whatupdude_zps4f3721fd.jpg) (http://s670.photobucket.com/user/ZoraSmile/media/Whatupdude_zps4f3721fd.jpg.html)
-
Kokoro -does- have spellcards, they're in the video.
She probably just needs more testing and tweaking.
-
Though I think it's still not complete. What the herll is "? Sign - Spellcard Name" and "Spellcard 2"?
One thing for sure is that she can inflict various status, like that sticking and the spellcard that makes you "happy".
-
Kokoro -does- have spellcards, they're in the video.
She probably just needs more testing and tweaking.
Sweet!
@monhan: Wait what spell card that makes you happy?
Edit: I'm a derp, I see the little yellow lines above Ichirin's head, but what does the happy status do?
Edit 2: IF I HAVE TO FIGHT MOEHERMIT ONE MORE TIME AS SHINTO KOISHI I'M GONNA MAKE A WALFAS COMIC OUT OF IT. >:(
Scratch that comic DING KNOCKOUT! (http://i670.photobucket.com/albums/vv67/ZoraSmile/DingKnockout_zps5068b2a0.jpg~original)
-
What about Futo and her changelog? Thank you. :3
-
More like 'Hermit in flames'(燃え仙人)
Mononobe no Futo
Added a two-layer plate system. They count as two plates when broken.
Barring some exceptions, any plate placement that overwrote already placed plates become two-layer plates.
(Quite noticeable with Futo's Wind Sign "Winds of Three-Wheel Plates")
General
Attacks that had lower guard chipping with low plate numbers were changed to have the same amount of guard chipping as their strengthened versions.
Front Dash
Futo's movements will become heavier if she is too far from the center altitude. (I don't really see the difference, really)
Back Dash
Futo is forced to move a set distance backwards after stopping.
66A
First hit has more proration
5AAA
First hit has more proration
Comes out faster
Can cancel into other attacks anywhere.
6[6]A
Will not place a plate when it whiffs.
Will place a two-layer plate when it hits
5B
Guard chipping is same as the strengthened version.
Hitbox becomes larger at 20 plates
Hitbox becomes even larger at 80 plates
Increased Stun value
6B
Increased forward movement
The guard chipping in the spinning part was removed and was combined into the finale part.
Finale occurs even at lower number of plates,
Finale changed to attacking only the front. (It used to attack both sides)
Reduced Stun value of finale.
Larger hitbox.
Futo also has a larger hitbox
Becomes stronger at 60 plates, instead of 40 plates
2B
Becomes stronger at 40 plates, instead of 60 plates
At 80 plates fires a projectile if the attack whiffs.
6[6]B
Becomes stronger at 60 plates, instead of 80 plates
Stronger version has larger hitbox.
X
Puts a two-layer plate when it hits.
Consumes less spirit
Increased Stun value
Increased damage.
Increased cancelling number of low-charged plates
Stricter checking on flying offscreen.
Shinto, hitbox becomes bigger as it flies, fixed a bug where the plate moves in a weird direction after hitting, larger aiming angle
Taoism, increased speed of plates when it was uncharged or when it was charged once, slightly aims for the opponent's vertical position.
Buddhism, plates will return back to Futo even without charging, larger aiming angle
Y
Fixed a bug in the display
Shinto, larger aiming angle, changed the positioning of the appearing plates so that it will hit the opponent even without charging.
Taoism, Increased damage, plates will fly in parallel, instead of converging.
Buddhism, changed trajectory. Moves in a outward spiral pattern.
6Y
Increased Stun value
Puts a two-layer plate when it hits.
Wind's Ominous Hole
Warping speed was increased to match warping speed at max level.
Larger hitbox.
Attacks as Futo rises after falling down.
2 and 8 versions uses newer dishes first
The 'falling down' attack at higher levels has 0 Stun value and less proration
Royal Dragon's Arrow
Increased chip damage
Increased Stun value
Added a 2 version.
Cannot counterhit,
Water Bearing Plate
4 and 6 versions cause the activated plates to slide in that direction while pouring water.
2 version has a larger activation range.
Increased damage, more proration
Heaven's Iwafune
Comes out quicker
Will immediately disembark if it touches something.
Adjusted disembarking trajectory
Increased damage as boat changes shape.
Causes spinning knockback
Second hit has longer untechable frames.
The boat without Futo cannot counterhit, increased damage as boat changes shape, causes spinning knockback
Liuren Holy Fire
If below 80 plates, the fireball will disappear when Futo is hit.
Standing Mountain
Plate shards have longer untechable frames, cannot counterhit, shards spread out more.
Blaze Sign "Taiyi True Fire"
Reduced damage of fire columns
Inferno Reformation
Raised altitude of damaging region.
Plates set during the duration of the spellcard will explode into a Fujiyama Volcano pillar of fire.
And also destroyed. Also counts towards the number of plates broken.
Explosions, it's what makes a Touhou game. Probably.
I now have only Kumoi Ichirin left. And the 1.10b changelog too.
EDIT:
Kumoi Ichirin
Vertical movement
Fixed a bug where Ichirin didn't have undashable frames right after moving. (I do not understand this either)
66A
Slightly affected by inertia
6[6]B
Reduced guard chipping.
Increased guard chipping when Ichirin attacks alone. (When Unzan is in standby)
5X
Less spirit consumption
Increased damage
Increased Stun value
Can't cancel before shooting projectiles.
Shinto, slower projectiles.
Taoism, faster projectile, knocks back opponent.
6X
Increased Stun value
5Y
Beams shoot faster
Increased damage expect for Shinto
Increased Stun value
Less proration on first hit
More proration
Taoism, shoots the beam at the time the guideline would come out. (Comes out faster)
Buddhism, each burst of beams count as a single hit, more proration
6Y
Fixed a bug where the projectile didn't interact with other projetiles.
Hanging Cloud's Iron Hammer
Comes out slower
Handful of Floating Cloud
Larger hitbox
Comes out faster
Increased damage
Small Thunder Cloud
Increased damage of discharging finale
4 version has shorter charge duration, smaller hitbox, and is rapidly reusable
2, 8 versions gained projectile hitbox on the arms before discharging.
6 version has less proration, increased Stun value
Raging Running Cloud
Increased Stun value
non-6 version has shorter interval between hits, more number of hits, longer untechable frames, and shorter recovery
6 version, shorter recharge time, hitbox extended inwards, fixed so that Unzan won't run offscreen, Unzan quickly moves forward after appearing.
Sunrise of Mountain Clouds
Increased Stun value
Drifting Cloud of Bludgeoning
Comes out faster, comes out even faster if Ichirin is alone
Increased damage, larger hitbox, and longer untechable frames when used with Unzan
Reduced knockback altitude.
Less proration
Traditional Era of a Splendid Old Man (is what it says in en.touhouwiki.net, but I think it should be Splendid Era of Traditional Old Man, depends on parsing)
Fixed duration.
Adjusted spirit consumption of projectile attacks and spirit regen.
1.10b
Hijiri
Fixed a bug where 'Hijiri' can use extra hits of Hanuman's Dance even when out of spirit.
Fixed a bug where the lock of Heaven Sign "Master of the Great Trichiliocosm" was removed before the final hit.
Komeiji Koishi
Fixed a bug where Buddhism's charged B attacks still auto-triggered after a time limit
Futatsuiwa Mamizou
Fixed a bug where the game would freeze when Mamizou's Last Word is blocked
Fixed a bug related to canceling the dash part of Mamizou's Last Word.
Hata no Kokoro
Fixed a bug where, in Story Mode, a lock that prevented inputting skills was removed.
Fixed a bug where the default profiles had data mixed up.
Left out from 1.10
System
While Chicken guarding, releasing the key will change it to normal blocking
When popularity becomes easier to drop after receiving several popularity drops in a row, this effect will be reset when the player gains popularity just once.
Netplay
Adjustments to synchronization methods. Removed input difference between host and client.
Both sides will affected by the client side's lagging.
If it lags besides netplay, try using simple background and 1/2 drawing interval.
Toyosatomimi no Miko
5Y
Shinto, spread bullets are faster.
Looking back, I kind of regret having translated all of this. Should have left it to someone better.
Could have done much better if I knew more fighting game jargon.
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Aww, why such range nerf on B-Futo 5Y? The 2-Arrow is fun, but Futo has more than enough for that range.
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Taoist Miko is OP we needz no nerfs <3
(http://i670.photobucket.com/albums/vv67/ZoraSmile/TaoistMikoftw_zps90371121.jpg~original)
Edit: Still say Futo's AI is annoying and will parrot this until the Taoists come to burn me at the stake. :V
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Sungho, thank you for all this translations of changelogs :3
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Taoist Miko is OP we needz no nerfs <3
(http://i670.photobucket.com/albums/vv67/ZoraSmile/TaoistMikoftw_zps90371121.jpg~original)
It's funny, I tend to get that much popularity pretty frequently with Koishi, but a majority of that is because of counter hits :V
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Hanging Cloud's Iron Hammer
Comes out slower
Frustratingly slow, guess I won't use it anymore. On the contrary, her other skills seems way more useful now.
Small Thunder Cloud
4 version has shorter charge duration, smaller hitbox, and is rapidly reusable
This fast that it is able to wallslam the opponent into the wall on the other side, if it is used after a 6B in the corner. :V
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Kinda off-topic but there's a pretty cool parody of BBCP opening with HM, http://www.youtube.com/watch?feature=player_embedded&v=zb4_owGDCvk
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Kinda off-topic but there's a pretty cool parody of BBCP opening with HM, http://www.youtube.com/watch?feature=player_embedded&v=zb4_owGDCvk
I like this opening. Very well! Also, one of my friends from a RP I used to be in can use Byakuren well, ahahahahaha... ow. ^^;;
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First of a few matches of me that I'm uploading from the MotK tournament that just happened earlier today (http://www.youtube.com/watch?v=WINxjxKdRfo)
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First of a few matches of me that I'm uploading from the MotK tournament that just happened earlier today (http://www.youtube.com/watch?v=WINxjxKdRfo)
Your Taoist Koishi makes my Shinto Koishi look like a chump! :ohdear:
*goes to cry in a corner*
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Gpop, I'd like to challenge you to a duel. It would be the monday since it's my day off the work. Are you ok with that?
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Gpop, I'd like to challenge you to a duel. It would be the monday since it's my day off the work. Are you ok with that?
Probably, depends on the time. I'll be at school picking some stuff up earlier in the day first.
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I'm loving Byakuren more and more, I always keep missing her dash attacks (or her wall slam moves)... this new update made it better
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I'm loving Byakuren more and more, I always keep missing her dash attacks (or her wall slam moves)... this new update made it better
I find that the most recent update made the timing for her dash bitchslap a lot more finicky than it was pre-update. I miss it much more often then I did in the previous versions. Shame too, I use it quite often.
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Patch 1.10c is out. It fixes some netplay crashes.
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Patch 1.10c is out. It fixes some netplay crashes.
Nothing else but that? That's a good one though.
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Okay, Koishi is officially infuriating for me to play now. x_x
Getting tinked by absolutely anything removes all her queued moves. With Nitori bathing the screen with her newly slowed bullets... buhhh.
Maybe I just need to play without the new Growing Pains for awhile. It's also irritating how, it's really nice, but I have to let it hog my queue for awhile... plus as soon as I get tinked all my growing pain charge is gone.
Futo is far better now (Use underflow defensively as well as offensively; make use of your ability to set the X plate next to you with 8Underflow for a waterwall, so nifty) but all the combos are nowhere near being in my muscle memory, so I ALWAYS screw up my hits. x_x
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Nothing else but that? That's a good one though.
I had a feeling that the network crash problems my friend and I were having was not our fault.
Also, I might put up some Icons for people to use.
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One of my main annoyances with the game seems to have been fixed by the balance patch - bigger hitboxes on attacks! Really, flailing around just wasn't fun. Marisa's okizeme tools are way too fun... I should actually learn how to combo with her now, rather than dial A into 4/6bomb oki.
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Alright, I uploaded the other 3 matches:
Gpop vs PMW (http://www.youtube.com/watch?v=awcNQF6qVo8)
Gpop vs Lusvik (http://www.youtube.com/watch?v=T1AXNHagctA)
Gpop vs Neodymium (http://www.youtube.com/watch?v=W-E0kiTs1QQ)
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These matches destroyed any willingness I had to try and face actual people.
Isn't that like the only way to get better though? eeeeehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Really good stuff though. Koishi Mirror was very amusing. Glad that I can at least understand how/why, motives and plans.
I also see that Koishi's don't really use B's and everyone in general uses projectiles often. I feel as if there's a little bit less wrong with me.
Congrats on 2nd!
Yay for Taoishi!
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Shinto Koishi for the win still!
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Also just wondering, do Koishi's specials trigger on Tier2 Dash (Invisible/Intangible) Koishis ?
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Been working on my Futo (I think I'll relearn Futo a lot faster then I'll relearn Koishi; I mostly just need to get her new combos in muscle memory...) Also I noticied I've been saying Underflow instead of Overflow. WHATEVER
Currently the midscreen and corner combos I've been using are
AAA6A cancel 5X 6Underflow 3 AAA2A 5X
This is midscreen. At high plates it usually whiffs, but at 60 plates I can do AAA8A Y Fireball instead. I can't find any other way to end it that will limit, so I guess this is about it. Worth noting that if you want to do this reliably you specifically use SIX UNDERFLOW. I think anything other then 4Underflow will work for the corner combos, but I generally use 8Underflow at the corner, so... (8Underflow is good defensively too)
AAA5A Y Underflow 9 AAA 5X Fireball (2.3kish at 0, 2,643ish at 20)
Corner. 5 plates and similar damage to the previous combo. I've been experimenting with skipping the first underflow so I can get more plates in before I cast underflow later, or doing another string of AAA 5X for 2 more plates and then ending with Underflow... or starting with the same first part as the midscreen. Hrm. Thankfully, this combo is flexible, so if I forget to cast Underflow first I can still do a good combo.
AAA5A Y Underflow 9 AAA 5X AAA 5X
More practice done mid-post; came up with this. It will limit and do surprisingly similar damage to the above combo, and you'll have 4 plates to work with while the opponent is in stun; possibly the best corner combo to do. AAA5A 5Y AAA 5X AAA 5X Underflow also does similar damage and will break the plates for you, but you miss the meat of the combo if you have too little spirit; with the previous one you can at least throw a heavy melee instead and hopefully still limit.
You have to pay attention to your spirit because this these take almost your whole bar. If you want to use less (or have to), you can do AAA5A 5X AAA6A 5X Underflow [insert more dial-a here at lower plates] for a few hundred less damage and less plates, but it takes like a third less spirit from your bar. This can be hard to time before you get the hang of it... but the spirit cost is a lot lower, and Futo often has low spirit.
Boat is still mostly useless, but if you really want to hit people with a boat, it works in some combos at least... not optimal ones at all (you sacrifice plate stacks for no real gain other then boatslam) There's some situational combos that can be done with it and WindPort... WindPort is plausible to use, and it's amusing when your opponent doesn't expect it, but I'm not sure if it's much good against someone who actually keeps in mind it exists. I'm stuffing WindPort into my deck for now to see how it works out.
There's a few silly windport combos you can do (As in, in the middle of your combo windporting without preset plates in the right area) but they aren't exactly efficient.
Haven't tested comboing off of dash attacks landed in the corner, but both short and long midscreen dash A attacks will go into the midscreen combo just fine; start with 66A 5X 6Underflow and then do the whole normal midscreen combo. Really high damage! If you start with the short dash 66A, you might use a different strong attack to end, and you can omit the last 5X; with the longdash the whole thing will hit for high damage.
It's worth noting I've pretended Pillar doesn't exist. Underflow does high damage now and I could never do forwards combos with Pillar in the first place... ever. x_x
Futo can definitely hit very high plates in conventional matches now, and her bnb's get a few hundred damage increase with every 20 plates. Pretty great.
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Been working on my Futo (I think I'll relearn Futo a lot faster then I'll relearn Koishi; I mostly just need to get her new combos in muscle memory...) Also I noticied I've been saying Underflow instead of Overflow. WHATEVER
Currently the midscreen and corner combos I've been using are
AAA6A cancel 5X 6Underflow 3 AAA2A 5X
This is midscreen. At high plates it usually whiffs, but at 60 plates I can do AAA8A Y Fireball instead. I can't find any other way to end it that will limit, so I guess this is about it. Worth noting that if you want to do this reliably you specifically use SIX UNDERFLOW. I think anything other then 4Underflow will work for the corner combos, but I generally use 8Underflow at the corner, so... (8Underflow is good defensively too)
AAA5A Y Underflow 9 AAA 5X Fireball (2.3kish at 0, 2,643ish at 20)
Corner. 5 plates and similar damage to the previous combo. I've been experimenting with skipping the first underflow so I can get more plates in before I cast underflow later, or doing another string of AAA 5X for 2 more plates and then ending with Underflow... or starting with the same first part as the midscreen. Hrm. Thankfully, this combo is flexible, so if I forget to cast Underflow first I can still do a good combo.
AAA5A Y Underflow 9 AAA 5X AAA 5X
More practice done mid-post; came up with this. It will limit and do surprisingly similar damage to the above combo, and you'll have 4 plates to work with while the opponent is in stun; possibly the best corner combo to do. AAA5A 5Y AAA 5X AAA 5X Underflow also does similar damage and will break the plates for you, but you miss the meat of the combo if you have too little spirit; with the previous one you can at least throw a heavy melee instead and hopefully still limit.
You have to pay attention to your spirit because this these take almost your whole bar. If you want to use less (or have to), you can do AAA5A 5X AAA6A 5X Underflow [insert more dial-a here at lower plates] for a few hundred less damage and less plates, but it takes like a third less spirit from your bar. This can be hard to time before you get the hang of it... but the spirit cost is a lot lower, and Futo often has low spirit.
Boat is still mostly useless, but if you really want to hit people with a boat, it works in some combos at least... not optimal ones at all (you sacrifice plate stacks for no real gain other then boatslam) There's some situational combos that can be done with it and WindPort... WindPort is plausible to use, and it's amusing when your opponent doesn't expect it, but I'm not sure if it's much good against someone who actually keeps in mind it exists. I'm stuffing WindPort into my deck for now to see how it works out.
There's a few silly windport combos you can do (As in, in the middle of your combo windporting without preset plates in the right area) but they aren't exactly efficient.
Haven't tested comboing off of dash attacks landed in the corner, but both short and long midscreen dash A attacks will go into the midscreen combo just fine; start with 66A 5X 6Underflow and then do the whole normal midscreen combo. Really high damage! If you start with the short dash 66A, you might use a different strong attack to end, and you can omit the last 5X; with the longdash the whole thing will hit for high damage.
It's worth noting I've pretended Pillar doesn't exist. Underflow does high damage now and I could never do forwards combos with Pillar in the first place... ever. x_x
Futo can definitely hit very high plates in conventional matches now, and her bnb's get a few hundred damage increase with every 20 plates. Pretty great.
Before the update I haven't had that waterfall in my deck, but now it is just too convenient. It is easy to do combo's with it, together with the Bishamonten Laser item skill.
At least two combo's I use for mid-screen, both doing around 23k damage:
5B > 5X > AAA > 5X > AAA > 5X > [Bishamonten Laser]
AAA > 5X > [2waterfall] > 3 > AAA > 5X > [Bishamonten Laser]
As long as you connect with 5X. Both also work in the corner. In fact, you can vary both of them easily. Something I also often use is her 6B > [Bishamonten Laser]. Sadly, however, it whiffs against Miko in the corner. Luckily 5X also works in place of 6B.
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So pillar sucks now? Well, that's okay, it felt unreliable to begin with before too.
AAA5A Y Underflow 9 AAA 5X Fireball (2.3kish at 0, 2,643ish at 20)
Propably doing something stupid, but how do you even connect Underflow after AAAA Y? The opponent is way above the Y plates to get hit. Also, why 6Underflow for the midscreen combo instead of 2, which has more range?
I've been waiting for this stuff. Thanks guys, more power for the Moehermit club :3.
Now, if I only could find someone who doesn't have tremendous lag againist a Polish player to try it on :ohdear:
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I like the fact that Taoist and Shinto Koishi rocks.'
Sorry, Gpop but I love Shinto Koishi.
Also... AHEM... any Futo players wanna suggest me a build speak now or forever hold your peace (and faces).
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So pillar sucks now? Well, that's okay, it felt unreliable to begin with before too. Propably doing something stupid, but how do you even connect Underflow after AAAA Y? The opponent is way above the Y plates to get hit. Also, why 6Underflow for the midscreen combo instead of 2, which has more range?
I've been waiting for this stuff. Thanks guys, more power for the Moehermit club :3.
Now, if I only could find someone who doesn't have tremendous lag againist a Polish player to try it on :ohdear:
I could try if you wouldn't mind. I can host. Just give me a pm. :V
Also... AHEM... any Futo players wanna suggest me a build speak now or forever hold your peace (and faces).
Well, suggest... I will just put my not-so-happy-with-deck in here.
(http://gyazo.com/4e15667288e4f5742708ff77571a6e07.png)
Though, the 6XY is just stupid, but I have nothing else that could be convenient enough to put there. Well, anyway. Holy Fire is usefull, Waterfall skill is usefull, and her Platespin is usefull so I suggest to at least put those in your deck. I have the latter twice so I can cast it more often during a match, which means more plates.
Still lots of things to learn as a Futo, however.
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Propably doing something stupid, but how do you even connect Underflow after AAAA Y? The opponent is way above the Y plates to get hit. Also, why 6Underflow for the midscreen combo instead of 2, which has more range?
Overflow (I need to call this the right name so I don't screw -everyone- up) plates slide in the direction they're mapped to, now. I could never connect them in a midscreen combo RELIABLY before, but 6overflow makes it easy now, because they'll slide towards the opponent. Even if other directions still work, in an actual match your distance will vary some, and it helps; and on bare whiffs it'll still tink the opponent after a second, making the dropped combo less bad.
8 Overflow really sends those plates shooting upwards, which is useful defensively and in the corner. This will also let you reliably hit underflow in the corner; but, at neutral combo start heights, I could use 6Overflow just fine for my corner combos.
Anyway this is my Futo. I have an alternate set that uses WindPort instead of the Arrow. (I use a random arrow now and then since it's a fast poke with odd range; I should probably use it more often for pressure with broken plates after getting 20+ plates though, which is the main reason it's in my deck, even if I forget to do it.)
(http://puu.sh/3IBQg.jpg)
Edit:Wow, 2underflow does have a LOT more range... and entirely whiffs after AAA5A Y in the corner. It turns out the forward momentum from 6Underflow pushes the upper plates forward just enough to drag the opponent into the stream, and then get them hit by all 3 plates. It gives you more time to connect, but that shouldn't be an issue with 8underflow anyway.
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Hmm... from the decks that I've seen, you guys set too much spellcards. They are pretty powerful but you usually won't get the chance to use it more than twice, especially with the recent patch. I think you better swap it with something else, skill or maybe an item card could be useful.
Wanted to upload my fights, but since I don't know how to convert it I'll just attach the .rep files to my matches (http://challonge.com/eushinkirou)., turns out I can't.
There's none for my match with Shimatora since that was a win because of lag. So that one didn't count, really.
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I often get three spellcards in a match. Now, my Koishi deck only has 2, because I find it harder to have any decent chance to use them...
My midscreen Futo BnB didn't connect at 60+ plates because of extra Overflow hits; if you delay literally like an entire second after Overflow then it works. Ooooor... you can do something else. I'm testing possibilities, but "3 5X Fireball" seems like a winner so far... or another underflow, they both limit for similar damage there. This does make the bnb take your entire spirit bar though, in exchange for a little extra damage and 2 more plate stacks, so maybe it's best to just do the delay. (You could fit a boat in there if you really wanted to, but I doubt the damage is better)
I'll probably just be doing AAA8A Y Fireball at 60+ anyway, even though it's really not a better combo.
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@monhan: Hey everybody, uses spellcards I think... :derp:
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Hmm... from the decks that I've seen, you guys set too much spellcards. They are pretty powerful but you usually won't get the chance to use it more than twice, especially with the recent patch. I think you better swap it with something else, skill or maybe an item card could be useful.
Wanted to upload my fights, but since I don't know how to convert it I'll just attach the .rep files to my matches (http://challonge.com/eushinkirou)., turns out I can't.
There's none for my match with Shimatora since that was a win because of lag. So that one didn't count, really.
Spell cards are really useful though, both for damage and popularity. 1 is pretty small amount, having 2 is pretty normal though, and have 3 I would say is the limit people should put on themselves for the amount of SC's needed.
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@monhan: Hey everybody, uses spellcards I think... :derp:
Like what Gpop said, I meant that 2 is enough. Most of you used 3(I believe I've seen someone used 4), which in my opinion is too much. It's powerful and useful for popularity, but if you're really using it in the right way, you should be able to dish out 5000-6000~ damage. By the time you get to use one, that should be enough to end the round or left the enemy with little health. After that you'll usually only get to use another one before the fight ends.
I do use them to gain popularity, they're pretty good to push in a LW, and stop the timer when I'm losing in popularity so I can finish off the opponent. But sometimes, I use them to intimidate my enemy to go on the defensive or use that invincibility during the declare to counter.
Some of you probably use them for pressure and I agree, most of them are pretty big and usually safe enough to at least push the opponent away.
But maybe it's because I'm using Byakuren. You can't really put any pressure with any of her spellcards and if you miss, you're screwed. That's probably why I only use 2. Heck, I only used 1 until they make Mahavairocana have a faster startup.
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I can't pop off a spell card sometimes even if I use 4, but for my Miko setup 3 spellcards and the light ring to make people back off.
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I run 1 SC for an extra option. One of Koishi's strengths is her unpredictability, and I feel that a larger variety of moves would benefit that.
Though 2/3 spellcards is infinitely more forgiving should you whiff one of them, or constantly pressuring the opponent/forcing something out with the declaration status, Spellcard variety, and of course, a very high reward option.
It's all up to playstyle and preference, as usual.
Just my own personal reasoning.
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Gpop, Trance already told you this, but I absolutely loved your Koishi guide <3 MUST HAVE MOAR
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Gpop, Trance already told you this, but I absolutely loved your Koishi guide <3 MUST HAVE MOAR
Oh it was YOU :V
I should get around updating it though, 1.10 changed a lot of the moves on it.
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Speaking of thanks, happy not-birthday Gpop. Here's some Koishi icons for your-- and anyone else's -- pleasure. (https://www.dropbox.com/s/ixcu4ybkuqq5fbo/Koishi%20Komeiji%20Icon%20Pack.zip)
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Forgot to say that the old replay files are obsolete in ver1.10c.
Anyway, how many of you guys here use Byakuren? The only ones I noticed are Shin Rokuren, Darth Sirov, Kosachi, and LadyScarlet.
I'm thinking about making a little guide, maybe even a video. Though to be honest, I don't think many people will need one for her. I'll just see if there's any demand.
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I have, a Tewi, a Godoka, and a Koishi icon if anyone wants it. I did it myself in Photoshop though.
I have a friend who is good with Byakuren, I'll ask her could she indulge the details of her Byakuren though.
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Did a quick one so here, just a sneak peak on what might be http://www.youtube.com/watch?v=tqkMZrfl14E Sorry for using Miko as the dummy.
This is actually intended for the latter part of the guide, but oh well. It'll probably be about useful combos and tricks, among other things.
I can't promise anything for a final product though.
I wanted to bust one out during the tournament from the other day, too bad I kept missing my chances.
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Just going to jump on the icon bandwagon here:
Touhou Hisoutensoku Icon Pack (http://www.mediafire.com/download/98acd7ur8cxgmko/Hisoutensoku_Icon_Pack.rar)
Made from the sprites, not the portraits.
Includes all 20 characters + Ran, Chen, and Kanako because they also have sprites.
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Hello there fellas, new guy here, lol. I looked for some presentations forum or something but... it seems there is none, so I guess I'll introduce myself here XD.
Well, I've known this place for quite some while now, but never really had a reason to join (English in not my native language, im part of another forum, etc) however I have noticed you guys have here quite an active Hopeless Masquerade community, and given that I've fallen in love with the game, I felt it was the right time to finally try to be part of this huge community XD. So... in other words, yeah, I join mostly to join the talk about HM, characters, plot, moves, gameplay, etc etc, and of course, have fun with you guys.
I also write touhou fan fiction... but I dont think you guys are interested in that, at least not in this thread, lol.
Umm... what else can I say?... My main is Toyosatomimi no Miko and close enough as a second main is Futo. Gotta love the taoist gals. I'm up for HM talk or any kind of talk really, and I am also up to whoever wants to challenge me to some matches of HM. I have my ports open so I can host, bla bla bla and all that cheese, heheh.
For those interested, I leave you here 4 replays of some matches I've had against my brother (He uses Byakuren, and I do believe he is really good), so you can judge my skill and that. The one with Futo is one of my favorites.
http://www.mediafire.com/download/co9sasqh2qp3fe9/Loki-HM1.10c-Replays.rar (http://www.mediafire.com/download/co9sasqh2qp3fe9/Loki-HM1.10c-Replays.rar)
And... well, I guess everything that had to be said has already been said... for now, lol. I really hope we all can become friends (and HM rivals!) and that we can all have fun. See ya guys later (that is, if my post get accepted, lol. Sucks having less than 3 posts...)
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Hello there fellas, new guy here, lol. I looked for some presentations forum or something but... it seems there is none, so I guess I'll introduce myself here XD.
Drop by the irc channel then #sokumaidens (http://webchat.ppirc.net/?channels=sokumaidens)
. You might find people to fight there.
I would like to test you myself, though I'm available tonight(2hours from now), I only have good connection on Saturday and Sunday. If you're okay with lagging then, just PM me.
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For those interested, I leave you here 4 replays of some matches I've had against my brother (He uses Byakuren, and I do believe he is really good), so you can judge my skill and that. The one with Futo is one of my favorites.
http://www.mediafire.com/download/co9sasqh2qp3fe9/Loki-HM1.10c-Replays.rar (http://www.mediafire.com/download/co9sasqh2qp3fe9/Loki-HM1.10c-Replays.rar)
And... well, I guess everything that had to be said has already been said... for now, lol. I really hope we all can become friends (and HM rivals!) and that we can all have fun. See ya guys later (that is, if my post get accepted, lol. Sucks having less than 3 posts...)
Welcome! (Though i have no idea if I have much of a right to say that or if it holds much meaning, myself being fairly recent as well...)
Koishi/Marisa player here.
Goodness, you two are fierce. If only I had a training partner/wasn't so shy...
I don't know too much about those two characters so I won't be able to provide so much feedback.
However, just wondering. In round 2 of the first replay, how come you didn't use the SC, especially after you grazed his? Was it an input error?
Was just kind of puzzled by that.
Glad to have more people here to talk with.
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Hello guys, thanks for the welcome XD
@Monhan: Sure thing, Im always up to a battle. Just tell me when you're good to go. Also, thanks a lot for the link XD.
@Lumenebrae: Indeed, having a sparring partner sure helps improving. The lousy HM AI is so sad... its a 5B-spamfest... also playing network helps a lot, there's a lot of really good people out there.
Mmm, the first replay?, I do believe you mean the one where my brother wins, in the stage of Nitori. Well, I did managed to avoid his counter but the spellcard I had activated was the "Taoist of the Land of the Rising Sun" (The one that covers the whole screen), however for that spell to be effective, Miko has to be above the opponent... preferably about 25 degrees to one of the sides, otherwise the damage will be ridiculously low, even less if the opponent is directly above her.
In that part, I did tried to stand above her with the teleport skill, but alas and as you said, I made an input error and did the teleport twice... Also, I doubt I would have made it in time with the spell, so there was no point in activating it at all in that situation. I could have fetched about 1000 damage at best, but decided to try and go for a bigger hit. Didnt paid off tough, lol.
Im glad of being too as well xD.
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Omg I love Miko too! -shot by angry Buddhists-
I main Reimu, Koishi, and Miko. I might end up making Futo my main too if I get can her moves down packed. I currently can do a bit more with Koishi and Miko at the moment since my Reimu deck seems a bit more predictable.
Icons: Koishi (http://i670.photobucket.com/albums/vv67/ZoraSmile/KoishiIcon_zpse6c0622b.png~original) , Godoka (Puella Magi Madoka Magica) (http://i670.photobucket.com/albums/vv67/ZoraSmile/GodokaIcon_zps5d403066.png~original) , and Tewi (http://i670.photobucket.com/albums/vv67/ZoraSmile/Tewi_zpsb406afa3.png~original)
Forgot to update the other post sorry peeps.
Edit: Welcome to the Shrine Maiden forums, Sahuaro please have some tea and wait warmly for more fun.
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Some notes about Marisa's Y:
Taoist Y deals ~300 extra damage at a closer range as opposed to a longer range.
Shintoist and Neutral Y hits/damage inversely scale with distance.
It can also be followed up by another Y as long as these conditions are met:
1. The first Y connects.
2. There is room to move upwards.
Taoist: The opponent is close enough to the wall for a wallslam / as long as the first Y wallslams.
Shintoist: The second Y is boosted by the star gauge (err we need a name for Marisa's 4th specials) OR You are within a certain distance from the enemy.
Buddhist: You can chain up to 3 in a row, as long as the 1st and 2nd are not boosted. Also functions as a decent combo starter at any position. (Try Y 9Y 9 Dial6A X from midscreen.)
Neutral: Same as Shinto, but like Buddhist, you can chain up to 3 in a row if you are either close enough or if one of them is boosted. Double Laser can start combos if close enough.
Unfortunately it mostly doesn't seem to work in the middle of combos though.
Taoists can actually limit with 2X8Y8Y if you're far enough/all hits land. Potential spellcard setup, drains ALL spirit though, so pretty impractical.
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Buddhist Byakuren OP, seh throws stationary spinning swords and dosent afraid of anything.
Also, her dash-B is the most amazing (counter-)punish ever.
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Buddhist Byakuren OP, seh throws stationary spinning swords and dosent afraid of anything.
Also, her dash-B is the most amazing (counter-)punish ever.
I was a victim of it... IT HUUUUUUUUUURTSSSSSSS NEEEEEEEEEERF PLEASE!!!!! :flamingv:
Just kidding about the nerf part, but yes I was a victim of Buddhist Byakuren.
So... any new finds yet?
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My friend uploaded highlight clips of our matches.
#1 http://www.youtube.com/watch?v=nCtfChme4SU
I try to punish Byakuren's whiffed spellcard... my own card propels me right into it's range and proceeds to neither save me from the vajra nor hit her.
#2 http://www.youtube.com/watch?v=TmLwqLqtlxo
If you give Byakuren a hug during her counter spellcard, it won't hit you. But, I, uh...
#3 http://www.youtube.com/watch?v=s6PBIAEgquw
#4 http://www.youtube.com/watch?v=wfx9eFiyPzo
I have a really, really bad trigger finger. And my friend supports it by not being able to understand how SuperEgo works.
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@Monhan: Hey, sorry for not replying but I cant answer or write PM's just yet... need more posts... *sigh*. Anyways, I'm usually available 24/7 so you can easily find me here or in the IRC channel you gave me. I just hope we can play without so much lag... Lately, I've been unlucky and all matches I've had have been rather laggy...
@Lumen: Nice discoveries, luckily (or unluckily) I havent played against any Marisa, but that will help to keep it in mind when the times comes to face one. Is it just me or Marisa is maybe the least popular and used character in this game?
@Serela: I loled with the first one. Everything that had to go wrong in that one, went wrong. The universe conspired XD.
As for discoveries... well, I found in Nico Nico a nifty way to have Miko land her LW after a corner combo.
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Hey guys and gals. I'm starting my journey to find and challenge all the shinkirou players everywhere ever. If there is anything I love doing, it's playing shinkirou.
So with that said, would anyone like to play with me? Is this the right place to look for an opponent on this forum? Thanks and I hope we can have fun together! I can host easily through shinkirou so I will supply my IP and port number upon request for a match, if that's ok.
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Is it just me or Marisa is maybe the least popular and used character in this game?
Yeah, It doesn't seem like there are many/any other Marisa players that post here. I prefer Marisa's Laser and would rather not worry so much about Momentum as Miko.
Man, the ideal directions for my skills are the opposite of the B's that lead into them for both my Koishi and Marisa. So much input confusion ???.
Also it seems like Neutral and Shinto tend to have the most things in common.
When Kokoro comes out, that's probably all we'll see in matches for a while. Probably a good time for me to attempt to fight other people because everyone will be learning. Imsobadatthis.
Taoists can actually limit with 2X8Y8Y if you're far enough/all hits land.
Found that you can replace 2X with a 4 or 6 Potion Bomb. Doesn't use any less spirit, but will probably be more successful/easier to land. It also does more base damage.
And Welcome Csoku! How I've seen things work is that you state your existence somewhere here and then you PM or are PM'd by someone who's open to matches and try to arrange something.
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Tasofro logic
5AAA 2B ≠ 5AAA 2A
despite having pretty much the same animations...
Ashamed to say I just discovered this today... no wonder I couldn't pull off the floorslam change... not that its that good to being with anyways XD.
A new world of combos has been opened to me XD. Suddenly Futo stopped having no combos, hahaha. A pretty easy mid-screen setup is:
5AAA 2A 5Y 1Jc 66A 6B 5X.
Limits and does about 1.8k damage while setting up 5 sexy plates, all ready to be broken XD.
I can also finally combo pillar... not that it matter now that we have overflow, lol.
Time to experiment with 5AAA 2A/8A and try to get out of my muscular memory 5AAA 2B/8B...
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If anyone wants to test out a match from someone on the other side of the world, SEAsia (GMT +8), give me a pm... :(
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I was derping around the internet when I came across this at the thtools wiki:
http://mint.s150.xrea.com/?%E5%BF%83%E7%B6%BA%E6%A5%BC (http://mint.s150.xrea.com/?%E5%BF%83%E7%B6%BA%E6%A5%BC)
http://coolier.sytes.net/th_up4/index.php?id=5566
Yep, a Hopeless Masquerade palette editor. It supposedly works the same as Soku's, but I can't make palettes for anyone or run get16tex.exe included. If anyone can make heads or tails of the readmes or at least figure out how to use the program, that would be great.
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@LadySc: Wow, thats really nice XD... altough those are indeed, grim news. I downloaded and installed it but couldn't make it work as well... I messed up with it a few but to no avail. Will keep on trying tough. Anyways, really nifty find, its good to see people is working hard to deliver the same goodies soku has... now lets just wait and hope for the Shinkiroll so we all can play lagless XD.
In other news, or should I say, nifty things, I also bring you guys something rather simple but that can be quite useful in keeping tabs over the order of our replays. Just like in soku, the other day I was messing with the configs and tried moving the useful replay coding from soku to HM and, gladly, it worked! As I havent seen anything like this anywhere else, I tought I might share it with you guys, in case you still have no similar thing for arranging your replays.
By using this code, you can arrange every replay you save by date, hour and players using X characters. It creates arranged folders, starting by year, then month and day. This means that replays that take place the same day, will be saved on the same day folder. Replays that take place on the same month, will all be placed on the same folder but on different days depending on when where they saved, and so on.
The code goes as follows:
file_vs="%year\%month\%day\%year_%month_%day %hour_%min %p1(%c1) vs %p2(%c2)"
And it saves as follows:
13_07_03 19_05 Loki(reimu) vs COM(marisa)
13_07_03 19_05 says that the replay took place the third day of July of 2013 at 7:05 PM.
Personally, I've found this really useful to keep track of my replays, specially when I want to find very specific ones. It saves me the bother of "What replay is this?", "Against whom was this one?... oh, vs the PC..."
To put it to work is very easy, all you guys have to do is go to your folder where the game is installed, open your config file and go straight to where it says [replay]. Under it there should be a file_vs= thing, there's where we'll paste the code. It should look like this:
(http://oi41.tinypic.com/dqhefn.jpg)
I recommend doing a test fight and see if it saved the replay as expected. When I was messing with the config it didnt gave me any issue, so I expect it will not give you any as well xD. What I like about this is that the code is higly customizable... like, if you dont like having so many folders created every day, every month, etc, you can alter it so it just saves the reply directly. Or you can change the name of the folders, so instead of creating them based on months and years, creates them based on your own criteria. All it takes is a little experimentation and messing around. Hope you find this useful and handy xD...
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On other stuff, I'm thinking about making a Toyosatomimi no Miko guide, explaining her mechanics, her strengths and weaknesses, moves, skills, spells and some combos. I still not consider myself a Miko master, but I believe I already have the knowledge and skills to be making this kind of stuff... besides, the info of Miko in the wikia is all out-dated to 1.04. So, if there's anyone interested in learning, improving their Miko gameplay (and even for those interested in how to fight and counter her) this might be a good chance. Ever since the game came out, Miko has been a very competent character, so knowing the ins and outs can be really useful XD.
So, I'm taking both help and suggestions on this. Pretty much anyone interested is more than welcomed, so not only Miko players are invited XD. After this, I'm planning on doing a Futo guide... and after that, I dunno... Miko and futo are my mains, so I cant really do much beyond these two, hahahaha.
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Aaaaaaaaand as for other news... its quite discouraging what I've been seeing lately, and that's the lack of western support for this game. The hype for it is gone and very, very few people (in the west) seem to be still into HM, or at least a lil into it. Most have like, given up on it...
Its rather sad and discouraging to see this lack of support, sure, the game is still rather incomplete with Kokoro still not being added to the rooster and, yeah, there's also weird mechanics like the rubber-band effect that forces players into a mid height. But, come on... I want to compare this to what the soku went trough on its first days, it was pretty much on the hole, then, later on, it picked up to become whats today. I try to stay positive that, when something like the shinkiroll comes out and improves the gameplay, everything will take a turn to the best. Of course, it will also help a lot when Tasofro finally releases a playable VS Kokoro and maybe return or semi-return the combo strings by nerfing or removing perfect shielding.
Anyways, I would like to know your opinions about this, about HM lack of popularity here in the west. As far as I can tell, HM seems to be doing good on Japan. Could this all just be because of the crappy netplay we westerns have?, or you do you guys believe there are other factors taking place?
Well, I'll guess this will be all for tonight, hahaha, quite some stuff... see ya guys later XD.
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It's not that I've given up (I have placed it on the backburner for awhile until Kokoro because after a quick test with all characters I like her playstyle most) but I'm, simply waiting for the game to be more finished. I'm sure I'll play a netplay match eventually but not now. Unlike others I haven't been studying the mechanics in detail, at least not yet.
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Eeeeee... I need to get back into practice. So, I've been slacking for most the of time. :colbert:
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I just don't have many people to play that have consistently good netplay against me (it tends to get a lot of slowdown due to lag with the players I generally play with)
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I see, I see. So it is as I say?, a matter of a reliable netplay and a lack of kokoro?
In those cases all we can do is wait I believe... wait for Tasofro to finish her and to some enligthed soul to complete a Shinkiroll XD. Some options for an improved netplay could be, maybe the use of Tunngle (http://www.tunngle.net/index.php?l=en)?, its like hamachi, but gamer-dedicated and it worked marvels to me with a very netplay heavy game... so could be worth giving it a shot.
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Well, I?ll get to work on the Miko guide. I?m thinking of following a format a bit similar to the ones used on the wikias, but with a a tad mi more of a personal feedback on each subject and stuff. Anyone wanna hop in?
PD.- Was the code for the replays useful for you guys? xD
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I need to get around making the Koishi 1.10 changes, since it's a pretty big thing for her.
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1.10 was quite a buff for her, isn't?
Well, if you want, we can play some online matches, see how our lag is and stuff. As of late im quite often on the IRC channel of sokumaidens, so you can easily find me there for planning XD
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I'd say the western gathering simply isn't big enough in the first place, what with the lack of a fully complete translation patch and somehow no one really spreading around the functional unofficial one. A lot of players are just simply waiting until they get wind of translation.
Then 13.5, with more players, will have a larger presence, and probably exponentially grow.
Kokoro is another big factor, causing something of an "incomplete" stigma. About netplay though, I feel once more players come in, netplay will become a larger, more urgent problem, therefore prompting more effort towards a solution.
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1.10 was quite a buff for her, isn't?
Well, if you want, we can play some online matches, see how our lag is and stuff. As of late im quite often on the IRC channel of sokumaidens, so you can easily find me there for planning XD
well I'll be free later today (as it's Saturday now so hit me up with a PM if you don't see me in IRC then. I need more practice with my Koishi :V
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I don't see why people would leave this game just because Kokoro isn't playable. Is it because she's a fan favorite?
At least she's confirmed to be in the game and it's just a matter of time until she's playable anyway. Think about those that didn't make it in the game, I'm sure there's people that are still butthurt about it(Hi, LadyScarlet). I don't get why it's such a big problem if she's not playable yet.
Besides, if there's gonna be a next fighting game with HM mechanics, I think we can rest assured that everyone in this game will be playable there and they might make it flashier like SWR and Soku.
So I think the only the reason is that we don't really have many people to fight or were busy with life. I admit that I haven't played the game for 2 weeks or so, but that's mostly because I was(and still) extremely busy and it's definitely not because I don't have people to fight with(there are tons on nico). And Gpop does have a point there. Sometimes translations can have some impact even for a fighting game.
So relax, we're mostly in the middle of holiday but that doesn't mean we're not busy. I'm sure there will come the time where it'll be crowded again, I bet on around C84 with the new patch.
Oh yeah, I can play today and tomorrow, but as I said before, haven't played for quite a while so I probably won't be able to give my best and I can't keep playing for too long(chatting is fine). Just PM or poke me on irc if anyone want some match or talk about the game.
EDIT: I don't understand how to use that code you give, Sahuaro. Sorry.
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I don't see why people would leave this game just because Kokoro isn't playable. Is it because she's a fan favorite?
I don't think that's the reason people are leaving this game. The answer probably lies in the fact that the game was released while still incomplete. The game got two patches in the first few days after launch and a truckload after that; and not to mention 1.10 which changed more than few things within the game. I strongly believe that it would not have hurt this game to have delayed it's launch for however long it needed, in exchange for a game that was pretty close to bug free, aesthetically finished and void of a game crashing character. Not to mention a finished and balanced character roster. It would have likely increased the hype to this game even more then it was pre release.
Don't get me wrong, I love this game to pieces, but it wouldn't be fair to assume that the only reason people are leaving is because Kokoro isn't finished.
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I don't think that's the reason people are leaving this game. The answer probably lies in the fact that the game was released while still incomplete. The game got two patches in the first few days after launch and a truckload after that; and not to mention 1.10 which changed more than few things within the game. I strongly believe that it would not have hurt this game to have delayed it's launch for however long it needed, in exchange for a game that was pretty close to bug free, aesthetically finished and void of a game crashing character. Not to mention a finished and balanced character roster. It would have likely increased the hype to this game even more then it was pre release.
Don't get me wrong, I love this game to pieces, but it wouldn't be fair to assume that the only reason people are leaving is because Kokoro isn't finished.
That's why I'm saying that's not the case. I for one, am not thrilled for Kokoro. Byakuren's in, and it should cement her position in future fighting game with the same engine, and that makes me a happy man. If there's any character that I want to be playable then it's Kanako. Yukari and Okuu got their turn so Kanako really needs one.
Though I agree on your point about the game being a bit buggy, especially after I saw that Mami can keep attacking stunned opponent and can link it to a SC and then a LW. Instant 12000~ damage. What is this, Tasofro?
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Major balance patches like 1.10 are pretty common in fighting games though. Street Fighter does it quite a bit, though they usually like to do it as a new payable version instead of a free update. It was definitely expected though after seeing how pretty unbalanced the game was.
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I was derping around the internet when I came across this at the thtools wiki:
http://mint.s150.xrea.com/?%E5%BF%83%E7%B6%BA%E6%A5%BC (http://mint.s150.xrea.com/?%E5%BF%83%E7%B6%BA%E6%A5%BC)
http://coolier.sytes.net/th_up4/index.php?id=5566
Yep, a Hopeless Masquerade palette editor. It supposedly works the same as Soku's, but I can't make palettes for anyone or run get16tex.exe included. If anyone can make heads or tails of the readmes or at least figure out how to use the program, that would be great.
I believe I've figured it out. Here's what I did:
First make sure your 13.5 is updated to 1.10c.
1. After extracting the th135ce folder from the downloaded .zip, I copied get16tex.dll and get16tex.exe to the folder where th135.exe is.
2. Start up th135.exe, and once it's up, click get16tex.exe. A message box should appear with OK in the Title Bar. Click OK.
3. Start a match in 13.5 with two characters. You have to do this at least once with every character in order to get the resources for everyone.
You don't have to finish the match. The needed resources are extracted while the match loads, which is why loading may take longer than usual.
4. You should now have a folder called get16tex inside of your 13.5 folder. Inside are folders for every character you've started matches with after running get16tex.
5. Copy these folders to the resource folder inside of th135ce. Now start the Palette Editor (th135ce.exe).
If the top part of the window is offscreen, just position your mouse like you would to resize the window and click once. It'll bring the window down onscreen. (May not happen to everyone, but it did to me.)
6. On the bottom of the window is two buttons, the larger (フォルダ選択) is for choosing where your 13.5 palettes are (and where they'll be saved) and the smaller (更新) is probably Refresh.
7. Click ファイル(F) at the top and hover over 新規作成(N) and the list of characters will appear. Pick one to open a new palette just like in Soku's editor.
I can't read much Japanese aside from a little Katakana, so I don't know anymore than that. Figured everything out so far using Google Translate to (badly) translate the Readme's. My guess is that once you have the resources, the process is the same as with Soku's editor. I did notice a few things. There's a box with a drop-down list with things like RGB and other Japanese stuff. I guess they're different things to edit concerning colors. Below that are two textboxes. I don't know what the first is, but the second says "Title." Below those are two more drop-down boxes. The top changes the sprite shown, and the bottom is for zoom levels.
Hope this helps somebody out. If anyone doesn't understand anything I can try to explain it better.
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I believe I've figured it out. Here's what I did:
First make sure your 13.5 is updated to 1.10c.
1. After extracting the th135ce folder from the downloaded .zip, I copied get16tex.dll and get16tex.exe to the folder where th135.exe is.
2. Start up th135.exe, and once it's up, click get16tex.exe. A message box should appear with OK in the Title Bar. Click OK.
3. Start a match in 13.5 with two characters. You have to do this at least once with every character in order to get the resources for everyone.
You don't have to finish the match. The needed resources are extracted while the match loads, which is why loading may take longer than usual.
4. You should now have a folder called get16tex inside of your 13.5 folder. Inside are folders for every character you've started matches with after running get16tex.
5. Copy these folders to the resource folder inside of th135ce. Now start the Palette Editor (th135ce.exe).
If the top part of the window is offscreen, just position your mouse like you would to resize the window and click once. It'll bring the window down onscreen. (May not happen to everyone, but it did to me.)
6. On the bottom of the window is two buttons, the larger (フォルダ選択) is for choosing where your 13.5 palettes are (and where they'll be saved) and the smaller (更新) is probably Refresh.
7. Click ファイル(F) at the top and hover over 新規作成(N) and the list of characters will appear. Pick one to open a new palette just like in Soku's editor.
I can't read much Japanese aside from a little Katakana, so I don't know anymore than that. Figured everything out so far using Google Translate to (badly) translate the Readme's. My guess is that once you have the resources, the process is the same as with Soku's editor. I did notice a few things. There's a box with a drop-down list with things like RGB and other Japanese stuff. I guess they're different things to edit concerning colors. Below that are two textboxes. I don't know what the first is, but the second says "Title." Below those are two more drop-down boxes. The top changes the sprite shown, and the bottom is for zoom levels.
Hope this helps somebody out. If anyone doesn't understand anything I can try to explain it better.
That didn't work for me; the textures don't get ripped. Any advice?
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Hey Lady, here I leave another link. Its pretty much the same but it already includes the resources.
http://www.mediafire.com/download/vap6q7bjto6v7vm/th135ce.rar (http://www.mediafire.com/download/vap6q7bjto6v7vm/th135ce.rar)
Credits dont go to me though... this one was uploaded by a fella named Minato-chan from another server I am in. That .rar already contains all the extracted resources and also includes 2 custom edits. Minato suggests that you open both .exe (the palette editor and the game) with the applocale. After that, you link the editor to the game directory (this only has to be done once the first time you use the program) and you can start editing.
Once you're done, you should save the edits. If done properly they should appear in the bottom rectangle, depending on what character you edited. You select the edit and assign it a number. Once inside the game, when choosing a character, all you have to do is press the number you assigned to the palette edition and while pressing the number, choose the character. If everything was done properly, once the battle starts the character should have the color scheme you made.
I've already tested it and it worked really fine for me. It was a little tricky at the start, but after messing around with it for a few I got the hang of it and can use it without trouble XD.
One thing though is that, it seems that in order to have the palette swap you forcefully need to have both programs working at the same time. Otherwise the game will not applicate the swapped colors but the original ones.
Here's a lookie to a simple edit I made to my Miko. Dunno why but I loved that color scheme XD...
(http://oi44.tinypic.com/34pgkso.jpg)
The 66A thingie is cause this is one of the pics Im using for the Miko guide Im making.
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Thank you! Is it okay if I use that link for the Shinkirou Wiki?
Edit: The game crashes after the splash screen (before the intro). Do you know why?
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Ummm... well, I?m not really sure... I mean, the link is not mine... altough, I believe that if he shared it so openly like he did in the other forum, there must be no problem. Well, I say, yeah, feel free to share it in the Shinkirou Wiki XD. Speaking of wich... you have access to editing the shinkirou wiki?, I've been wanting to edit the Toyosatomimi no Miko section, its migthly out-dated...
It crashes?... weird... did you opened both with applocale?. Also I would suggest oppening the th135ce first. On my own case, I didnt unwrapped everything within the th135ce folder into the directory where the game is. I moved the folder and all it contained within the main folder. I wouldn't suggest putting all the files togheter....
Dunno if I explained myself...
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Finally been taking the time to practice for the first time since the week the game came out. How do I instant airdash (or is it just instant dash)? That's possible in this game, right? I've only been able to do it before in games with an input for dashing.
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Thank you! Is it okay if I use that link for the Shinkirou Wiki?
Edit: The game crashes after the splash screen (before the intro). Do you know why?
Mine has crashed too, but only once or twice. I don't know why, but after I restart the game it works fine.
My computer's locale is set to Japanese, if it matters. I have the palette editor's folder inside the folder where my game is, and my game is updated to 1.10c. I'm not using any kind of English patch.
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@commandercool: Its great to hear you joining into the game! XD, better late than never goes the saying, hehehe.
About the dash... well, its no longer like soku, where there was a button for dashing/flying. Here, to dash you have to press forward or backwards twice. The character will start with a slow dash and after a short while, will increase its speed to about 1.5 or twice as fast. During both, slow and fast dash you can graze without problems.
@LadyScarlet & Pikazap: Thats really weird... that sometimes it crashes and sometimes it doesnt... I cant really help much here, sorry...
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I'm not sure how to apply the alternate pallet to the game, but I guess it's not that important. I'm glad to have clean sprites of every character.
Hopefully someone will finally make an image rip of everything from the game.
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@commandercool: Its great to hear you joining into the game! XD, better late than never goes the saying, hehehe.
About the dash... well, its no longer like soku, where there was a button for dashing/flying. Here, to dash you have to press forward or backwards twice. The character will start with a slow dash and after a short while, will increase its speed to about 1.5 or twice as fast. During both, slow and fast dash you can graze without problems.
Maybe I was unclear, I know how to dash. What I want to know is how to instant dash, which is to say dashing as soon as the game will allow after a move ends. In other games this is usually an instant airdash, which gets you into the air to use your air options in the least possible number of frames. Does this game have something analogous to that?
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Well... you can jumpcancel lots of moves.
I don't think many combos utilize dashing mid-combo in the first place; just jump-cancelling.
The closest thing to what you're talking about, I think, apart from jumpcanceling, would be the Broom item.
edit:Did a little testing before I outright said you can't dash-cancel anything, but yeah, the only way to do that is to use the Broom item. It has hefty costs though. because originally it was super broken.
Pretty sure simply holding a direction to jump (Calling it a jump is a little silly considering they start midair but whatever) is the exact function you're looking for, though; your character will immediately do it as soon as their current move ends, and lots of moves will be cancelled early by doing this; moves that won't let you try to dash or melee cancel. Your specials (deck moves, whatever) cancel most things, too.
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Well... you can jumpcancel lots of moves.
I don't think many combos utilize dashing mid-combo in the first place; just jump-cancelling.
The closest thing to what you're talking about, I think, apart from jumpcanceling, would be the Broom item.
edit:Did a little testing before I outright said you can't dash-cancel anything, but yeah, the only way to do that is to use the Broom item. It has hefty costs though. because originally it was super broken.
Pretty sure simply holding a direction to jump (Calling it a jump is a little silly considering they start midair but whatever) is the exact function you're looking for, though; your character will immediately do it as soon as their current move ends, and lots of moves will be cancelled early by doing this; moves that won't let you try to dash or melee cancel. Your specials (deck moves, whatever) cancel most things, too.
Yeah, I was surprised to find out how much stuff jump cancelled once I started really messing around with combos. That's probably the closest thing to an instant dash a game like this could have. I swear I thought Nitori's loop used an instant dash, but that may have just been a jump cancel that turned into a move it a really low altitude and looked weird. Or maybe I'm remembering incorrectly. Just wanted to confirm that instant dashing was not in fact a mechanic. Thanks.
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I think you're confusing instant dash with "dash cancels". Instant dash is used for having active dash frames on the very first possible frame you see the character go into the dash animation.
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I think you're confusing instant dash with "dash cancels". Instant dash is used for having active dash frames on the very first possible frame you see the character go into the dash animation.
They're not necessarily the same thing I don't think. Given the startup time that seems to be required before a dash starts in this game there may have been a way to enter the dash/graze state more quickly somehow that doesn't necessitate a cancel out of anything. But it seems there is not, so fair enough.
Although in that last post I was unclear again. I should have said "Jump cancelling is probably the closest thing this game has to an instant dash during combos".
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I've finished the first part of the Miko guide I said I would make. This part includes most technical stuff and descriptions about the skills and the move-set Miko has. It includes damages, rates, stuns, mapping changes, cape level changes and other stuff that might be important to mention regarding a move/skill. The information and numbers were all calculated in a rather empirical way but I'm 90% positive about their reliability. Also, all this info is updated to 1.10c
The only thing lacking in information so far is frame-by-frame data, hit-box sizes and priorities. Now that I recall, its also lacking bullets... oh well, I'll add that later on.
With this stuff I can now move towards Miko's meta-game. Tips, strategies, strengths and weaknesses, do's and dont's, personal opinions and all that stuff. I'm still recieving helping hands in case anyone is interested. I also receive edits on my advances so far. Any opportune and correct correction of my work is well received and encouraged. In what meta-game respects, I take both advice from Miko players as from those who are not Miko mains, but have played against them.
For those interested in seeing how the project is going so far, here I leave you a link. Here you can either download the .doc file or view it online.
http://www.mediafire.com/view/28pdxda4ykwe6e6/Guide+Miko.docx (http://www.mediafire.com/view/28pdxda4ykwe6e6/Guide+Miko.docx)
I hope this work is useful for both Miko mains and for those that seek how to fight them on better grounds.
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Does anybody want to have a match?
I'm not very good, and I don't really know how the whole netplay thing works, but I'm trying to learn, and fighting the AI only works a little.
So, if anybody wants to have a match, please send me a PM.
@Sahuaro
Again, I don't know much about meta-game and stuff, because I haven't really tried to find out something about it. But Miko is pretty much my second most used character, and there are 2 things that seem pretty important to me:
1. Miko doesn't really have many good attacks to hit a little below her (~around knee level) and is pretty vulnerable there.
2. The swordlaser is really good for interrupting enemies and forcing them to come in close.
Just trying to add my two cents :V
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Does anybody want to have a match?
I'm not very good, and I don't really know how the whole netplay thing works, but I'm trying to learn, and fighting the AI only works a little.
So, if anybody wants to have a match, please send me a PM.
Yo let's fight then :V
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Lumenbrae and I have played a few matches now, and after every match the game crashes. The menu music plays but usually both of our screens go black. Seems like a couple of times it froze on the victory pose of the winner for one of us, and at least once we both saw the match actually end but it wouldn't return to the menu. Restarting the game let us play another match, but other than that we were locked out. I seem to recall other people having similar or the same problem, is that right? Has anyone figured out what causes this and how to fix it?
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Well, my friend and I found that each time we used the chat on Hamachi, it would have the black screen after a match, so we stopped talking unless the game started doing stuff like not even receiving my commands.
And yeah, the Lunatic AI is awful. It can't even last 15 seconds if you just decided to rush it down and combo it into oblivion.
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Well, my friend and I found that each time we used the chat on Hamachi, it would have the black screen after a match, so we stopped talking unless the game started doing stuff like not even receiving my commands.
And yeah, the Lunatic AI is awful. It can't even last 15 seconds if you just decided to rush it down and combo it into oblivion.
Interesting. We were using Hamachi but were not using Hamachi chat. We were communicating with Skype. Has anyone had this problem while not connected via Hamachi?
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Never had the issue and I don't use Hamachi.
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I used Hamachi, web chat and all, and it happens sometimes but never frequent so I think there's something wrong with your setting. I also had some of those input inconsistencies but it's only for a while and I usually blame my connection for that.
To the people that play with me( I can't remember), thanks for the match last week, sorry I'm saying this too late.
For Sahuaro, too bad we can't finish the match. Maybe next time.
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1.20 released. Patch size: 20.5 MB
Kokoro playable. New music.
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1.20 released. Patch size: 20.5 MB
Kokoro playable. New music.
WOO! LET'S DO THIS
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GET HYPE!
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The time has come and so has she.
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Damn everyone must be downloading it, I just tried to and it's slower than a torrent with no seeds. I'll try again later.
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Kokoro's ability is 変幻自在の感情移入 rough translation: "Ever-changing Empathy at Will"
Instead of having a set faith, she can change her emotion (equivalent of faith) by using her skills.
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Kokoro's ability is 変幻自在の感情移入 rough translation: "Ever-changing Empathy at Will"
Instead of having a set faith, she can change her emotion (equivalent of faith) by using her skills.
okay so I was correct when testing her out. It's pretty interesting
Also, I need a gif of her fireworks move.
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Lots of fancy stuff added. I like it, makes the battles more exciting.
Didn't expect the music being added before the C84 release of the OST.
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Haven't touched 1.20 yet - any further changes mechanics-wise beyond the addition of Kokoro?
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I haven't noticed anything different aside from Kokoro and the 3 new songs. Kokoro is soo OP, even without skills.
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I haven't noticed anything different aside from Kokoro and the 3 new songs. Kokoro is soo OP, even without skills.
3?
Every character has a LW theme.
It seems Kokoro has 7 skills and 3 spell cards. I wonder of the other characters will get more too.
And practice mode is way more useful now. I can hold the plates of Futo at 7 if I want.
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3?
Every character has a LW theme.
It seems Kokoro has 7 skills and 3 spell cards. I wonder of the other characters will get more too.
I don't think so, because she has two per mask, the Mask-changing ability and one spell per mask two. It was obvious that Kokoro would be the exception.
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Kokoro's Last Word (http://www.youtube.com/watch?v=sZIPVd8wtgM) if you haven't seen it already.
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Kokoro's Last Word (http://www.youtube.com/watch?v=sZIPVd8wtgM) if you haven't seen it already.
Badass. I like Kokoro even more now. :D
Every character has a LW theme.
Every character has a "popularity boom" theme, that plays when they reach max popularity. The LW theme is the same for everyone. :V
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That LW is just epic!
Every character has a "popularity boom" theme, that plays when they reach max popularity. The LW theme is the same for everyone. :V
Is what I meant, yeah. Either way, they're fantastic.
On a side note, Futo seems to do her 6Y faster now.
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EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE-
Now those who were waiting for Kokoro will be playing!
So the last barrier remaining for some people is translation.
Also, does anyone have the changelog? It seems like there was a little bit more than just Kokoro.
Personal Notes:
CHARACTER SELECT TRANSITION!!!!!!!!!!!!!!!!
CHARACTER SELECT MUSIC!!!!!!!!!!!!!!!!!!!!!!
CHARACTER SELECT HIGHLIGHTS!!!!!!!!!!!!!!
Kokoro has some nice palettes.
It seems her movement speed is below average.
OH MY GOD YOU CAN CHARGE HER GREEN Y
6Y STATUS EFFECTS? WHATTTTTTTTTTT
I see her dress color changes with the emotions as well.
So translating the Kanji when emotion changes
The Red 怒 is Anger
The Green 喜 is Joy/Happiness
The Blue 憂 is Sadness/Worry
Of course, that doesn't really require translation if you just look at the masks.
In Chinese these usually have another character, but I don't know too much about Japanese. It could have just been for simplification/shortening of course.
Is it me or did they swap Green and Blue for Shinto/Tao Colors?
Spellcard Declaration State no longer has that laggy background
Marisa's Tao X seems to be way faster.
Practice mode became a bit more tedious for Marisa.
Reimu's Yin Yang Orb only hits once, and only one may be out at a time. Damage Total is the same. More indication when it passes through 6Y.
Did Koishi's Ability Icon thing get a new background?
Did stinging mind get extra mines or am I just dumb?
The Conditioned Teleport crossup trick seems to have a smaller range.
I find it amusing that you can chain three buddhist X's in a row, and that X 8X 9Dial6A will Limit.
So Kokoro's Directionalities:
[Skill 1 (Dive)] 4 is Short, 2/8 is Medium, 6 is Long Distance.
[Skill 2 (Web)] 4/6 are Forward, 2 is 45 degree downwards angle, 8 is 45 degree upwards angle.
[Skill 3 (Mask Ring)] No Directionality
[Skill 4 (Spirit)] 4 spawns behind, 2/8 spawns Short distance in front, 6 is Medium distance in front
[Skill 5 (Flamethrower)]
(http://i.imgur.com/2Taj2vc.png?1)
Yes 2 spans more than 4/6/8. Possibly because of the existence of the next skill.
[Skill 6 (Fireworks)] 4/6 Farther apart, and lower, 2/8 Closer together, and higher.
[Skill 7 (Religion Blast Change)] Absolutely no clue.
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Ah finally my wait is over. Now to actually learn more about the game and Kokoro.
I'm a patient person! Only been testing for like one minute now but that's a neat last word for Kokoro. NEW WIN POSE.
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So the last barrier remaining for some people is translation.
Though all the (translated) dialogues can be read on the TouhouWiki, I still played rather not much...
Maybe I should keep up a bit, since I'm updating TH already.
Maybe I was a bit disappointed that not more brand new character are in the game, but well, there are a lot of others.
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Am I the only one who thinks the Popularity Boom themes sound like COOL&CREATE remixes? Not that that's a bad thing; I'm just pointing out my opinion.
Update is AWESOME so far! Better start learning Kokoro if I'm going to main her.
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There's a sound glitch on one of Kokoro's victory poses.The sound effect will keep playing after the battle is over... Or is this not a glitch?
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Hey, this is faster than I expected. Let's see what the changes are.
And of course, HAKUMEN! Man, why haven't I thought about it before, it's so damn obvious it makes me ashamed for being a Hakumen fan. Well Kokoro, I might use you for my second after all, all because of your Last Word.
Here's the changes for Byakuren:
- Slower Hanuman, meaning you can't combo after the 2nd slash, counter or not.
- The Eyes stock is reduced to 1, reduced damage.
- Skanda have increased damage? Was it always 999?
- The lock from Three Thousand Worlds(Master of Trichiliocosm) can no longer lock the enemy with 100% stun. This means that you can no longer snuck in any hit after the vajra, making my combo with Indra obsolete.
- Mahavairocana have bigger hitbox, now it also hits point-blank and backward.
- Angirasa Veda no longer guard breaks. Why, Tasofro?
All in all, she's nerfed. There's probably more that I didn't notice. Can't say I'm happy with this, but I guess they have their reasons. I only need to use her better then.
Which reminds me, no wonder I feel like there's something missing, is there any character that have a super armor? I think they should make one for some. They have the code in the story mode fights anyway. Personally I think they should give a 1-hit super armor for the Buddhist charge attacks so that it would be more useful. I think it would be better than to just give it to, say, Byakuren(Where is the Superhuman SC, Tasofroooooooo!?).
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Miko's cape level 2 5B has super-armor. Ichirin LW has super-armor... Mmm... I think thats all.
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Is Kokoro supposed to still have no skills or spell cards in story mode?
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Commandercool, did you go into Profile and set up her deck?
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When I played her story mode she had both skills and spellcards, and I didn't have to set up her deck in the profile.
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Miko's cape level 2 5B has super-armor. Ichirin LW has super-armor... Mmm... I think thats all.
Miko's is more of a guard frame, though Ichirin's is legit. Haven't used her LW for so long I forgot...
Anyway, since Kokoro has 3 SC, is there any hope that the others will get a new one too? That's still on top of my wish-list.
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Is Kokoro supposed to still have no skills or spell cards in story mode?
I think it's glitching out if you unlocked her because of bad programming before the new patch. At least I have the same problem as you. Playing though the game again after deleting my score.dat to see if this will work out. Else I'll have to ask for someones score.dat.
I don't really mind replayng the game, as I'm out of practice anyways.
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You don't have to delete score.dat. Creating a new profile would be enough - both Mamizou and Kokoro will be playable in the new profile if you've already beaten all campaigns.
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No, that doesn't seem to work. Even if I create a new profile, only Mamizou is customizable but not Kokoro.
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Kokoro's customizable for me with a profile I created in 1.10b. Didn't try out the other profiles. All campaignes beaten.
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Tonight i will be around for some netplay to try some new combos, i main Ichirin, but i'm trying to learn Raimu and Marisa combos too ^^
and the game don't crash anymore without the jap locale with the new patch, do you people have some combo tutorial around here? thks :)
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1.20 Changelog.
I'm not going to translate Hata no Kokoro's description. Leave it to someone better.
General
-Swapped the colors of the Faith Icons of Taoism and Shinto
-Fixed a bug when certain kinds of bullets were one-sidedly cancelled out by a bullet with higher cancelling level.
('Multiple hitboxes counts as one' sort of bullets. Like Miko's Buddhism 5X or Ichirin's and Koishi's Buddhism5Y)
(From the wording, the 'one-sidedly cancelled' is intended)
-Changed Character Select
-'Renewal'ed Practice Mode's Options Menu
-------------------------------------------------------------------------------
Hakurei Reimu
5X
-Damage increases after passing through 6Y
5Y
-Damage increased except Taoism
-Taoism version has less proration
2Y, 8Y
-Increased damage
6Y
-More proration on first hit
-Increased damage
Ying-Yang Orb
-Comes out faster
-More proration on first hit
-Changed to single-hit
-Adjusted Hit Vector (but what is it?)
-Fixed a bug where cancellation level might drop in some cases.
-Hitbox becomes bigger after passing through 6Y, effect changed
Last Word
Usable after blue stun.
------------------------------------------------------------------------------------------------------------------
Kirisame Marisa
Stracto Fraction
The 'falling down' part of the normal version doesn't counterhit.
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Kumoi Ichirin
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Hijiri Byakuren
Hanuman's Dance
-2nd hit comes out slower, less hitstun, more proration
-3rd hit has more recovery
Virupaksa's Eyes
-Less damage
-Reduced number of uses
Heaven Sign "The world of dharma is filled with light" "Brilliance of Mahavairocana"
-Hitbox enlarged on the back.
Angirasa Veda
-Removed Guard Crush
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Mononobe no Futo
66
-Removed limits on altitude added at 1.10
8B
-Added a hit when Futo rises at the start.
-2nd hit comes out faster
6B
-Fixed a bug on Hit Parameters (but what is it?)
5X
-Needs less time for max charge
5Y
-Can cancel the move by moving up or down after a certain amount of time passes
-Comes out faster
6Y
-Comes out faster
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Toyosatomimi no Miko
System
-Reverts from Red Cape to Purple Cape when Miko is continuously in damage motion (hitstun, I'd assume)
5X
-Buddhism, stops expanding when the center beam is stopped
Lasers of Seventeen Articles
-Faster movement cancel.
Wishful Soul of Desire
-Reduced Popularity consumption on Purple Cape
Tenfold Listening
-Red bullets when reusing, more damage, faster, and changed knockback
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Kawashiro Nitori
Farewell Rubber Ring
-More hitstun on the Down version.
Criminal Gear
-Changed Hit Vector when launching, more Stun Value, more chip damage
-More recovery. (Timing of vertical movement cancelling didn't change)
-Reactivated gears have larger hitboxes, more damage, different hit effects, and reduced Attack Level
-Changed a bug where reactivated gears might have varying durations.
-Reactivated gears have more frames between hits.
-------------------------------------------------------------------------------------------------------------------------
Komeiji Koishi
System
-B inputs disappear after a certain amount of time passes
-Trigger conditions and attack of B inputs change when Koishi is invisible while dashing
5B
-Removed invincibility at start.
-Brought back attack hitbox at start. (Just like old times)
6B
-Removed hitbox on the extending part.
-Fixed a bug where the player was able to cancel this move before it comes out
-Triggers even on point-blank
8B
-Comes out slower
5X
-Buddhism, removable by cancelling with bullets or by grazing before the two bullets meet
5Y
-Changed so that cancellation level matches the highest one
Conditioned Teleport
-No longer uses spirit when cancelling
Brambly Rose Garden
-More knockback when pulling in.
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Futatsuiwa Mamizou
5B
-Comes out faster
AAAA
-Fixed a bug where Mamizou momentarily stops when she doesn't have leaves
5X
-Fixed a bug where the bullets had a hitbox
Band of 808 Tanuki
-Extended invincibility frames to after attacking
-Doesn't counterhit anymore
-----------------------------------------------------------------------------------
How should I translate 攻撃判定 and 被弾判定 in English?
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No, that doesn't seem to work. Even if I create a new profile, only Mamizou is customizable but not Kokoro.
Due to the fact that her story has been playable since the game released, she originally had no default skill-set, if you play through her story and complete it she should be fully unlocked.
I had the same problem because I didn't play Kokoro's story before the patch and her story was already unlock. Besides, Kokoro is super broken you should get by pretty easily with only the default attacks. (Z and X, A and S)
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Due to the fact that her story has been playable since the game released, she originally had no default skill-set, if you play through her story and complete it she should be fully unlocked.
I had the same problem because I didn't play Kokoro's story before the patch and her story was already unlock. Besides, Kokoro is super broken you should get by pretty easily with only the default attacks. (Z and X, A and S)
Thanks a lot, that worked.
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I've tried Kokoro, and she's awesome, although the defaults of some skillsets are not available. Still, the way she changes mask to differentiate her attack patterns are epic, the ability to switch between 3 fighting styles based on the active mask (Shinto, Buddhist & Tao) is a huge plus for me.
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It's the fan dance pose for Kokoro that glitches.
Also doing story mode encase anyone still has the problem with Kokoro being half unlocked, fixes the problem.
Reimu pulling a Chaotic Clan Dance during her second to last spellcard in Kokoro's story route, gawd that was annoying.
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Man Lunatic AI really is awful. I just did a match against a Lunatic Nitori and she constantly fell for Kokoro fireworks or that chain (I honestly don't know what anything is called yet), i.e. getting below or above Nitori worked... too well. Kinda boring that they don't use their spellcards when the situation allows.
Still trying to figure out the usefulness of one of Kokoro's moves. As far as I can tell it's a mask changer but my mask already changes based on the type of move used.
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Commandercool, did you go into Profile and set up her deck?
No, but I didn't have to for anyone else.
I think it's glitching out if you unlocked her because of bad programming before the new patch. At least I have the same problem as you. Playing though the game again after deleting my score.dat to see if this will work out. Else I'll have to ask for someones score.dat.
I don't really mind replayng the game, as I'm out of practice anyways.
I went out of my way to not unlock her before just incase something like this happened.
Due to the fact that her story has been playable since the game released, she originally had no default skill-set, if you play through her story and complete it she should be fully unlocked.
I had the same problem because I didn't play Kokoro's story before the patch and her story was already unlock. Besides, Kokoro is super broken you should get by pretty easily with only the default attacks. (Z and X, A and S)
Yeah, I played around with her a little and had no problem wrecking absolutely everything despite not knowing anything about her going in. She seems kind of overpowered.
I'll play through the story with her and report back.
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Still trying to figure out the usefulness of one of Kokoro's moves. As far as I can tell it's a mask changer but my mask already changes based on the type of move used.
It may just be to grant access to one of the religions should you lack any in your build, possibly due to the inclusion of a third spellcard.
Though it also has a small blast radius with 100% limit. This means she can limit more easily without wasting too much time. This is useful when say, you declared a spellcard earlier, and you are running out of time to use it. Instead of trying to land an extensive combo that will probably take too long, You could use an easier option, cancel into Skill7, Limit, use Spellcard before it's too late. Same case with Last Word.
There's probably some other use I'm missing since it's pretty hard to chain into/land in the first place if you're not in the corner, so we'll probably have to wait for a translation.
inb4 Kokoro nerf
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The koishi 8B and other B move nerfs were completely unnecessary imo. Since she's a close range poke/counter character, nerfing a counter move makes her weaker than she already is since she pretty heavily relies on it as a counter character (and it's her strongest counter move in the game).
I think she was fine and more than viable before the nerfs, now it gives her an even harder time.
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Quick question: is there a soku styled wiki for Hopeless Masquerade yet?
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shinkirou.koumakan.jp
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Currently though, it's almost completely pre-1.10 content. You can probably use it as a base and then refer to the changelogs posted throughout this thread.
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Futo is the only character whose page had any actual updating after 1.10, I had been keeping track. Apart from a mention in Kokoro's that she's fully released, the rest are more or less entirely untouched from before 1.10 was released.
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Kokoro is very fun.
Seems to use a stance mechanic one of her abilities can cycle through. Oni Mask, Happy mask, old woman mask.
They change the colour of her infamous puffy pants to indicate her stance and alter the way her bullets function.
Oni mask seems to shorten her range in a big way, kind of like Buddhism affects characters. Happy mask seems to be shinto-esque, making her bullets cover a larger area of effect. Old woman makes her bullets quick and high range, her strong bullets become very fun to use, being a chargeable super fast bullet.
She has three spellcards instead of the normal two, I love the variety.
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Quite right Nitrosol, and even Lunatic story mode is no match for her heavy "Tao" bullet, it has the same power and priority as Tenshi's Drill Keystones in SWR. I practically won 90% of the fights by staying back and pelt them with it.
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Kokoro is a fun one, and simple too. Her combo theory can be summarized surprisingly accurately by the following:
Anything -> Charged Puffball -> [optimize combo based on positioning here] -> 2/8 Dragon Breath
Typically, you can get 2.7k to 3.1k off of any normal with the above. If you're floundering and can't get anything done, Charged Puffball -> Charged Puffball -> 8 Dragon Breath will get you ~2.4k anywhere on the screen. As for maximized damage, the highest I've found is 2B(1~2 hits) -> Charged Puffball -> Charged Puffball -> 5AA6A -> 2 Dragon Breath near the corner for up to ~3570 damage.
For deck-building, I'd personally recommend 2/8 Dragon Breath, Broom (for the passive) and at least two declares. What you do with her remaining 3 slots is up to you so long as you remain in Tao alignment. Web (particularly 2 Web) covers really rare angles, but I have yet to find a useful combo for it. Clone helps a lot for consistent 6[6]B follow-ups and oki, but switches you to Shinto alignment on use -- lowering your damage output. All three of her declare cards are amazing: THE DOG is unusually difficult to punish, Pillar works anywhere on the screen regardless of positioning, and Ring is the closest thing to an EX DP I've seen in this game.
My only complaint is that her combo potential outside of Tao is low due to an overall lack of wall-slams. It's very rare that you want to stay outside of Puffball stance, because Puffball is too important when you're going for damage.
http://shinkirou.koumakan.jp/wiki/Hata_no_Kokoro should be getting updated later this week once #shinkirou @ Rizon figures out the rest of her tool set. As far as I can tell, we've figured out the bulk of her and just need to write it down.
If you're looking to join the Kokoro Army, you won't find a better time to enlist. Get on the boat.
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I have to agree with Gpop here. Some of the changes in this patch is unnecessary.
Byakuren for example, I understand why they'd nerf Hanuman because honestly, the move is almost too good. It pretty much destroys a lot of combo, but I don't mind the change if it's to encourage people to use other moves. Then why would they nerf the Eyes too? It's not like it's a pretty good move, why make it even worse?
Gpop already explained how important the B moves are for Koishi. She has harder time to deal damage since most people prefer using her A normal, limiting it to under 3000, and now she has it even worse. Good luck, Koishi mains.
I can't say much about other characters, but I think the Taoists and Reimu are buffed and Marisa got nerfed.
Meanwhile, Kokoro is a bit on the broken side. I haven't use her but from what I saw, I can see why. One that I noted is the green charged ball. It charges too fast (faster than Futo, I think), moves fast, dense, and stops anyone who tries to graze it on their track, giving her a free-hit opportunity. It's better than Okuu's bullet.
I kinda expected them to make her op since the fandom likes to make her be so uber just because she won a 3on1 fight against Reimu, Byakuren, and Miko, which I honestly am not fond of. Don't get me wrong though, I accept her victory. What I don't accept is that every translations out there regarding the fight depicts them giving their all to beat her, when in reality they didn't. Just look at the pre-battle dialog, I don't think they take her on seriously, much like the Byakuren and Miko fight in Mamizou's story, where they're just pretending to fight. Of course, fans won't bother with details and just run with it. And since they decided to make her like this, well, good for them I guess. Sorry, but I'm not riding her bandwagon anytime soon. If there's anything that intrigues me to use her then it's only her LW.
In short, I hope they make another balance patch soon. It was right for me to halt my Byakuren guide since many of her combo isn't possible now. It's not like I'm making excuses now, what are you talking about?. And please give everyone a new SC too, it's not fair that only Kokoro has 3.
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Why did Reimu get buffed?! She's like the last character who needed a buff
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Why did Reimu get buffed?! She's like the last character who needed a buff
They just felt like it I guess.
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Am I the only one who gets a Mega Man X vibe from the Last Word remixes?
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Am I the only one who gets a Mega Man X vibe from the Last Word remixes?
It was more BBCP's Astral Finish to me.
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It was more BBCP's Astral Finish to me.
I always think they sound more like little COOL&CREATE remixes.
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I always think they sound more like little COOL&CREATE remixes.
Oh yeah, the remixes, I thought he meant the LW unleash theme.
Maybe, I'm not really sure since I haven't heard many of their remixes.
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Finally got around to fully unlocking Kokoro. Bwa ha ha Last Word.
What do those spider webs actually do? I haven't used her with skills at all aside from messing around with her in practice briefly, but they didn't seem to have any effect that I could tell.
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Restricts opponent movement. Also, use the skillbutton again to instantly hit them.
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Restricts opponent movement. Also, use the skillbutton again to instantly hit them.
Oh, okay. That makes sense. Wow, that's cool. Thanks.
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I'm trying to find ways to use it in a practical combo because that would be sick (moreso if you can land the initial hit and continue combo then use it again)
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Okay, I have no idea whether it's been there before or not, but when trying to play online, I am getting a small display telling me about the ping (mine or my opponent's?) and gives me a light of some color. Usually that number is around 60ms for me, while the lamp is either yellow or red. That's not a good sign, is it?
Other than that, I really have no idea how our (my friend's and mine) internets can be this bad that we constantly have desyncs. We are living in the same country, so you'd expect the connection to be good enough when both have a good bandwidth as well, right?
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What do those spider webs actually do? I haven't used her with skills at all aside from messing around with her in practice briefly, but they didn't seem to have any effect that I could tell.
Using the skill once will attack webs to the opponent, which will wear off as time passes, or when Kokoro is hit.
Backdashing will pull the opponent closer to Kokoro, if she isn't already close.
Using the skill again will result in a attack that flings the opponent the other way of where Kokoro is facing.
Will fly a set distance in an arc, flying over Kokoro if she is close enough. Blockable.
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Kokoro is no longer playable in story mode after the update... What happened?
Thanks in advance!
EDIT: Turns out that you have to beat story mode as Mamizou again if you want to play as Kokoro in story mode...
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Whats up people?
The thread is a bit lonely... lets fix that and with oh boy, with what we will. There was a japanese tourney yesterday and I was lucky to caught a good deal of it in replays. The tourney was really intersting and fun, got to see a lot of some unexpected characters XD. What was more intersting was the finale XD... who would think such character would win, but it was a very well deserved victory.
Here I bring you some of the fights, mainly the last ones cause I didnt get to get there early and was kind of hard to keep track of the 59 players that participated. It contains some of the octaves, the quarters, the semi finals and the final itself. Pretty good japanese Shinkirou stuff people XD.
http://www.mediafire.com/download/mifdzpgc0r1yuha/Japanese-Shinkirou-Tourney.rar (http://www.mediafire.com/download/mifdzpgc0r1yuha/Japanese-Shinkirou-Tourney.rar)
I hope you enjoy the matches XD... I would talk about them but I dont wanna spoil anything for those interested, so I'll wait. Enjoy!
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Whats up people?
The thread is a bit lonely... lets fix that and with oh boy, with what we will. There was a japanese tourney yesterday and I was lucky to caught a good deal of it in replays. The tourney was really intersting and fun, got to see a lot of some unexpected characters XD. What was more intersting was the finale XD... who would think such character would win, but it was a very well deserved victory.
Here I bring you some of the fights, mainly the last ones cause I didnt get to get there early and was kind of hard to keep track of the 59 players that participated. It contains some of the octaves, the quarters, the semi finals and the final itself. Pretty good japanese Shinkirou stuff people XD.
http://www.mediafire.com/download/mifdzpgc0r1yuha/Japanese-Shinkirou-Tourney.rar (http://www.mediafire.com/download/mifdzpgc0r1yuha/Japanese-Shinkirou-Tourney.rar)
I hope you enjoy the matches XD... I would talk about them but I dont wanna spoil anything for those interested, so I'll wait. Enjoy!
What version did they use? Mine is 1.20 and I can't open those files
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You have to edit out the junk text in the name to actually view the replay. Heh...
edit:Hmmm, that's an interesting character turnout. The quarterfinals were ReimuVsKoishi, IchirinVsKoishi, FutoFuto, and ByakuByaku. Both the Koishis advanced to the semifinals. :V
These are some Koishi tricks for me to keep in mind...
edit:Oh my god how the fuck do you do these 2B starter combos I CANNOT UNDERSTAND AT ALL
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Oooh, that one. It's an early tournament(around the time of ver.103b, if I'm not mistaken). I was watching it live at nico.
I agree, the finals were really intense. I was there cheering on that one player, but too bad he slipped at the last round. He was an inch away from victory.
Say, when are we going to hold a tournament again?
I'll be happy to participate, though I'll be out of practice since I've been busy for some time and I don't think I'll be free anytime soon.
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Oooh, that one. It's an early tournament(around the time of ver.103b, if I'm not mistaken). I was watching it live at nico.
What? That couldn't be.
Replays that old won't even work.
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What? That couldn't be.
Replays that old won't even work.
Oh, it's actually a different one. Hadn't watch it so I just conclude it's the one I saw since the final was the same. But with different results now, yay! That Byakuren is damn good. I still can't do quick dashes and cancels consistently, mainly because of lags.
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Yeah, that tourney took place this last weekend, so its pretty recent XD. I talked with the organizer of this tourney and he said he does this every month, so it is a good idea trying to be tunned to what these people do as some are really good, for example the Byakuren... whats his name?... Halcyon. His byakuren has some fancy moves, some other quite simple, but everything is really effective. What I liked most was his pressure and his spirit damage. In more than one ocaccion he almost produced guard-breaks.
On other things related, it became pretty noticeable the dominance of Budhist religion all over the tourney... I think 6 or 7 of the 8 finalists were budhist. There was also the lackluster performance of Miko in the tourney. Of about 3 or 4 Mikos, only 2 passed the very first round and none made it trough the second one. This makes me wonder how different might the western and Eastern metagames be... here I've seen lots of people fear Miko and say how Byakuren is done after her nerf... in Japan Miko's is not exactly on a bad position, yet Byakuren is pretty high in the standings unlike here. Also, Koishi seems to be doing pretty good over there.
About the tourney itself... lol, yeah, it was pretty curious how there were 3 continous mirror matches. I was actually rooting for either Reimu or Ichirin on the quartes for variety's sake, yet they Koishis dominated XD. It was also pretty curious see a Budhist futo, specially overpowering a shinto one like that... japanese folks must love chargeable attacks.
I ditto, it would be cool to have a new tourney now that 1.20 is here. It sucks that people feel really discouraged because of lack of something like a sokuroll...
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So I'm thinking of hosting a Shinkirou tournament on September 2nd (NA Labour Day). How does that sound guys?
It will be the tournament standard, double elimination. Best 2 out of 3.
If you're interested, JOIN HERE (http://challonge.com/HMotK). Now with Kokoro available I hope to get even more people to show up :V
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Okay, I have no idea whether it's been there before or not, but when trying to play online, I am getting a small display telling me about the ping (mine or my opponent's?) and gives me a light of some color. Usually that number is around 60ms for me, while the lamp is either yellow or red. That's not a good sign, is it?
Other than that, I really have no idea how our (my friend's and mine) internets can be this bad that we constantly have desyncs. We are living in the same country, so you'd expect the connection to be good enough when both have a good bandwidth as well, right?
No one has any idea about this?
We tried playing again, after he unloaded all the crap he had on his harddrive, making other online games run better for him. But as soon as we started up HM and tried a first battle, we desynched again in the first round.
What exactly causes desynchs? We had maybe three matches out of 50 ever since launch and only 3 didn't desynch - or at least didn't feel like they did. Is there some kind of fix for this? As I said, I really doubt it's going to be the internet, since both of us should have decent enough bandwidth.
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Mmm, well... im no expert in the area so I cant really give you much advice about this, but lets see what I can do for you.
The numbers and the color dot is the ping between both players maybe. The higher the number is, the more lag you two will most likely have. Also, I'm most likely wrong on this, but the dot might be a status signals of the connection, like red being a bad one, yellow a so-so and green a good one.
As for the desyncs... there could be a number of reasons?, its hard to pin-point the culprit. However, all-in-all is kind of strange that you're suffering from desyncs, they were rather common a couple of patches ago but by now, most games altough laggy, manage to stay online trough the whole match.
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I noticed this problem, too, with Windows 8. I can`t use Hamachi for Touhou 13.5(Works on my Laptop with Windows 7) and the matches get desynchnt all the time. Well, it can be funny, if both players see a different match, but it gets annoying... 36ping here, so that shouldn`t be the problem. HyperGumba, what System areyou using? Maybe this will bring us further. ^^
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I noticed this problem, too, with Windows 8. I can`t use Hamachi for Touhou 13.5(Works on my Laptop with Windows 7) and the matches get desynchnt all the time. Well, it can be funny, if both players see a different match, but it gets annoying... 36ping here, so that shouldn`t be the problem. HyperGumba, what System areyou using? Maybe this will bring us further. ^^
I've been using Windows 8 when I have the desync Hamachi problem. Next time I play I'll use my backup computer with Windows 7 and report back as to whether anything changes.
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I noticed this problem, too, with Windows 8. I can`t use Hamachi for Touhou 13.5(Works on my Laptop with Windows 7) and the matches get desynchnt all the time. Well, it can be funny, if both players see a different match, but it gets annoying... 36ping here, so that shouldn`t be the problem. HyperGumba, what System areyou using? Maybe this will bring us further. ^^
Oh, using Windows 7 Home, 64-bit here.
And yeah, it's indeed odd. It never acted like this with any other online game before, as far as memory serves. Not in the form of such massive desynchs that totally twist the match for both sides.
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Hmmm, intriging... Does someone here is capable of looking in the codes and understanding what is going on? xD I imagine that it has something to do with Package Approvel in our routers and that as a result the comments are being put into action later on one and then the other, resulting into desynch. BUt that wouldnt explain, why it works on my Laptop... ARGH!!!! xD
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I uploaded a set between Ganondork and I, so if you want to see some good Futo play from Ganondork, you should check him out. He's got really good Futo play (unless you wanna see more higher level Koishi play :V)
http://www.youtube.com/watch?v=BCquc8Bwohw
PS: Watch till the end, Koishi totally got some anti-Last Word tech :V
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Just saw it on Tasofro's Twitter, 1.21 is out.
Anyone able to read the changelog? Please let there be a fix for my netplay desynchs :ohdear:
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The changelog only mentions a few character-specific bugfixes and tweaks. No major changes.
In fact, this patch has made no change to the .exe file.
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The changelog only mentions a few character-specific bugfixes and tweaks. No major changes.
In fact, this patch has made no change to the .exe file.
Where did you see this? I can only know about the bugfix on Nitori's guard and Marisa's Stratos(so it won't counter when falling) from Unabara's tweet.
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can anyone post the changelog for this patch? Anything Koishi-related?
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So in the exceptionally rare case of an absolute draw (Matching popularity and health as well as end by timeout),
- Both players sitting idly doing nothing.
- Both players have been chipped to 1 health and just botched their Last Words or something.
- Extreme miraculous circumstance.
Neither player gains a point and another round begins.
Of course, I don't know how common this knowledge is, just figured I'd make a note here.
And what actually did change in 1.21 anyways?
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So in the exceptionally rare case of an absolute draw (Matching popularity and health as well as end by timeout),
- Both players sitting idly doing nothing.
- Both players have been chipped to 1 health and just botched their Last Words or something.
- Extreme miraculous circumstance.
Neither player gains a point and another round begins.
Of course, I don't know how common this knowledge is, just figured I'd make a note here.
And what actually did change in 1.21 anyways?
It was just bugfixes. Nothing too special really.
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Does anyone have a Hamachi network set up for matches or something similar by the way? I always look for matches but can't seem to coordinate the times.
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Does anyone have a Hamachi network set up for matches or something similar by the way? I always look for matches but can't seem to coordinate the times.
I do have a few Hamachi networks set up, but we do also have an IRC chat to set up matches (http://webchat.ppirc.net/?channels=sokumaidens). Whereabouts do you live though? We could try a few if you live in NA, especially in the east coast.
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I do have a few Hamachi networks set up, but we do also have an IRC chat to set up matches (http://webchat.ppirc.net/?channels=sokumaidens). Whereabouts do you live though? We could try a few if you live in NA, especially in the east coast.
Sadly I live in South America, Uruguay to be specific. That not only means lag with people that live in North America but also like I said in my first post the time in which I'm awake; for that reason I asked for a hamachi network, that way whenever I connect with the program I can see if someone wants to play.
PS: I do know about the IRC, but when I connected the other day practically nobody was on.
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Sadly I live in South America, Uruguay to be specific. That not only means lag with people that live in North America but also like I said in my first post the time in which I'm awake; for that reason I asked for a hamachi network, that way whenever I connect with the program I can see if someone wants to play.
PS: I do know about the IRC, but when I connected the other day practically nobody was on.
Really? I'm on it right now and a few of us are on. No one really talks much though except for Fudgey/Ganondork, Sahuaro, and I when it comes to HM. But yeah just come in and say hi right now and we'll answer :V
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For anyone who is lagging, this may or may not affect you. If you lag and is using a laptop, you may need to set it so that 13.5 uses your dedicated graphics card(Nvidia/ATI) instead of the integrated one which it defaults to for this game.
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Hey guys, just a heads up but for those participating in the MotK HM tournament (http://challonge.com/HMotK), the tournament has been postponed to Sunday September 8th @ 1pm EST. Sorry if this causes any inconveniences for anyone.
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Any news on the translation patch, if you don't mind me asking?
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Current progress on the patch can all be found here (http://www.shrinemaiden.org/forum/index.php/topic,14754.0.html)
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Unabara just tweeted and blogged, they are working on HM Ver. 1.30. There will be major changes.
Most importantly, the image on the blog shows a Mamizou vs. Hijiri match, where Mamizou transforms into Hijiri.
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Just thought I'd post in here in case anyone misses it: The 2on2 tournament sign-ups are now open! You can find information and links to the brackets here. (http://www.shrinemaiden.org/forum/index.php/topic,14300.0.html)
Let's hope Ver1.30 wont come out the same week as the tournament again. :D
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Unabara tweeted again, basically saying that they'll reveal Mamizou's character profile at last.
So the final piece of HM is falling into place: they are implementing Mamizou's real special ability.
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Those are great news cuc, thanks for the heads-up.
Its nice to know 1.3 will be another big patch, mostly balance I expect. Im hoping they add more skills (and spellcards) to the characters and also tweak lots of stuff. Maybe buff Kokoro and the other cast members that are doing poorly so far. I also hope they tweak Miko a little more, make her normals and bullets more reliable.
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I'm more worried about Koishi nerfs now that people apparently think she's top tier in Japan, and for good reason.
Koishi pls ;_;
Also, inb4 people complain about how Mamizou was also incomplete :V
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(Excuse me, cuc. I'll just do a quick one.)
New update
http://www.tasofro.net/cgi-bin/tasoblo/index.html
Good news:
- All character will get new skills and SPELL CARD!!!
- Mami can only transform to her opponent, and use their skills. They thought about using the skill according to the direction, but don't know how well that can do in matches
- Her special trait roughly means, "Tanuki's Six Generals/Bosses"
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>New Spell cards
Hopefully Koishi won't have one that's as damaging as her super-ego because jesus the damage on that thing is scary.
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So Koishi's new skill seems to fling up+back, probably allowing a chain into 8B/Y. If there's an upside-down version that'd be pretty cool too.
Nitori's new skill I'm guessing will cost 200, 100, or 50, considering the remaining battery. What a crazy reticle size.
I'm curious about Marisa's, but It seems I'll have to wait a bit more.
I hope the faith system's need for equality will net two more skills for everyone. Unless the new skills are all neutral... though I kinda doubt that'd happen.
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Man, I keep missing updates. Really need to catch up, but I've been busy with school. Maybe I can set aside Sunday to play around with all of the new stuff.
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Hey guys I'm just gonna leave this here (http://www.youtube.com/watch?v=ajfoAFkA9KA)
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I would put more time into this if I didn't live so incredibly far away. To this day I still haven't played against a human so I keep setting the game aside rather than practicing on my Kokoro. Of course having moved (yet again) I am unsure if any port forwarding needs to be redone. I'd rather not enter a tournament until I get that sorted. Granted I can't really guarantee my presence for appointments thanks to family so I do not enter tournaments as a result if they take place on weekends usually.
Need to stop setting the game aside and sort this stuff out. I was capable of playing Hisoutensoku (and getting destroyed) so I should do the same for HM!
........................
Hopeless Masquerade test with a friend shows that even U.S. residents with me will end up being like half speed. Dream of playing HM with people destroyed.
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Now there are even more recolourings. How interesting. :D
Futo's new spell card looks funny and interesting.
Mamizou's new spell card is hilarious!
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Oh god, Mamizou's morph spellcard. 10/10 shit.
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Seems a bunch of you are already playing it but I'll post it in this thread too for completeness: HM 1.30 is out now (http://www.tasofro.net/touhou135/index.html#tf029-p).
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Koishi's new skillcard is -great-. It casts superfast (ON INPUT WITH NO WAIT) with a good amount of range on it and cancels just about anything, like her dashkick. It does combo into 8B, too... and you can make this into a full combo for good damage anywhere onscreen.
The gimmick is, she'll keep using it constantly when the opponent is in horizonatal range until it hits (being blocked counts). No change based on direction you assign it to.
Her new spellcard Ancestors Standing Beside Your Bed is... strange... but I think it's good? (it's minorly disturbing to me)
Also, if it was true before, I only just noticed it; charged Koishi attacks in bhuddism are instantly ready to be activated.
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Changes I've noticed so far:
Skills and specials:
-Reimu got a mediocre curving fastball special. Her spellcard is downward diagonal yin-yang with shit damage.
-Marisa got an extremely quick needle special that she can shoot diagonally. It's good but makes the fireball special obsolete. Her spellcard is Orreries Sun, which is great, as it gives her melee cover after declaring and a huge spreading ring when activated.
-Ichirin got a slow Unzan axe punch which is meh, I guess. Her spellcard is a huge horizontal Unzan punch with uber damage and long windup. Propably great for white knockdown.
-Byakuren got Meiling's One Inch Punch which sucks. Her spellcard is a huge and extremely strong karate chop with a giant hand. Propably great for white knockdown.
-Futo got a small whirlwind which can be shoot diagonally and causes a bigger tornado when it comes into contact with a plate. Her spellcard is a huge field in which she drops junk on her opponent every few seconds and becomes stronger if you break more plates with it. Meh, I guess.
-Miko got vertical Unlimited Blade Works at fixed distance and a huge spread lazor as a spellcard.
-Nitori got a nice, vide loudspeaker sonic wave for 60 battery which can be shoot diagonally. Her spellcards summons a low-damaging rocket into the sky, which causes rain and an extremely damaging flood near the down edge of the screen. Fun on paper, propably shit competitively.
-Koishi got an instant melee sweep around her in a heart shape. Her spellcard is propably Ancestors Beside Your Bed, which bombards opponent with 2 huge lazors and can be used up to 3 times per declare. Awesome.
-Mamizou got a special in which she transforms into the opponent and uses an attack of her. Unreliable at best. Her spellcard is a mid-range burst which transforms the opponent into an animal for few seconds, making them slower and unable to attack. God tier.
Bullet changes (too shitty in this game to notice melee changes):
-Shinto Ichirin's ring fall down a little and are even slower, I think.
-Koishi's Y lazors are now instantly activated. They are slower of course, though. She also has a marker to tell you she prepared a move.
Marisa got a new Master Spark animation in which she actually uses her Hakkero and Koishi got a much cuter pose when using Release of the Id.
No arcade mode so far, nor new characters. Boo.
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Futo's Third Spellcard becomes stronger if you break more plates with it.
4 or more will cause 仏滅(Don't know if it's supposed to be a pun on something else, but the Kanji themselves means Buddism and Destroy),
which causes a blue UFO to slowly descend on the opponent.
Koishi's Seventh Skillcard will cause Koishi to forcefully jump out when she is on the same altitude as her opponent, until she hits her opponent, or cancels it. Or when she doesn't have any spirit.
It grazes, and is grazable. Quite punishable if used in the wrong spot.
It's name is probably "Unanswered Love". Katakana English is sometimes very weird.
The name of Koishi's Third Spellcard seems to be related to Steins;Gate (Google 見ているぞ)
Koishi's dancing is as amazing as Rin's dancing.
Who should I translate first?
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Ok, corrected. I wonder if Futo's properties changed with more broken plates, but it's your call.
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Futo's Third Spellcard becomes stronger if you break more plates with it.
4 or more will cause 仏滅(Don't know if it's supposed to be a pun on something else, but the Kanji themselves means Buddism and Destroy),
which causes a blue UFO to slowly descend on the opponent.
Koishi's Seventh Skillcard will cause Koishi to forcefully jump out when she is on the same altitude as her opponent, until she hits her opponent, or cancels it. Or when she doesn't have any spirit.
It grazes, and is grazable. Quite punishable if used in the wrong spot.
It's name is probably "Unanswered Love". Katakana English is sometimes very weird.
The name of Koishi's Third Spellcard seems to be related to Steins;Gate (Google 見ているぞ)
Koishi's dancing is as amazing as Rin's dancing.
Who should I translate first?
Byakuren! If you please.
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...actually, wait a second
Koishi can bhuddism charge as any alignment
Also, her new skillcard can replace the pagoda ender used in most of her combos now. Pagoda still has uses for combos where you end really far away from them, though. I... think you can generally avoid that, though, especially with her new skill.
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...actually, wait a second
Koishi can bhuddism charge as any alignment
Also, her new skillcard can replace the pagoda ender used in most of her combos now. Pagoda still has uses for combos where you end really far away from them, though. I... think you can generally avoid that, though, especially with her new skill.
Everyone can charge their attacks on any alignment.
Also just so people know this, Byakuren's new skill superarmor though things though the declare and the move so it might have some use but i can't be too sure.
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Man, Koishi's new skill is such a good combo ender. It's easy to get good damage off anything now.
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Everyone can charge their attacks on any alignment.
Holy shit! Why play Buddhism now then?
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I guess pretty much everyone's no-religion X and Y bullets can be send to diagonally.
A Mamizou vs Mamizou fight with her new skills spawns an extra Mamizou.
And one missing frame when using it against Kokoro.
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Oh my god instant cast koishi Y, I forgot to be excited about that
must learn how to combo with
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those new pushblock poses
(http://i.imgur.com/xHfi78P.png)
"come at me bro"
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hngggggg Koishi cancelling shinto/neutral Y into teleports (as in the actual port, not setting it)
Koishi's new skillcard and controllable Y and instant-set attacks via charge on any alignment, oh my god, she is just a million times better
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So, shinto is becoming the god allignment (pardon the pun) by virtue of everyone getting charge melee and being able to shoot the bullets diagonally like no allignment (Tao usually cannot, and most buddhism can't either because of short range)?
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so what does bhuddism even do now that everyone can charge normals
which actually sucks now because you cant cancel them
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WHATS THIS?, MIKO CAN NOW COMBO WITH X BULLETS?, WHAT SORCERY IS THIS!?
Lol, so many new changes and stuff, its hallucinating. The new Miko spellcard does very little damage on its own but its easy to chain into pretty much anything thanks to its range and above all it cuases pretty little proration... it might be a pretty good combo-ender. The new skill... its intersting, needs lots of testing but might have lots of potential thank to its range and to the fact it lowers the opponent a little.
Charged smashes were nerfed from what I can tell... you cant cancel them as fast as before.
@Suikama: Budhism still has dense bullets as f. It also has wide-spread over range. As with everything, testing is needed.
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so what does bhuddism even do now that everyone can charge normals
Change your X and Y bullets like the other two alignments?
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Thanks to koishi's new skill and instant y, koishi can now do 2.9k damage off dial-a and 3.5k off 8b in the corner. Wat.
Koishi too good now.
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---General---
Increased spellcard gauge increment when opponent guards your attack.
Changed cheering effect. (Visually)
When setting Background Quality to Low, the game will also not display the effect when a spellcard is being declared.
Added a spellcard and a skillcard for everyone except Kokoro.
Increased alternate colors to 8.
Changed motion sprites of some characters.
---System---
The character will assume a standby stance when you input Chicken Guard.
The standby stance is also a target for booing.
Chicken Guarding will block attacks regardless of direction.
There is some delay before this works.
Blocking an attack shortly after inputting Chicken Guard will push the opponent further.
Now you can use [ B ] attacks regardless of faith.
Also changed performance of [ B ] attacks to accommodate for this.
Cancellable only into spellcards, easier to connect into (spellcards, I presume).
Some attacks have Break properties.
Trying to Chicken Guard these kind of attacks will result in increased guard stun, spirit consumption, and being unable to Chicken Guard for a certain amount of time.
Charged B attacks, some skillcards, and some spellcards have this properties.
---Items---
Pagoda of Bishamonten
Lower damage, more proration, projectile is faster.
Hermit-Style Plate
Changed trajectory, comes out faster
Ritual Baton
You can cancel into this as you would with other attacking items.
You can roughly figure out when the crowd will cheer for the player with the glow behind the character.
It will launch an attack when the crowd cheers for the player.
---Hijiri Byakuren---
6A
Shorter invincibility frames, larger hitbox.
2[ B ]
Second hit has larger range, Byakuren jumps back lower, the second hit will hit even when the opponent has the same altitude.
8[ B ]
More recovery.
X
Buddhism, less graze durability.
Y
Religionless, less graze durability, loses more speed when it hits or when it cancels out.
Shinto, doesn't expand after changing directions, accelerates after changing directions, needs more altitude difference to change directions, smaller horizontal difference.
Buddhism, less graze durability, less duration, less cancelling count.
6Y
Less movement speed, Byakuren will slightly home in to base altitude.
Hanumaan's Dance
Second hit and third hit has more Stun value (limits faster)
Who next?
EDIT: I apologize for giving headaches with Boldface. Does anyone know how to disable this?
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Do koishi next pls?
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And Miko plz!
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And more detailed Futo, assuming she has much more to offer, please.
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No-no, Reimu first, please. She is most popular ever :derp: Just kidding. Thank you Sungho for the translation of patch.
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---Komeiji Koishi---
Input mechanics
Charged B attacks don't have a waiting time (the time when the gauge blinks).
Charged B attacks won't have visual effects (the yellow lighting).
You can cancel into projectiles after B inputs.
You can cancel into B inputs after melee.
A, AA
Comes out slower, more recovery
2[ B ]
More recovery, comes out faster
8B
More recovery, comes out faster
6[ B ]
Added horizontal brake, comes out faster
X
Other than Buddhism, can use 8X and 2X
Y
Instead of doing the inputting motion, Koishi will launch the attack in addition to inputting.
Fidgety Snatcher
Less consumption.
Reflex Radar
Fixed a bug where the gauge is still turned on after a timeout.
Release of the Id
Changed graphics.
---Toyosatomimi no Miko---
AAA2A
Changed floorslam position.
8[ B ]
Needs to be held longer for input confirmation, more recovery
2[ B ]
Comes out slower, more recovery, more duration, Miko will back up diagonally upwards after input confirmation.
6B
Start of attack has increased damage and proration, persisting part has decreased damage
Charged version, changed to a single-hit attack, will back up after attacking.
X
Other than Buddhism, can use 8X and 2X
Buddhism, projectile will disappear if the center projectile is grazed or blocked.
Y
Can use 8Y and 2Y
---Mononobe no Futo---
2[ B ]
More downwards knockback
6B
Second hit comes out faster.
Charged version, more movement speed, more recovery
AAAAA
Adjusted trajectory
X
Other than Buddhism, can use 8X and 2X
Taoism, causes knockback
Y
Can use 8Y and 2Y
Increased hitstun
6Y
Increased hitstun
Water Bearing Plate
Changed motion(only visually)
Fixed a bug where it wasn't cancellable into spellcards.
Royal Dragon's Arrow
The small arrows that appear after breaking a plate will now disappear when Futo is hit.
I still wonder how I figured out アンアンサードラブ was Unanswered Love.
It grazes and is grazable, so if Two Koishis happen to use it at the same time, then they will repeat the move over and over again till timeout.
Is what I saw in a Nico Nico Douga video. www.nicovideo.jp/watch/sm22021210
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Kokoro plz!!
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---Hakurei Reimu---
6[6]A
Less recovery
8B
High-air version comes out faster.
Mid-air, High-air version, backs up less before attacking
Charged version, covers more distance, more recovery.
2[ B ]
Covers more distance.
6[ B ]
Forward movement increased.
Affected less by gravitation after inputting.
X
Faster movement cancelling. (There's no high jump cancelling in this game)
Buddhism, less damage, won't explode except when it hits the opponent or when it detonates naturally. (Won't explode when being grazed or cancelled by other bullets or the like)
Shortened time to natural detonation.
Y
Except for Taoism, reduced cancelling count.
Taoism, slightly changes trajectory when accelerating to track opponent.
Buddhism, reduced graze durability, reduced duration
2Y, 8Y
Shinto, increased graze durability
Buddhism, reduced graze durability, reduced duration
Youkai Buster
4 version, floorslams.
Quick-Witted Consecration Talismans
2 and 8 version has increased size, adjusted placement
Yin-Yang Orb
Less vertical knockback.
Gains Break properties after passing through 6Y. Breaks Chicken Guarding.
Frontal Defense Talisman
Comes out faster, first part chips less spirit
Divine Arts "Omnidirectional Dragon-Slaying Circle"
Comes out faster.
---Hata no Kokoro---
The masks circling Kokoro won't disappear when she guards.
B
Comes out faster
8B
Larger attackbox
Charged version, more recovery, adjusted movement trajectory on second part, second hit has less horizontal knockback.
2B, AA2A
Less horizontal knockback
6A
Less recovery
X
Religionless, returns after a certain time passes.
Other than Buddhism, can use 2X and 8X
Y
Taoism, now has graze durability.
Other than Taoism, longer hitstun.
6Y
Comes out faster.
Only inflicts emotion when it hits,
Anger : Added effect of being unable to Chicken Block
Melancholy : Added effect of always guarding attacks with Chicken Blocking.
Same applies to Kokoro's spellcard.
Melancholic Ogress Mask
Will knock the opponent forward while returning.
Start of attack has increased damage,
Reduced frames when installing.
Kokoro's Roulette
One of the masks will be shining brightly.
Selecting that mask will result in more damage, larger range, more hitstun, and adds Break property. With firework effects.
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I just noticed Mamizou's new spellcard, so i spent a good amount of time playing around with it and made this
(http://i.imgur.com/KZmfyNX.jpg)
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Forgot to add, while using Reimu's third card, press any attack button to give it an extra kick.
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Omg, Miko damage output is so sad now it makes me cry. Also, what was the point in nerfin her 6B??... sad patch for Miko is sad...
(http://i.imgur.com/Fbso0BH.png)
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So Koishi's most damaging combo does 8.2k. Off of charged 8B, corner, Counter-hit, and super-ego SC ready.
(charged) 8B 66A 5AAA2A 2/4radar(declare) 5AAA2A 2/4radar(activate) 2 6Y Unanswered Love Super-ego.
Unanswered Love is the name of Koishi's new skillcard btw.
Koishi OP
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also not sure if someone already said this, but ai uses spellcards now
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also not sure if someone already said this, but ai uses spellcards now
SHIT! WE'RE FAWKED!
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also not sure if someone already said this, but ai uses spellcards now
I have yet to see that happen even once. Though maybe they don't use them on Lunatic AI. Are you sure you haven't played Storymode?
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I have yet to see that happen even once. Though maybe they don't use them on Lunatic AI. Are you sure you haven't played Storymode?
I was doing Normal Mode in VS CPU, haven't tried out story mode (or lunatic) since the patch.
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---Kirisame Marisa---
2[ B ]
Changed to a single-hit attack that floorslams, faster movement speed, shorter attack frames
8[ B ]
Changed to a single-hit attack, rises higher, more recovery
6[ B ]
More recovery, changed Marisa's trajectory after hitting, wallslams
X
Shinto, can use 2X and 8X
Y
Religionless, Shinto, can use 2Y and 8Y
Shinto, more graze durability
---Kumoi Ichirin---
2[ B ]
Increased duration, more recovery
8B
Increased spellcard gauge increment
6[ B ]
More recovery, more forward movement
Last Word
Fixed a bug where turning back in Practice Mode causes the spellcard to end.
---Kawashiro Nitori---
Vertical movement
Fixed motion frame bugs
Pressing Up or Down again will cause Nitori to move forward quickly.
2B
Comes out faster.
Start of attack floorslams
8[ B ]
More recovery, more movement speed
6[ B ]
Guards while charging, more recovery
AAAAA
Changed trajectory.
X
Less consumption, faster movement cancelling
Religionless, adjusted angle of 2X and 8X
Religionless, Taoism, more hitstop.
Y
Faster movement cancelling.
Religionless, faster projectile speed.
Religionless, Taoism, more hitstop, less damage.
Aerial Blaster
Consumes less Energy.
Adjusted size and position of lock-on crosshair.
Launching speed increased, shorter delay before descending.
When Nitori has energy left, larger blast when launching.
Explosion of descending rocket has more hitstun, wider range, more proration on first hit, does not counterhit.
Criminal Gear
Consumes less Energy.
Consumes additional energy when activating gears on field.
Fire! Bubble Dragon
Less damage
---Futatsuiwa Mamizou---
2[ B ]
Changed to single-hit, less recovery after bounding, more forward movement.
8B
Less horizontal brake if altitude differs.
X
Other than Buddhism, you can use 2X and 8X
Y
Other than Shinto and Buddhism, you can use 2Y and 8Y (Why not say Religionless and Taoism?)
Shinto, after expanding, more damage, more proration, and increased spellcard gauge increment.
Utsusemi Jizou Transformation
Full invincibility when transformed.
Bizarre Okuri-Chouchin
Comes out faster
Animal Lute Priest
Changed trajectory of thrown leaf.
Adjusted trajectory of frogs.
Youkai Amikiri Transformation
Comes out faster
Fixed a bug where attacking was delayed.
Youkai Karakasa Transformation
4, 2, 8 version, comes out further.
Larger range frontwards when ascending.
Right after it can attack, gains increased durability for a fairly long time.
Subordinate receives increased stun after attacking ends.
Second hit does less horizontal knockback
Youkai Tsurube Transformation
4, 6 version, comes out faster, increased durability while it can attack, it momentarily stays on the screen before disappearing instead of swinging out of the screen.
Mamizou laughs at the opponent when her third spellcard hits. Those details.
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So the amount of hits in Marisa's new skill goes up with the number of stars currently filled .
Also, compared to Witching Blast, it decreases rate more but limits less. It also has a bit more start up time and the actual move itself is longer. I'm going to assume it isn't as dense and obviously not as wide. The angles of 2/8 are slightly less sharp than WB's. WB also moves you backwards. I believe it's more or less there because Taoism doesn't have 2/8Y. And holy crap Orrieres has a super short time limit. Probably because of its damaging capability during the declaration period.
EDIT: I'm amused at how Taoishi can chain three Y's in a row to limit if both players are backed up against Koishi's side of the screen.
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I've never desynced before, but now me and my friend can't even finish a single match, often a single round of a match, without it happening :c
I managed to hit him with Futo's new UFO CRASH and hear him spout gibberish over skype during, though, so I'm content. For now.
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Yeah from the other Futo person I've played a couple times people seem to be content with glorious ginormous ufo drop victories. Nothing much really changed for me for the patch because my character was already completed more or less when she came out. I played with the new alterations but they're pretty minor.
...I'll probably die of a heart attack before I get a lagless nearby match. My location is far from optimal for a game that has no sokuroll-like netplay program. I'd need someone from like... California or Japan to see how my connection would be there.
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So this happened last night in the #shinkirou IRC channel (http://www.youtube.com/watch?v=SOfNXrW_oow)
Futo OP
(meanwhile I got a combo video coming out later today :V)
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h... how does double ufo even occur?!
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Its raining UFOs! Hallelujah! its raining UFOs! Amen!
Thats...Futotastic... XD
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It has something to do with Marisa going back into the ring for a second UFO to come immediately after.
Anyways, I already made another combo video for Koishi :V (https://www.youtube.com/watch?v=HI25XI2B6ho)
She is real scary now yo.
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I'm already annoyed at Futo's AI and I'll rant again before I get burnt to a crisp. Seriously, double UFO all the way across the sky. IT HURTS LIKE BITCH! There I'm done ranting.
Hmm... gonna test out the changes, I haven't played HM for so long.
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How the hell did those UFOs happened? Nue... what did you do?
Anyway, I've been testing out the new moves and spell cards (haven't done much games and tests to make combos yet, just seeing how they react), but I'm quite dismayed by Nitori's flood spell card. Unless I can hit with a groundslam, it's practically useless. Though, it would be nice if Nitori can use the water to refill her ammo (as I believe they're water powered)...
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So I'm having some problems getting the game to connect to a host for netplaying. I never attempted it before the recent 1.30 update, so I can't really say the update caused something. At any rate, the game simply crashes when I get the IP then press to connect. I ran Soku and used a random IP and it doesn't seem to have a problem. It could be due to something in HM, or could be because I'm running it on Windows 8, but nonetheless, this really limits my ability to play non-AIs. Any help or suggestions will appreciated very much!
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Patch 1.31 is released. It's a bugfix patch for the reported 1.30 bugs like double UFO and infinite Unanswered Love loop (Koishi's new skill).
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Patch 1.31 is released. It's a bugfix patch for the reported 1.30 bugs like double UFO and infinite Unanswered Love loop (Koishi's new skill).
I guess that video really got their attention eh? :V
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I guess that video really got their attention eh? :V
Who wouldn't? They're probably like "That's not supposed to happen"
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Depends on how overpowered it is, it could have been called a "feature". Look at Street Fighter 2, 2 in 1 wasn't supposed to happen, it was a bug.
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Wavedash wasnt supposed to happen in melee. Now its a "feature" no player can live without.
WE NEED DOUBLE UFOS ALL THE WAY
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Whoever said AI could use their spells might want to check again, because I've tested 1.31 with MULTIPLE AI opponents on multiple difficulties. No opponent ever used their spells at all.
On top of this, Lunatic AI seems to never be any religion except Atheist/No Religion, and Hard doesn't seem to be anything but Shinto, from what I've seen.
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New Koishi tech I learned with her new spell card (http://www.youtube.com/watch?v=5mWj3S9rfUA)
We saw this when we saw a Koishi player streaming in Nico, and us guys at #shinkirou went pretty insane seeing this oh god.
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That took a huge chunk that the system wasn't even able to regenerate the loss...
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They really need to make so that you can't snuck any hit other than with a SC during a stun. Those hit by multi-hit spellcard shouldn't be allowed to get hit with anything else.
They did that to Byakuren so why not to everyone else?
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I've been testing a bit with Mamizou's transformation spell card, and I got to assume that they all transform into something related to their personality or character, but there are some which I am not sure about. If anyone want to discuss more about it?
Reimu = Fox (No idea here)
Marisa = Raven/Crow (both are closely associated to witches, and if I have to include Magpies for their kleptomania)
Ichirin = Monkey (not really sure, but it somehow reminds me of the Monkey God story or even Dragonball)
Byakuren = Mouse (No idea why she became like Nazrin)
Futo = Chicken [on a plate, no less]
Miko = Owl (I remember a reference somewhere with her ability to owls, but in so far, she does look like one with her hairstyle)
Nitori = Turtle (Kappas are turtle-like in appearance)
Koishi = Cat (now she looks like Rin)
Mamizou = Tanuki (go figure, but I do love the way she hangs by the leaf hat)
Kokoro = Tengu Mask ('nuff said)
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Well, I think that Byakuren is supposed to be walking the Bhavacakra, and being a mouse is just a sarcastic jab from Mamizou.
I also see Futo being associated more with hawks, so a chicken platter is also probably another insult.
As for Ichirin: http://danbooru.donmai.us/posts/872323?tags=DragonBall (http://danbooru.donmai.us/posts/872323?tags=DragonBall)
I've also seen a bunch of drawings of Miko as an owl just because of her hair.
Maybe Koishi is a cat because she wanders away from home so much and is curious.
Reimu seems way too straightforward to be a fox...
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Reimu's some creature that's said to be close to the gods, but I don't remember what it was. It was in some other thread.
edit:It was this thread http://www.shrinemaiden.org/forum/index.php/topic,14315.510.html
Reimu is a white fox, a noble messenger of gods.
Futo is a chicken, probably because Isonokami Shrine is famous for having lots of chickens. They consider the chickens to be divine messengers. This is the central shrine of Mononobe clan.
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how do you get last word in pvp or pvc i only managed it once with Marisa i allways end up killing them 2nd round around 60-70
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Do lots of counter hits. Also, try to get stun combos (if you can hit at 2K at a time), where they'll get a white "shield". Spell Card hits also grants 10% bonus.
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2nd-round wins also make it a lot harder to get a last word, because it means there's way less opportunity to build up popularity.
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You're probably not going to get 100% against a human if they have any idea what they're doing.
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You're probably not going to get 100% against a human if they have any idea what they're doing.
Actually, it's still just as likely and fought a lot of matches against other players and got 100%. It's very likely in the third round.
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Yeah, as long as the fight goes to round 3 it's not that hard to get LWs in a match with a real person. Yes, the majority of the time it's not gonna happen, but it's not super rare.
Blugh. My normal sparring buddy always desyncs with me at the start of the second round of a match ever since 1.30 came out and it didn't go away even when he moved to a different state of the country IRL. I wonder what's goin' on.
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Well, this thread has been quite lonely for some time now, lets give it a little life, shall we? xD
Well, Its been a handful of months now after the release of the game and all so I think we can start analyzing the game from a more strict point of view, and I dont mean net-play wise and that stuff that we all already know is terrible so far. I mean things like the meta-game, mechanics, tiers and such.
For starters I would like to comment on the most basic of the moves this game has... the pokes or as everyone knows it here, the 5A?s. Pokes are very important in figthing games cause they work as they help measure the distance between opponents, like the jabs for boxers. They also are helpful combo starters and hit-confirmers thanks to their pretty quick execution speed. Yet most of these almost always lack power and range to be dangerous on their own.
However, here in Shinkirou... how well do they do their job?
As in every figthing games, there are some very good pokes and some very bad ones. I will start talking about the ones I know of and would really like it to see more people share their opinions, experiences, tests and more with us in these regards.
Miko?s Poke: Arguably the second worst poke after Mamizou?s. Its range is poor, its damage its about the same as the other pokes and above all, its pretty slow. All of these add up for a pretty bad normal move that should not be used unless you're totally sure you have the upper-hand framewise.
The problem with this 5A is more than anything within its range. Miko tries to slap the opponent with her stick with a vertical swing that pretty much goes from right in front of her face to her waist, delimiting a right triangle with her and the trayectory, leaving everything under her waist unprotected and above her sligthly so. Speedwise, after some testing I discovered that at melee range, she only out-speeds Mamizou's and loses to Byakuren, Nitori, Marisa and Reimu. Against Futo, Kokoro, Ichirin and Koishi its a draw (Both characters get hit). As a intersting note, Marisa out-speeds Miko when they are the closest they can be, however, if there's a little room between the two, Miko will win, hitting the witch before Marisa's star appears. Go figure.
So, speedwise and damagewise she doesnt seems to be doing that bad, huh?, well, thats right, the problem however is, again, the range of her attack. In the long time I've been playing I can affirm and reconfirm that Miko's poke is simply terrible at its job... approaching the opponent. Its also terrible at kepping pressure because as I have shown, her poke gets out-speeded by a half of the cast. Most times, this poke will whiff because of the different heights you and your opponent will be at, and if you're lucky, the best will be both hitting each other wich anyways is bad for Miko as she loses cape when she recieves damage.
Wich takes me to the next point... why 5A with Miko when you can 8B, 2B or 66A? Miko's poke gets easily overshadowed by better approach tools wich also do better jobs at keeping pressure on the opponent.
After all of this its obvious her poke fails miserably to stand-up to its intended job and thus falls to the category of second worst 5A.
So guys, have something to say about your main's 5As?, something to say about Miko's 5A?, lets start this analizys debate XD.
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Koishi's 5A is probably either one of the best or THE best 5A in the game for it's ridiculous range and speed.
It's understandable though considering how Koishi's B moves are entirely restricted so she needs good instant 5A normals to compensate for it, especially since Koishi can't really use those B moves for reliable blockstrings or use midcombo.
Which I would say is why Miko's B moves are so good for blockstrings. Since her 5A is pretty weak she has amazing B normals to keep the character under pressure even in pushblock.
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The best 5A is either Nitori's or Koishi's, aside from being fast and good range, it also have hitbox closer to the middle. Unlike Reimu's low kick or Byakuren's high sweep, which gives them easier time closing in for a hit from either up or down. Most of the other characters, sans Byakuren, are better of using 66A/B.
As I have mentioned, Byakuren's 5A hitbox is high, or in other terms "hits high", meaning it'll whiff if the opponents is even slightly lower. Kinda like Miko's but worse. I tend to never use it from above, though its speed helps make it easier to counter most attacks. But hey, I got my godly 5B so why should I bother with that?
Right now, I feel like I'm forgetting her 5Y lately. I used them often before, but I opted for Pagoda now, though I really think I need to get back to using it again. My problem with using it is Byakuren's low spirit pool and the goddamn LAG, since comboing with it requires stricter timing.
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I would say Koishi's 5A is still better because Nitori's 5A stays out for quite a long time (double kicks), so if the opponent manages to avoid it she can be easily punished on whiff. Once the player commits to Nitori's 5A, he stays committed until it ends.
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I say Marisa's would be the best 5A is the start was faster. At point-blank Marisa's 5A is hell fast but at a moderate distance it might get outspeeded. After that, personally I believe Byakuren's has a slight edge over Koishi's 5A. Dunno, I feel it is a bit faster and that it covers enough vertical area to best it.
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I would say Koishi's 5A is still better because Nitori's 5A stays out for quite a long time (double kicks), so if the opponent manages to avoid it she can be easily punished on whiff. Once the player commits to Nitori's 5A, he stays committed until it ends.
Yeah, if you can predict it and if you're fast enough, you can pushblock the first hit and she's open for counters.
Yes, Marisa's a bit different, sometimes I hit her and other times I got hit with Byakuren. The hitbox is actually there before the sparks comes out.
I often lost against Koishi's, so I'd rather not take chances.
Anyway, I wanna ask some advice for blockstrings since that is something I haven't got used to and it is an important technique in advanced play.
What is the general trick for it anyway?
Also, for Byakuren, she can keep the opponent blocking with the first 2-hit of her 5A since the second hit is different. You can do it 2-3 times, but I still haven't got the timing right.
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You know, I'm been looking through every incarnation of this thread and I have a question:
Does no one play Mamizou?
I have seen the absolute bare minimum of discussion about her in these threads. Only recent thing I've heard about her was about her new spellcard, and how awesome it was (and then not a word of some of its actual uses). I'd like to here some discussion about her combos and whatnot so I can get the urge to pick up the game again.
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You know, I'm been looking through every incarnation of this thread and I have a question:
Does no one play Mamizou?
I have seen the absolute bare minimum of discussion about her in these threads. Only recent thing I've heard about her was about her new spellcard, and how awesome it was (and then not a word of some of its actual uses). I'd like to here some discussion about her combos and whatnot so I can get the urge to pick up the game again.
There was a player, Senovit, over in an IRC channel I go to whenever I log on, and he plays Mamizou. He's the only Mamizou player I know though and can't play against him because his internet back then was pretty bad.
Though last I heard he's starting to use Koishi now :V
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You know, I'm been looking through every incarnation of this thread and I have a question:
Does no one play Mamizou?
I have seen the absolute bare minimum of discussion about her in these threads. Only recent thing I've heard about her was about her new spellcard, and how awesome it was (and then not a word of some of its actual uses). I'd like to here some discussion about her combos and whatnot so I can get the urge to pick up the game again.
Mami's quite popular in Japan. After she started getting buffed more and more people habe started to use her, and pretty prolific too. Also, I know two people who main her, altough they are from my country (Mexico) so I dont think this really helps... XD...
Well, none of us main her but we might know a thing or two as to hold up a conversation about her. After all I've played against Mamizou a handful of times so I kind of know what to expect and how to react against her.
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I play with Mamizou... but I use Kokoro, Nitori and Koishi more~
(Also, loki, perhaps we could play some matches today? I'll be returning home later, so it would be at nighttime)
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Sure Teff, just be warned... apparently I live in the edge of the world as eveyrone I play with is a lag of a thousand hells XD.
And well, Juno, why not start the discussion about her? xD, most likely you're the one who knows the most about her, as well as the one with the most questions, so, what do you want to discuss about her first? XD
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Gotten quite a bit of help from pluot and Ganondork about Nitori but... my game has decided to not run anymore. ;____;
I need, need, NEED a new graphics card so badly. The 3D backgrounds go all bugged and flicker, it's awful, not to mention it slows down the game.
In any case, I'm really liking the changes Tasofro have been doing so far to the game. Maybe when I get a new graphics card I'll pick it up again, but until then... I'll stick with my poverty 2D fighters.
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Their commitment to HM is pretty impressive so far, they really want the game to do well and have people move on from the previous touhou fighters.
My friend is having a problem with the game as well, though his is with the netplay in general. Before he and I would normally connect fine, as we both lived in Canada, but now every time he tries to connect to me (one of the few people I can actually host with), it auto-crashes the game for him and it never connects on my side.
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I don't think getting people to "move on" from earlier games is their goal at all, I can't imagine anyone dropping Soku for this. Thankfully, it's different enough that veterans can consider it a different experience altogether and doesn't give the feel of being an inferior version of Soku at all thanks to this :V. I think they rather want to attract new players and Touhou fans that aren't familiar with the fighting game genre, considering the simplicity of execution with all specials being mapped to 2 buttons and no high/low game.
And, likewise, I wonder about why Mamizou seems so unpopular, considering S-Mamizou feels to me like an outright gamebreaker - the smoke ring that can cut off melee access is full-screen in shinto, S-Mami's birds travel slowly and cover ridiculous amount of space, you can spam them cheap and send their waves diagonally as of 1.30, she has her usual long melee AND now she got a spell card that makes enemy slow and incapable of attack and block? Holy crap.
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Dang, a lot's happened since I paid any attention to this game. It seems so much has changed since the initial release and pre-kokoro time.
Feels like so much has happened I don't know where to start.
By the way, what is that IRC channel you guys are talking about (and what is it on?), if I may ask.
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I guess Mamizou's slowness is a negative for her. She appears to easily be countered, but I do love her fighting style. She's quite a zoner, and can control many points (Up, down, left and right) quite easily. She really reminds me of Yukari's playing style (Slow, but powerful moves that can hit anywhere she wants)
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Dang, a lot's happened since I paid any attention to this game. It seems so much has changed since the initial release and pre-kokoro time.
Feels like so much has happened I don't know where to start.
By the way, what is that IRC channel you guys are talking about (and what is it on?), if I may ask.
The ones I know of are #shinkirou on irc.rizon.net and irc.ppirc.net #sokumaidens (http://webchat.ppirc.net/?channels=sokumaidens), the latter being an MotK FTG channel. (Gpop, Ganondork, pluot, Sahuaro, monhan all frequent there.)
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So I was playing a little around, and I don't know if anyone has noticed this, but only Ichirin's Last Word Portrair actually matches her current palette, even the newest ones.. I tried all of the other girls and they use the default ones for the images. Although Ichirin's image looks less... polished than the others, it may have that it uses the same number of colors than the actual Ichirin?
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So I was playing a little around, and I don't know if anyone has noticed this, but only Ichirin's Last Word Portrair actually matches her current palette, even the newest ones.. I tried all of the other girls and they use the default ones for the images. Although Ichirin's image looks less... polished than the others, it may have that it uses the same number of colors than the actual Ichirin?
I noticed at the start. Her LW portrait just have no shadows, and probably makes use of the same palette as her sprite outfit. Not sure why it would be different for her, but it sure is interesting.
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Patch 1.32 released. It seems to have improved many skills over the board, and... made Ichirin even stronger?
Most important change: a charged melee attack will crush Chicken Guard, except when the other character is forced into Chicken Guard due to the "Melancholy/Worry" emotion status.
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Nerf..NERF EVERYWHERE!!!
Well no, actually this might make things better.
Edit:
Tested them a bit.
Conclusion: Byakuren is BUFFED :getdown:
Guys, don't attack her carelessly now, or you're gonna regret it.
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Need a changelog for changes (especially Koishi :V)
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Need a changelog for changes (especially Koishi :V)
They're pretty much a buff for her dash attacks, her 5B doesn't need to wait anymore and her B attacks have lesser knockback and more stun.
Much buff to the teleport, and the Catch and Rose.
8 version of Fidgety snatcher needs lower height differences to activate.
The Mind something needs less spirit and is faster.
Fixed the bug on An An~
The roses in her LW have different pattern.
Get in the channel so we can chat.
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I need a Kokoro changelog. Google translate only makes it more confusing.
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Where do you guys get all these information?
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Where do you guys get all these information?
From the changelog update_132.txt file in your game directory. Of course you need to translate them.
And good ol' testing.
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From the changelog update_132.txt file in your game directory. Of course you need to translate them.
And good ol' testing.
Thanks. I didn't even know that such file existed.
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Problem with mine is that my computer can't read such text, it just spews out random characters to make up for it, which is why I always ask for translations instead of just throwing it into Google Translate myself :V
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If you are using Windows 7 and have Microsoft Applocale, you can open notepad.exe in the C:\Windows folder with Applocale set to Japanese, and then simply drag-and-drop the txt file you want to read.
Of course, it doesn't have to be Windows 7.
As for me, I think I should leave the translating to someone more qualified.
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Problem with mine is that my computer can't read such text, it just spews out random characters to make up for it, which is why I always ask for translations instead of just throwing it into Google Translate myself :V
Try dragging it to firefox and press alt > View > Character Encoding > Auto-Detect > Japanese
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Can anyone translate the change log?
I don't know enough Japanese to translate, but I'll do what I think I understand for Kokoro:
・弱打撃
-持続部分の判定縮小を削除
-根元の判定を下方向に拡大
・ダッシュ弱打撃、AA
-判定拡大
-前進距離増加
・強打撃、AAA
-硬直減少
-強打撃のみ発生加速、持続延長
・上強打撃
-二段目発生加速
-二段目判定拡大
-二段目の後退移動を削除
・前強打撃
-硬直減少
-前進距離を増加
-バックダッシュ中に出すと前進距離がさらに増加する機能を追加
・加速ダッシュ強打
-入力後少し間をおいてグレイズ判定発生
・弱射撃
-発生加速
-神属性、さらに発生加速、ヒットストップ増加
-無属性、道属性、ヒットストップ増加
・強射撃
-無属性、神属性、移動キャンセルタイミング加速
・吼怒の妖狐面
-発生加速
・憂嘆の長壁面
-霊力消費減少
・こころのルーレット
-通常版攻撃判定横に拡張、硬直減少
-当たり版、スタン値減少、ヒット効果を長壁ダウンへ変更
-面の選択が可能になるまでの時間増加
・仮面喪心舞 暗黒能楽
-入力から攻撃判定発生直後まで無敵時間追加
Strong attack, AAA:
Less delay?
Faster activation, more range.
Up strong attack:
2 hits, faster activation.
???
2 hits, backwards movement reduction?
2 hits may mean second hit.
Forward strong attack:
less delay?
more distance?
something to do with in the middle of backdash. Maybe more distance?
Weak shot:
Comes out faster
Shinto - speeds up?, Hit Stop increase. Don't know what Hit Stop is for.
None and Tao - Hit Stop increase.
Strong shot:
None and Shinto - increase speed for movement cancel timing. Not sure what that means, but that's what it says.
Roaring Youkai Fox Mask(taken from wiki):
Faster activation
Sighing Osakabe Mask(taken from wiki):
Uses less spirit
Dance of Empty-Hearted Masks ~ Noh of Darkness:
More invincibility duration after starting this move.
Still missing lots of that's some of the translations.
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Still working on it. Switching between ver 1.31 and 1.32 over and over to test the changes takes quite some time.
This is the definition of hitstop.
Hitstop
- When a character is hit, both characters are stopped in place to give the hit the feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.
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I see, that sounds a lot like hit stun.
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Hello everyone, it's been a long time since I came in.
I was wondering if some extra patches were already released for the game?
I know a weird english patch was released, version v0.10b but it was far from being complete, and still buggy.
Do you know if any recent version was released recently?
Also, still no voicemod released from anyone?
If anyone has any information, thank you in advance ^^.
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Hello everyone, it's been a long time since I came in.
I was wondering if some extra patches were already released for the game?
I know a weird english patch was released, version v0.10b but it was far from being complete, and still buggy.
Do you know if any recent version was released recently?
Also, still no voicemod released from anyone?
If anyone has any information, thank you in advance ^^.
We won't be getting many new extra patches for a while until we can guarantee that Tasofro stops making patches, since each patch does change quite a few things that may screw up other patches.
An almost-done english patch was working up to 1.31, but with the 1.32 update it doesn't work anymore so we'll have to wait until then
(it's also why no Shinkiroll is being worked on yet, the creator said he might work on it but he has to wait until the game's settled down, patch-wise)
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Oh I see, that makes sense and I understand a lot of things now! ( ̄ー ̄)
Thank you a lot for your fast answer, that's exactly what I needed to know :3 .
The good new is that, once the "final version" will be released, a lot of stuff will appear, and hopefully even a voicemod!
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i'm a little new here, but hello everyone ;)
so the patch 1.32 isn't the last one? hope final patch can appear soon so voice mods can be made, same as the translation. by the way, is it possible put voices in this game? seems more complex than SWR and hisoutensoku.
even though i didn't like some personalities (nitoriiiii was the worst...really, ichirin, reimu and koishi), the game overall was really good, loved the gameplay and designs. waiting for the good news ;)
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i'm a little new here, but hello everyone ;)
so the patch 1.32 isn't the last one?
Welcome to MotK yo :V
We don't know yet. They never stated anything about it being the last patch and we don't know how long they'll keep patching the game. I guess we have to wait until either they officially announce it as the last patch, or until we can safely assume there won't be any more patches.
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thanks :D
i wonder what else cuold they patch, the game looks quite complete since the 1.32 patch
well, there's nothing we can do right now than wait, lets see how this goes. if they make other patches that would be nice but for the ones translating the game im not that sure
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i wonder what else cuold they patch, the game looks quite complete since the 1.32 patch
well, there's nothing we can do right now than wait, lets see how this goes. if they make other patches that would be nice but for the ones translating the game im not that sure
Balance patches really, if this patches proves to display if there are some characters that are too strong or dominant over others, or characters being too weak.
Of course, it doesn't mean that'll be enough to let them continue, look at Sakuya and Suwako in soku :V
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Let's hope they'll mostly work to improve the AI (I don't know he we could even say "improve", looking at how terrible it is)
well, just program a decent one that is not retarded, at least...
by the way, is it possible put voices in this game? seems more complex than SWR and hisoutensoku.
Hello and welcome ( ̄ー ̄),
for the voicemod, they don't implement the voice directly in the game.
It's just a program that spots what's going on in the game and plays the sounds in consequence, but doesn't modify the game itself, so it's totally possible for Shinkirou too.
I hope someone will actually do it for this game too, I really miss the voices. It looks kinda void without the characters talking.
If it's released I probably could enhance it too, I made a special version for hisoutensoku's voicemod where I fixed a lot of things and added hundreds of extra-contents (I didn't even hosted it anywhere btw, I don't know where, lol.)
Oh, now that I'm here, I may appear noobish but even if I play the game since the very beginning, I never figured out what the "charged B attacks" actually do.
The increase of damage between an attack with B and it's charged equivalent is so small that it's almost inexistant and unnoticeable.
I didn't experience any usefulness against a blocking opponent, I was hoping some guard break to be possible without draining opponent's energy, actually... (and now I feel hopeless, lol...)
So the deal is just to be able to delay some attacks?
(I have the feeling I didn't get something elementary from the game, even for the blocking with the blue shield when you press an attack button while blocking, I assume it makes your energy drain slower, but it's almost unnoticeable and you still can get guardbreak. Actually it's hard to test against the retarded AI, when you don't have anyone to play with...)
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Charged B attacks auto-breaks chicken guard now (as of 1.32), so it's useful for pressure mixups
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Chicken guard? Wasn't that "air-blocking" in hisoutensoku? How can there be chickenguard in shinkirou since everything is in the air?
I tried to test in practice and I didn't see any difference...
Also, what exactly does the guard wit the blue shield? It just lower the loss of stamina while blocking? The difference is barely noticeable... (the AI never force us to block that much so I can't really test it)
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Chicken guard? Wasn't that "air-blocking" in hisoutensoku? How can there be chickenguard in shinkirou since everything is in the air?
I tried to test in practice and I didn't see any difference...
Also, what exactly does the guard wit the blue shield? It just lower the loss of stamina while blocking? The difference is barely noticeable... (the AI never force us to block that much so I can't really test it)
Blue shield IS chicken guard. It's basically a push block that pushes the opponent farther away
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Blue shield IS chicken guard. It's basically a push block that pushes the opponent farther away
W...what? Then isn't that chicken guard useless?
I mean... first, I never use it because you can't cast it as fast as regular blocks, and if you do it more then 2-3 times you automatically lose popularity, so that's kinda crappy.
But if it can furthermore be broken with some moves and the regular block is still unbreakable, then why use that chickenblock? It's like almost 100% inconvenience.
But anyway, thank you for all your answers, that was very kind of you :)
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If that's your viewpoint on chicken guard then you are doing something wrong.
Chicken guarding is still extremely useful. However with the addition of charged B attacks you are discouraged from chicken guarding all the time. If you get guard broken at that point you've only yourself to blame on that.
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W...what? Then isn't that chicken guard useless?
I mean... first, I never use it because you can't cast it as fast as regular blocks, and if you do it more then 2-3 times you automatically lose popularity, so that's kinda crappy.
But if it can furthermore be broken with some moves and the regular block is still unbreakable, then why use that chickenblock? It's like almost 100% inconvenience.
Chicken guard pushes the opponent away from you to avoid being locked down in a block string, which is very easy to get into against real opponents. It's to give you space to escape from that.
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Ooh thanks for all those precisions! I actually still don't find it so usefull since you can't use it normally without directly losing popularity, but yes I'm probably doing something wrong, no doubt on that.
Maybe if I could practice with more real persons that would help me to understand. The only ones I play with don't even know that different guards exist, lol.
By the way, is there any place to find people to play (like sokulobby for hisouten)?
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Ooh thanks for all those precisions! I actually still don't find it so usefull since you can't use it normally without directly losing popularity, but yes I'm probably doing something wrong, no doubt on that.
Maybe if I could practice with more real persons that would help me to understand. The only ones I play with don't even know that different guards exist, lol.
By the way, is there any place to find people to play (like sokulobby for hisouten)?
There's two IRC channels that you can find some shinkirou players in. One is #sokumaidens on irc.ppirc.net, and the other is #shinkirou in irc.rizon.net. the players are good though, so let them know about not playing against real opponents before unless you wanna get destroyed.
If you live in the east coast of the US or Ontario, Canada, we can have a few matches ourselfves if you want :V
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Just make sure you don't live where I am, where matches under 100 ping don't exist.
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Just make sure you don't live where I am, where matches under 100 ping don't exist.
:colbert:
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I'll disagree. Chicken guard it not every blue shield. Strictly speaking chicken guard is the one where you jump... or in this case when you're not at neutral height. Some blue shields are not broken even by charged B's. If done at the same heigth (or neutral height for the opponent), it seems charged B's will not break the opponent guard... or not always at least, I'm not very sure of the specific scenarios.
Been playing some Shinkirou latelly and, man, Mamizou is ridiculously good now (specially shinto), specially against the likes of Miko and Byakuren. Her 5Y is wicked good with that surround coverage and standing hit-stun, all that added to how the dust travels ensures a combo in hit... and a trade in the worst case.
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I'll disagree. Chicken guard it not every blue shield. Strictly speaking chicken guard is the one where you jump... or in this case when you're not at neutral height. Some blue shields are not broken even by charged B's. If done at the same heigth (or neutral height for the opponent), it seems charged B's will not break the opponent guard... or not always at least, I'm not very sure of the specific scenarios.
Been playing some Shinkirou latelly and, man, Mamizou is ridiculously good now (specially shinto), specially against the likes of Miko and Byakuren. Her 5Y is wicked good with that surround coverage and standing hit-stun, all that added to how the dust travels ensures a combo in hit... and a trade in the worst case.
In 12.3, "chicken guard" is when you guard in the air.
In 13.5 it's when you hold back and another button, indicated by a blue bubble. It will be crushed by a charged attack, regardless of height.
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I'll disagree. Chicken guard it not every blue shield. Strictly speaking chicken guard is the one where you jump... or in this case when you're not at neutral height. Some blue shields are not broken even by charged B's. If done at the same heigth (or neutral height for the opponent), it seems charged B's will not break the opponent guard... or not always at least, I'm not very sure of the specific scenarios.
Been playing some Shinkirou latelly and, man, Mamizou is ridiculously good now (specially shinto), specially against the likes of Miko and Byakuren. Her 5Y is wicked good with that surround coverage and standing hit-stun, all that added to how the dust travels ensures a combo in hit... and a trade in the worst case.
The thing is that the usual chicken guard doesn't exist in Shinkirou as it's all airborn, and Tasofro apparently calls the blue shield chicken guard themselves (or at least that's what cuc or monhan translates it to). But in 1.32, yes all charged attacks always guard crush chicken guard, at least from what I've seen and tested myself.
I always see Mamizou to being a really good defensive character, as she has some of the best defensive options in her arsenal, especially her 5Y. Her 5Y is arguably her best tool as a defensive projectile option that it makes it hard for Koishi to get in as well since Koishi relies on getting in close range to be super effective
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It would be more unambiguous to call it 'blue sphere' or 'blue bubble' or something like that.
Version 1.33 is out
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seems like 1.33 is just bugfixes for the most part.
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One of the bugs mentioned is when Futo's 3rd SC disappears in less than 2 seconds. I wonder if there are more...
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is the AI better on this version?
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is the AI better on this version?
Nope, I still feel like I'm abusing of a pretty special kid when I play against the AI.
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I honestly don't think anyone should be getting their hopes up for better AI. It's beyond embarrassing to fight D:
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then what was this patch for? the game looks pretty the same
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then what was this patch for? the game looks pretty the same
seems like 1.33 is just bugfixes for the most part.
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I honestly don't think anyone should be getting their hopes up for better AI. It's beyond embarrassing to fight D:
And that's why there are people out there who would love to make such an AI for games like this... If it wasn't for the fact that the game itself wasn't so bugged up and needed fixing on that part first. Also, the constant rebalancing.
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Reminds me of when they made an AI patch for IaMP as well, but for different reasons :V
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And that's why there are people out there who would love to make such an AI for games like this... If it wasn't for the fact that the game itself wasn't so bugged up and needed fixing on that part first. Also, the constant rebalancing.
If there was any hopes of better AI from tasofro (which would be skecthy to begin with) I'd place a bet after their patch that would treat the game as "finished" whenever that may be. I just don't see them writing new AI (or real AI) until they finish more of their unfinished game.
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i think tasofro must know about how bad their AI is. after all the errors they have to fix... so for now we have to wait for alll their patches and then see what happens
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That's what I'm thinking as well. Patches, bugs among other things will screw up an AI's moveset, as they'll probably function slightly different than before, which can be detrimental to their play style.
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Took me a while, but here's the changelog for ver 1.32. Maybe it can be of use. Post it here again so everyone knows.
Also, Happy New Year!
I use the numpad for directions. So 2 is down, 4 is back, 6 is front, 8 is up and so on.
System
-Charged attack now can give a special guard crush against chicken guards.
*To make it easier to note and fair, the previous effect of sealing the chicken guard for a while is removed.
Also, the damage received after being guard crushed this way is lesser than the normal way.
-This effect won?t activate if the opponent don?t use chicken guard.
* Also, forced chicken guard because of the emotion "Melancholy" will still be able to guard charged attacks as long as you don?t do the input.
-The knockback distance after a guard crush is reduced.
*This is to make it easier to do follow-up attacks.
Item
-When you use an item, you?ll now consume the same amount of both your spirits(blue) and the maximum spirit(red), as opposed to just the maximum spirit before.
*It?s to make it looks like the red part stays the same when you use an item.
Hakurei Reimu
6B
-Charged version, hit effect changed to Wallslam Down state.
8B
-Charged version, it sends you spinning and wallslams before, now it just sends you spinning.
-Knockback is reduced
-Longer hitstun
2B
-Charged version, longer hitstun
X
-Can no longer cancel before shooting
6Y
-It won?t disappear even after hitting the enemy 4 times. (It said it can hit up to 4 times, but I can only do 3)
Dimensional Point Rift
-Can no longer set the ?marker? upward or downward
Yin-Yang orb
-Can cancel into it faster
-More chip damage
-The orb speed is reduced with every wall reflection
-It defies physics and bounce in a steeper angle
Frontal Defense Talisman
- Reduced proration after it spreads.
Floating Wall Jump
-First hit chips more spirits, second hit chips less spirit
-If the second hit was to hit something, the recovery time will be reduced by half.
Kirisame Marisa
2B
-Charged version, longer hitstun
8B
-Charged version, longer hitstun
6B
-Charged version, hit effect changed to Wallslam Down state
6[6]B
-It?s possible to cancel during the spinning
-You can get countered while spinning
X
-Buddhist. Reduced bullet speed, reduced blast range
Rising Sweep
-Removed the difference in the 2 version, it?s now the same in any direction
Sweep Aside
-Changed the faith point to Buddhism
-Fixed the damage and proration variations between different directions so it?ll be the same now.
-The knockback of the spinning part won?t be affected by proration
-It?s possible to use the last swing right away by putting the input again
-Longer startup and animation, increased damage
-For the enhanced version, increased the movement speed and duration of the spinning
-Apply a forward movement for the last swing
-Hit effect of the finisher changed to Wallslams Down state
Star Sign "Satellite Illusion"
-Increased the attack level of the rotating bit
Kumoi Ichirin
2B
-Charged version of Ichirin?s strike, longer hitstun
8B
-Normal version of Unzan?s strike, more proration
- Charged version of Ichirin?s strike, longer hitstun
6B
-Charged version, hit effect changed to Wallslam Down state
6X
-The ring will disappear after hitting.
Small Thunder Cloud
-Version 8 and 2, will stop only at the discharge motion unless you press a button
-Version 4, now works the same like version 8 and 2
Sunrise of Mountain Clouds
-Increased the time you can?t use Unzan after using this skill
-If it doesn?t hit or get blocked, the duration of the attack is reduced
"Traditional Era of a Splendid Old Man"
-Added huge hitbox
-The motion in the end is completely invincible
Hijiri Byakuren
-Fixed the bug where she has less blockstun than the others
AA
-More recovery, strengthened the movement brakes
6B
-Charged version, increased the hitstun until the enemy hit the wall, hit effect changed to Wallslam Down state
2B
-Charged version, increased hitstun
8B
-Charged version, fixed the bug where the brakes won?t work in some cases
X
-Religionless, increased hitstop
Indra?s Thunder
-The unfairly long window where she can get countered is removed
-Faster startup
-Increased damage
-Increased hitstun
Skanda?s Legs
-The enemy will get knockbacked towards the direction Hijiri comes when blocked.
Garuda's Talons
-Changed the hitbox from expanding after startup first, into its max width right away
- Increased hitstun
Durga's Soul
- Faster startup and less recovery
-During the chanting and attacking, the damage received with superarmor is reduced.
-Even if the charges is reduced by receiving hits during the attack motion, the attack power won?t be reduced as it will depend on the number of charges when you start the attack.
(So if you used it at 5 charges and then received some hits, the damage will still be as much as the 5 charges, though the range is reduced)
Heaven Sign "Brilliance of Mahavairocana"
-The laser will be fired right away after the freeze moment when an attack connects
-Gets into the counter stance faster
- Increased damage, cannot counter hit
Mononobe no Futo
8B
-The diagonal hitbox of the first strike is remade and modified into a rising strike
-For the second strike, reduced damage and stun rate.
-To go along with the changes of the first strike, the startup of the charged version is remade.
- Charged version of the second strike, increased hitstun, the attack hitbox will last longer.
2B
-Charged version, increased hitstun
6B
-Increased hitstun of the spinning part, less stun rate
-Charged version, hit effect changed to Wallslam Down state
AAA2A
-Changed the direction of the charge
6Y
-Fixed the bug where the movement becomes weird when using the skill
Wind's Ominous Hole
-Less spirit cost
-Faster startup after the warp
-The ability to change the plate to ride is removed
-Attack duration is reduced
-At low level, the hitstun is reduced
-The horizontal hitbox is reduced
Liuren Holy Fire
-Added the effect where the plates caught by the explosion when the fireball hit will increase the damage and hitstun.
Heaven's Iwafune
-More spirit cost, but the spirit cost when changing boat is reduced
-Can no longer change boat when you run out of spirit
-The boat level will increase as you change ride, until the dragon boat.
-Will only travel horizontally
-The distance of the first back jump is increased
-Larger hitbox for the mud and wood boat
-Can now change to any plate on the field, rather than only the ones behind her before
-Will now face towards the enemy when the boat appears
-Extend the time you can change boat
-You can now get off the boat right away by pressing 7(jump back)
-You can also get off the boat by pressing 9, Futo will jump forward and you can follow with many attacks
-If there are plates on the field, the 4 version will ride on the plate instead of making a boat first
Standing Mountain
-Changed to melee
-Larger hitbox in the lower part
-Less recovery
-Version 6 is remade to plunge forward. The plates broken by it will also get blown forward
-The elevation will no longer be increased by the number of plates and it?s all the same now
Convened Wind
-Sharply increased the pulling force
-Shorten the time I takes until the tornado starts pulling
-The position when setting the tornado is modified
-For version 8 and 2, tornado setup is slower
-Shorter the forward travel of the tornado setup
-In exchange for no longer disappearing from doing other actions, getting hit or using another Convened Wind will erase the tornado
-Less proration for the tornado
-The initial size of the tornado is reduced
-The point where it can absorb the plates is changed to only its center, as opposed to the whole tornado before
-For version 8 and 2, the tornado will now go towards the diagonal direction
-The tornado is now able to pull the opponent
Toyosatomimi no Miko
-When she only needs 3% more to change the cape color, the Gaijin will keep changing back and forth to let you know
8B and AAA8A
-With blue or purple cape, increased the forward travel speed
2B
- With blue or purple cape, larger hitbox
X
- With blue or purple cape, added effect of producing light orbs, that helps change the cape color, when it hits or grazed an opponent
- Religionless, fixed the bug where the danmaku won?t disappear even when grazed
Lasers of Seventeen Articles
- Less spirit cost
Tenfold Listening
- Less spirit cost
Wishful Soul of Desire
- With red cape, increased damage
Benign Rain from the Shining One
- Less spirit cost
- Less proration
- For version 8, 2 and 6; the sword will come out faster
"Heed the Commands with Absolute Care"
- Fixed the bug where it freeze the game
Kawashiro Nitori
66A
- Fixed the bug where if you?re going back to the middle altitude Nitori will oscillate on the center line
6B
- Charged version, hit effect changed to Wallslam Down state
2B
- Increased the forward distance covered
X
- Religionless, increased damage and larger hitbox, but slower bullet speed. The 8 version is now shot at a lower angle.
Y
- Religionless, the bullet speed of 2 version is now the same as the 8 version
Aerial Blaster
- For version 4, the blast radius is modified to be as big as it was before
Farewell Rubber Ring
- For version 2, fires the anchor faster, it also extends faster. Changed the hit effect other than the hit right after the startup, increased hitstun
- For version 8, remade so that the anchor will be deployed diagonally
Water Bomb Giant Swing
- Fixed the bug on its graze point
- After the second spin, added attack hitbox above Nitori as she goes up
- When the spinning part hits the opponent at higher altitude, the knockback is changed to make the opponent descent to the middle altitude
- Added proration to the start of the first spin
Criminal Gear
- Added the function to face towards the opponent when used
- Increased the horizontal distance when it?s deployed
- When a moving gear is in contact with the opponent, added the function to slowdown
- The knockback of the moving gear is reduced
- When it hits the opponent at higher altitude, it?s modified to pull the opponent to the middle altitude
Q-Cumber Sound System
- Removed the increase in spirit cost when used at 0 energy
- Costs less energy
- Added the function to face towards the opponent when used
- Removed proration at he start
- Reduced guard chip of the last hit
Battle Machine "Fly! Sanpei Fight"
- Larger hitbox for the last part
- Modified Nitori?s movement when it hits
- In case the opponent falls off in the middle of the hits, the finisher is modified so it?s harder for it to hit.
Heavy Rain "Great War Beneath the River"
- Increased the number of hits and duration of the flood
?Super Scope 3D?
- Total invincibility after the move ends
Komeiji Koishi
66A
-Faster recovery
-Koishi slides farther
-Closer knockback
6[6]A
-Added visual effect(the hearts)
-Wider horizontal hitbox
-Faster Recovery
5B
-Comes out right away.
*It still gets recorded and the recorded version has faster startup and recovery than the original.
-The time it will automatically activate is now the same as other B attacks
-Closer knockback and more hitstun on the last hit.
6B
-Faster attack animation
-Charged version, hit effect changed to Wallslam Down state
X
-Religionless and Shinto, increased hitstop
Conditioned Teleport
-Cost less spirits
-Accelerated the circle expansion
-It?s hidden from view
-Changed the proration
-Can no longer be used alongside other skills
-Faster attack animation
Fidgety Snatcher
-For the 8 version, lower the altitude it needs to activate.
Catch and Rose
-Increased damage
-For 8 and 2 version, hit effect changed to Wallslam Down state. Faster startup, but only activates when close to the opponent
Stinging Mind
-Cost less spirits.
-Faster recovery.
Unanswered Love
-Fixed the bug where it won?t get recorded
Brambly Rose Garden
-Changed the pattern of the roses
Futatsuiwa Mamizou
X
- Remove counter hitbox
66A
- Remade the way she moves horizontally
2B
- Charged version, less recovery
8B
- Larger hitbox, added visual effect
6B
- Second hit comes out faster, has larger hitbox, and added visual effect
- Faster mobility for the first hit
- Charged version, hit effect changed to Wallslam Down state, increased hitstun
AA8A, AA6A, AAAA
- Has the same large hit box as the normal B moves
Bizarre Okuri-Chouchin
- Less spirit cost
- Fixed the bug where there are invincibility frames when recovering
Animal Lute Priest
- Less spirit cost
- Modified the movement pattern of the frog
- Changed so you can only have one on the screen, either the frog or the rabbit
Youkai Karakasa Transformation
- Larger attack hitbox when it rises
- Larger attack hitbox when the umbrella opens and added visual effect
- After the umbrella opens, the hitbox stays longer before disappearing
Youkai Tsurube Transformation
- For version 4 and 6, the position it comes out is moved a little forward; Faster startup; Less dense; Stays on screen longer after the attack part
Youkai Form Transformation
- As Reimu, less recovery
- As Ichirin, the punch comes out faster, and added the function to face towards the opponent when used
- As Futo, added a function for the tornado to stop its surroundings, increased the size of the tornado
- As Nitori, added the function to face towards the opponent when used
Transformation "Youkai World Gate of One Hundred Demons"
- Increased stun rate
Hata no Kokoro
5A
-Removed the hitbox reduction.
-Larger lower hibox.
66AA
-Larger hitbox.
-Increased the advance distance.
5B, AAA
-Faster recovery.
-Faster startup, longer attack duration.
8B
-For the 2nd hit. Comes out faster, larger hitbox, removed backward movements.
6B
-Faster recovery.
-Increased the advance distance.
-When you use it during a backdash, it will advance even farther.
6[6]B
-Added graze frame a bit after inputting.
X
-Faster startup.
-Shinto, even faster startup, increased hitstop.
-Religionless and Tao, increased hitstop.
Y
-Religionless and Shinto, can be cancelled faster.
Roaring Youkai Fox Mask
-Faster startup.
Sighing Osakabe Mask
-Cost less spirits.
Kokoro Roulette
-Larger hitbox.
-Faster recovery.
-When it hits, reduced stun rate(though only sometimes, weird).
-Wallslams with longer stun.
-Increased the time it takes until you can choose the mask.
"Dance of Empty-Hearted Masks: Noh of Darkness"
-Added invincibility during the duration of the attack.
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Futo's Nice Boat looks good. May be it is usable now.
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Thanks for the updating Monhan, is really appreciated...
Now, my review on miko's changes...
-When she only needs 3% more to change the cape color, the Gaijin will keep changing back and forth to let you know
A visual, yet not needed change. The most crucial change (Red->Purple) is the only one needed and we already had it from past changes. What needed to be adressed wasnt (3% red to purple not being rechargeable). Its ironic how every other 3% signal can be pushed in either way but the red to purple transition cant, wich also happens to be the most important and crucial one for her.
8B and AAA8A
-With blue or purple cape, increased the forward travel speed
Distance would have been way more welcomed than speed, but... oh well, its ok.
2B
- With blue or purple cape, larger hitbox
One of the two only good buffs Miko got. Even so, the size wasnt increased that much. Still a rather sub-par move.
X
- With blue or purple cape, added effect of producing light orbs, that helps change the cape color, when it hits or grazed an opponent
- Religionless, fixed the bug where the danmaku won’t disappear even when grazed
The second and maybe the best buff (Dare say the only real buff she's gotten in god knows how many patches). Keeping red cape has always been a huge issue with Miko and even more to get it. As she is right now Miko is an all-or-nothing character... have red cape? then you have good chances to win. Have purple cape?, pray every god in the world that you can land a lucky counter and that your opponent doesnt CH/Spellcard declares you when you do.
Being able to recover (not keep as this doesnt works when already on red cape) by spamming X bullets its a good thing even if the recover rate isnt that great.
Lasers of Seventeen Articles
- Less spirit cost
Bleh buff... only usefull for Budhist as they lack range and this skills makes up for it.
Tenfold Listening
- Less spirit cost
This skill was already cheap as hell, making it almost free doesnt makes it good. The skill is still hell slow, easily grazeable because its start-up and provides pop to the opponent. Its a terrible skills to be used realistically on combos.
Wishful Soul of Desire
- With red cape, increased damage
Damage increased from 1534 to 1700... another pretty meh "buff"
Benign Rain from the Shining One
- Less spirit cost
- Less proration
- For version 8, 2 and 6; the sword will come out faster
This is like the most trollish buff ever. Why not make 4 version faster?, that was the best version of it!... it had lot combo potential yet is clear tasofro doesnt wants that. They want to make this a zoning tool when it clear its terrible at that job. Hell, even ten-fold listenings is better that this poor excuse, at least ten-fold is a homming bullet. This thing isnt only slow, its swords have random spreading and the friggin light is simply impossible to go unnoticed!!!...
I can only see Budhist giving this skill a chance as they are the ones that need the most range skills they can get their hands on... and even its so hard to combo with this its not even funny!
"Heed the Commands with Absolute Care"
- Fixed the bug where it freeze the game
System fix, wathever.
Now I can firmly say that, like a good portion of the fandom, Tasofro hates and likes to make fun of Miko and wants her to do terrible. Most of her buffs are either sub-par or totally neglectable, some even trollish. What Miko desperately needs are buffs to her purple cape and thats what continues being denied by Tasofro. Only the X bullet buff "starts" to adress this issue but thats not the solution... Miko needs better purple normals and/or needs better ways to keep/salvage her precious red cape because the moment she loses it, its pretty much GG no RE for her against a lot of characters.
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poor miko, she's a great character and making her buffs and abilities weaker its pretty unfair for the character itself.
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>Played Koishi in story mode with Shinto.
HOLY SHIT I LUB THIS GIRL EVEN THOUGH I'M BAD AT FIGHTING GAMES. I might main Koishi one day if I refine my skills at fighting games and try to get more used with her moves.
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Welcome to the Koishi club
Speaking of, I got a mini Koishi combo video I hope to release tonight :V
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Koishi mini-combo video showcasing how good Catch & Rose is now (http://www.youtube.com/watch?v=NKBQgkPSz0E)
8.45k combo at the end. The damage
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Been a long time since I post in here. Maybe I'll say a few things.
About Miko, I think it's precisely because she's already a great character that her buffs aren't that much. You gotta agree that not many can match up to her when she got her red cape, and depending on your skills and luck, you can get and maintain it quite easily.
Take Byakuren for example.
Capability-wise, she's actually regarded as low tier now. But that doesn't matter since she's already almost perfect and I still can kick as much ass or even more than before with her, and people in Japan agree with me. She has all the tools she needs. She may has limited combo capability, due to her skills needing to be chanted first and limited charges, but she still has enough variations and can still do good damaging combos without being lackluster or overpowered. Actually, her most damaging combo is one of , if not, the lowest among all characters.
One of her nerfs was her dash, and I totally agree why they did that. It feels kinda unfair when she has so fast startup and barely any window to hit her in-between dashes. It was fun to make people confused by dashing back and forth, but it needs to be nerfed. Besides, it still does its job pretty well.
You can't just keep giving buffs when the game's not balanced, otherwise it'll be a game of who hit first, and then do that 2 more times. Nerfs are sometimes necessary.
(Of course, some just keeps getting buffed. You know who I'm talking about...)
Honestly, if there's any buff that I want, it's to give the Buddhist alignment some more edge in physical performance, not just the bullet. Even now I still think that giving charge attack for all religion is a bad move. Maybe they can give it a bit more physical damage, faster charging for charge attacks, or the ability to follow 5B with other B moves when you're in blue aura(just like how it was when the game first came out) .
As for Koishi, dude, nerf that C&R. It's too abuseable. :V
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As for Koishi, dude, nerf that C&R. It's too abuseable. :V
On the contrary, I wouldn't think so. The 6 version that I used is very easy to bait, and it's only really useful for Taoism. In fact, off of a sneeze > C&R confirm, it still only does 2.8k into stun midscreen. It's pretty bad with buddhism.
Of course, the other versions are much better even though it does 100 less damage in the corner. It's not like Koishi is even considered top tier anymore (she's not doing too well in tournaments recently, mostly because other characters got much better buffs)
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Just kidding, G. That's the only move that helps me being quite decent with Koishi. :)
Nice follow-up with the flowers after the SC. But I guess that only works in corner. And I guess Super Ego has too long recovery, huh. Oh yeah, that's me.
Also, the book is done if you didn't know already.
Well, maybe it's because of this guy (http://www.nicovideo.jp/watch/sm22837644). Either it's too useful or he's just that good.
I guess Mami's top tier now.
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Jesus, that mini-stun is scary as damn. Koishi combos have always been painful but now they seem thrice as mean damage-wise thanks to it.
The problem with Miko is that she is way bipolar. As I said before, its either win or lose with her. Got red cape? you will most likely win. Got purple/blue cape? you will most likely lose. Personally I wouldnt mind a nerf to her red cape as long as that buffed her purple cape to make her a more consistent character instead of a gamble one. It doesnt helps that a lot of characters easily overpower her in several areas if Miko fails to stablish a good neutral game... Mami and Marisa are the ones that comes to mind instantly.
So yeah, thats my point, she needs more consistency in her meta-game.
wich reminds me... I need to start practicing HM commentary...
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yo guys, I'm gonna stream Hopeless Masquerade this Saturday (http://www.youtube.com/watch?v=NGPW14TgoSA) (along with Stepmania) so if any of you guys live in the NA east coast and want to play a few matches on stream give me a shout either here, or just come to the stream and let me know when I start.
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Ugh, what a terrible timming XD... I'll be scratching rocks that weekend.
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Dude, please move over to SEA, anyone :V
Woah, didn't thought you sound like that, G.
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Dat
sexy voice.
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8,6k combo, Koishi's most damaging combo as of 1.33 (https://www.youtube.com/watch?v=719-SpTvaBY)
Also does 4k on non-CH, non-charged 8B, and no spell card, which is already ridiculous in itself. With charged 8B it does 4.1k.
EDIT: WELP! I found a slightly more damaging combo shortly after uploading this. Guess I'll upload a video of it the next time I have the chance :V
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I think it's silly that a nearly 1 combo instant kill even exists. Though I'd imagine it'd a tad more work than the double UFO bug before it was patched, and is situational.
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I think it's silly that a nearly 1 combo instant kill even exists. Though I'd imagine it'd a tad more work than the double UFO bug before it was patched, and is situational.
Hm? You've never seen one before, Kokkuri? Have a look http://www.nicovideo.jp/watch/sm21582894 It's from 1.20, but I don't think it's any lesser now.
Mami being the biggest offender. (http://www.nicovideo.jp/watch/sm21480506)
Well, Byakuren could do an instant kill before, with style. (http://www.nicovideo.jp/watch/sm21252305) It's around 00:44.
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Hm? You've never seen one before, Kokkuri? Have a look http://www.nicovideo.jp/watch/sm21582894 It's from 1.20, but I don't think it's any lesser now.
Mami being the biggest offender. (http://www.nicovideo.jp/watch/sm21480506)
Well, Byakuren could do an instant kill before, with style. (http://www.nicovideo.jp/watch/sm21252305) It's around 00:44.
A lot of characters can kill, but they usually require both SC and last word, a situation that's way too unlikely to ever happen. Futo can do it too, last I recall.
The Byakuren has two resets in it though, not a true combo, so it is escapable.
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A lot of characters can kill, but they usually require both SC and last word, a situation that's way too unlikely to ever happen. Futo can do it too, last I recall.
The Byakuren has two resets in it though, not a true combo, so it is escapable.
Well, actually I got into that kind of situation quite often. But I can't do that with Byakuren, since the only SC she can follow with Angirasa Veda is her Mahavairocana(counter).
And no, G. That is a legit, inescapable instant kill. Both the resets are unavoidable.
The first one is a cross-up.
Usually it's blockable if you press the other direction at the right moment, but back then there's a window where you cannot guard while turning around. Byakuren, being the awesome teleporter, can make full use of this and always score a hit with her oki. Not even setting the dummy to Auto Guard can block it. (http://www.nicovideo.jp/watch/sm21158359)
The second one is on purpose, since it will definitely hit anyway.
Byakuren's SC, "Master of the Great Trichiliocosm" is the attack with the absolute top priority in the whole game. Byakuren cannot be hit out of it, it's ungrazeable, unblockable, unescapable(Marisa can't escape when she goes off-screen with her Blazing Star, Nitori too), uncounterable(neither Byakuren's counter and Reimu's Musou Tensei works), and it ignores invincibility frames. Be it Reimu's barrier SC, Miko's LW, Koishi's Super Ego, ANYTHING won't work. (http://www.nicovideo.jp/watch/sm21181120)
So yeah, it's not one full combo, but since you can't escape it, it fully deserves to be called an instant kill.
Now you know why she needed the nerf, and I'm fine with that.
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So it's basically Lancer's Gae Bolg. You're already beaten to a pulp when it hits and the beatdown is merely a formality :V.
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Usually it's blockable if you press the other direction at the right moment, but back then there's a window where you cannot guard while turning around.
In that case Koishi could've done the same thing as well with her invisible dash that puts her on the other side :V The game was pretty broken/imcomplete back then anyways.
Thing is in 1.33 a lot of this has been changed and fixed now but doesn't change the fact that some characters can still kill, but through pretty specific situations. Koishi still can't kill though, but if she gets more buffs or some new insane tech pops up for her then maybe :V
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Double post because I just uploaded a video of Koishi's even MORE damaging combo (https://www.youtube.com/watch?v=L-x81YGMq7c)
8.7k, she's real close to the 9k club :V
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Because you just uploaded... top ten NSA pickup lines? :getdown:
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Because you just uploaded... top ten NSA pickup lines? :getdown:
Oh goddammit, whoops. I had the wrong thing saved to my clipboard.
Fix'd now, now you can pick up your opponents with some Catch & Rose :V
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"Baby...your Verizon phone isn't the only thing I want to tap."
What a smooth bastard!
Yeah, Koishi should be able to, but I'm not sure. I think she's not fast enough to mess with the opponent's direction.
You can no longer do those two since they slowed down Byakuren's dash and made it so the opponent cannot be released from the stun-lock from the vajra. Also, with the addition of being able to chicken guard by holding a button, I think you need not worry about which direction to press. But I like to think that the first one is still possible with very strict timing.
So it's basically Lancer's Gae Bolg. You're already beaten to a pulp when it hits and the beatdown is merely a formality :V.
At least Gae Bolg can be blocked & countered with Avalon in-game.
It was really exploitable since you could do a quick 2k combo>resets>the SC kicks in for an extra 4~5k. 7k with minimum spirits!
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Just noticed after beating Byakuren's Story...
Cirno appears in the ending during Byakuren's speech. Why it isn't in the wikia?
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Now it is.
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Just noticed after beating Byakuren's Story... Cirno appears in the ending during Byakuren's speech. Why it isn't in the wikia?
Because no one uses the wikia. Everyone uses the touhou wiki (http://en.touhouwiki.net/wiki/Touhou_Wiki) instead.
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Oops! Confused of wiki!
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Hi. I'm new.
Pleasantries aside, does anyone know of any way to increase round count or stop the game clock (without having to search for the address in Cheat Engine after each bout) for this game?
The round timer is way too fast and the rounds infuriatingly short -- they seem like only ~45 seconds! So much so, in fact, that it pretty much renders the Last Word super move impracticable in 99.99% of matches. The game really needs more user options... I've never encountered a fighting game that lacks an infinite round time option ...and I've been playing this genre of game since the early 90's! ::)
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Hi. I'm new.
Pleasantries aside, does anyone know of any way to increase round count or stop the game clock (without having to search for the address in Cheat Engine after each bout) for this game?
The round timer is way too fast and the rounds infuriatingly short -- they seem like only ~45 seconds! So much so, in fact, that it pretty much renders the Last Word super move impracticable in 99.99% of matches. The game really needs more user options... I've never encountered a fighting game that lacks an infinite round time option ...and I've been playing this genre of game since the early 90's! ::)
Welcome.
There's no option for both of that, so you'll need to tweak the in-game code for that.
Personally, now I think the timer is a tad slow... with the kind of damage the characters can dish out, most matches can be settled with 3 combos. If you think it's too fast, then stop it by declaring a spell card.
I think what we may need is more health or lower damage, but I'm not really sure about it either. With the current one, the max popularity mostly activates at the right time to finish the match on round 2 or 3 if you play well.
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...with the kind of damage the characters can dish out, most matches can be settled with 3 combos.
Forgive me if I sound a bit rude, but are we talking about standard BnB combos or OMGWTFPRO combos? It's been quite a while since I last played.
Also, has anyone updated the Koumakan wiki yet?
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Forgive me if I sound a bit rude, but are we talking about standard BnB combos or OMGWTFPRO combos? It's been quite a while since I last played.
Also, has anyone updated the Koumakan wiki yet?
My lazy Byakuren combo can do 4.5k on Critical Hit, otherwise 3.8k.
Other characters can also do easy, huge damaging combos. Though most of them include spamming(NITORI).
None, ever since the update to 1.20 if I'm not mistaken.
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Initially, people thought the timer was too slow. However, learning damaging combos, resets, and strategically timed spell card declares will help the round feel either longer, or end it quicker through KOs. Recently I rarely had timeouts, thanks to the pop system forcing players to be more aggressive, resulting in not as much blocking and CHs. Higher level play has a lot of this :V
As for the wiki, the reason why it hasn't been updated was because of the amount of constant patching that changed a lot of effective combos in general, so we got fed up and lazy and decided to wait until the game has calmed down on the patching at least :V
However, I plan on working with the guys at #shinkirou to make a practical BnB combo video for beginners to watch on every character on the cast. I'll be focusing on Koishi myself :V
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... of this :V
... at least :V
... myself :V
You're derping a lot lately, G.
Say, have you read my post about Unabara's tweets? You can either get hype or whatever.
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You're derping a lot lately, G.
Say, have you read my post about Unabara's tweets? You can either get hype or whatever.
Not getting my hopes up because it still feels too soon. Also, not getting my hopes up and having doubts of Koishi being in the game worked out better than expected back then :V
Also, I made a spreadsheet for people interested in helping out in the combo video.
https://docs.google.com/spreadsheet/ccc?key=0AvoR2ToF9ceedDIyNEREZklrUXhjanpfeWpBbHJFelE#gid=0
Basically, I'm making a compilation of BnB combos for every characters so newer players can learn what practical combos characters can use in a real match (can range from easy to difficult (but practical and actually used in a match all the time) combos. Rules for taking a slot is below.
As for submission, just PM me the videos you recorded of the combos to me :V
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Bump because I just uploaded a set of myself vs. a Byakuren player over at #shinkirou
https://www.youtube.com/watch?v=zubC77T0aEs
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if you need Tao Miko combos, I can try to record some for you. That or send you the replay.
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That'd be great actually. Just add your name to the spreadsheet :V
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I just made a short video of some Reimu combos. I am going to make a video for each of the playable characters.
Unfortunately I can't do many advanced combos :V, so most of my combos are going to be for Beginners/Intermediate players.
Here is the video:https://www.youtube.com/watch?v=zvQ5I_aN8n8 (https://www.youtube.com/watch?v=zvQ5I_aN8n8)
Edit-Ignore this link for now. The framerate was very bad, so I am remaking it
Edit 2- The new video.https://www.youtube.com/watch?v=JNVRwFzkeUE (https://www.youtube.com/watch?v=JNVRwFzkeUE)
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Youkai Jesus will show you the way (https://www.youtube.com/watch?v=qSbQGrCmW6A)
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LOL, I've had that glitch happen to me before. It's a pretty old glitch, from what I remember.
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So, Mr. Leonard-Helsing, I've read that you're from Indonesia and live in Jakarta...
YOU HAVE TO FIGHT ME!!!
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I'm pretty rusty right now, and Real Life currently has its claws clutching me quite tightly, so...maybe sometime later?
Out of curiosity, do you also happen to live in Jakarta?
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I'm pretty rusty right now, and Real Life currently has its claws clutching me quite tightly, so...maybe sometime later?
Out of curiosity, do you also happen to live in Jakarta?
Not anytime soon. Maybe next week. And I'm only able on weekends.
Yeah. South Jakarta, to be exact.
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Not only do we live in the same province, but also in the same city. This is a pleasant surprise. Maybe we've even crossed paths before without realizing it.
By the way, I have around 200kBps down/20kBps up max, is that even adequate for an online match? I know it's a bit on the slow side compared to everyone else overseas, blame the current communications and information minister.
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Not only do we live in the same province, but also in the same city. This is a pleasant surprise. Maybe we've even crossed paths before without realizing it.
By the way, I have around 200kBps down/20kBps up max, is that even adequate for an online match? I know it's a bit on the slow side compared to everyone else overseas, blame the current communications and information minister.
I figured as much. Don't tell me that you're also on college at UI.
I might even be able to guess who you are. Now the question is, who am I?
Well, the most problem I have with people is because of the distance. Since we're pretty close, I don't think that will be an issue.
Also, the ministry has a hand in it? Guess Shima is right, there's something else that's making it hard for me to play against overseas people.
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I figured as much. Don't tell me that you're also on college at UI.
I might even be able to guess who you are. Now the question is, who am I?
...Yeah, Computer Science faculty, to be exact.
If you're also on the same faculty, then...oh my god.
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...Yeah, Computer Science faculty, to be exact.
If you're also on the same faculty, then...oh my god.
I wonder... :smug:
What do you think?
By the way, since Unabara certainly haven't work on it, maybe it won't be a surprise if the expansion to HM will not be 14.5 (maybe 14.8 if we're lucky).
Just get on to work on Shinkiroll, guys.
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More like, since they're not working on it, it's more likely it's because they're putting all the balancing and bug fix resources on the expansion instead :V
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More like, since they're not working on it, it's more likely it's because they're putting all the balancing and bug fix resources on the expansion instead :V
What? I don't really get what you mean, G.
If the expansion will be the balance patch, then that means ver 1.33 is the final for HM. Shouldn't people start making shinkiroll for it?
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A new patch was released today
http://www.tasofro.net/touhou135/index.html
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Just when you think they were done with it... Any patch notes translations?
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Seems to be only bug fixes, no balance changes.
Ver1.34b-----------------------------------------------------------------------------------------------
<システム>
・ストーリーモードが動作しない不具合を修正
・起動時に不要なファイルが生成される不具合を修正
・敵を演出で固定する際に、ノックバックが不正発生する不具合を修正
Ver1.34-----------------------------------------------------------------------------------------------
<システム>
・画面端でのノックバック反動に1P2P格差があった不具合を修正
・リプレイ再生後にプラクティスモードのファンクションキーが無効になる不具合を修正
・network_history.txtが生成されない不具合を修正
・特定条件でのプロファイル選択時にクラッシュする不具合を修正
<聖白蓮>
・ダッシュ強打
-グレイズ判定が再発生する不具合修正
<物部布都>
・ラウンドが変わると皿枚数でのステータス強化が一時的に初期値に戻る不具合を修正
<豊聡耳神子>
・溜め版上強打
-射撃や必殺技でキャンセルできてしまうタイミングがある不具合を修正
・溜め版下強打
-持続部分をヒット効果が異常であった不具合修正
<古明地こいし>
・超反応センス
-待機状態の技が有るにもかかわらず、ゲージ点灯が消えることがある不具合修正
・前強打、溜め版前強打
-攻撃発生前に射撃で空キャンセルが出来るタイミングがあった不具合を修正
<秦こころ>
・喜怒哀楽ポゼッション
-相殺時に相手に感情付与してしまうことがある不具合修正
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Any idea what those bugs were? They may have been related to my online woes.
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I'll get to it after I'm done with some things first.
Sorry for the super late translations.
Here it is:
1.34
Bug fixes for system:
- Different knockback distance between 1P and 2P
- Function keys not working in Practice mode after watching a replay
- network_history.txt won't generate
- Crash occurring when changing profiles
Bug fixes for characters:
Hijiri Byakuren
- Dash 6B
Fixed a bug where graze hitbox appears.
Mononobe no Futo
- Plate Buff
Fixed a bug where Futo's buff resets to level 1 sometimes in the next round.
Toyosatomimi no Miko
- Charged 8B
Fixed a bug where it can cancel bullets and skills.
- Charged 6B
Fixed the abnormal attack hitbox
Komeiji Koishi
- Super-Responsive Senses
Fixed a bug where the light flashes on the gauge disappears, despite there's a move recorded.
- 6B and Charged 6B
Fixed a bug where there's a window where you can cancel the attack by shooting.
Hata no Kokoro
- "Four Humors Possession"
Fixed a bug where the opponent keeps the emotion change after you defeat them for the next round.
1.34b
Bug fixes for system:
- Story mode won't start
- Creating unnecessary file on game startup
- Knockback effect doesn't work sometimes
Hmm, I'm not sure, but there seems to be an unintended buff for Byakuren's Durga Soul due to the bug fixes.
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This (https://www.youtube.com/watch?v=qSbQGrCmW6A) doesn't seem to be in the list of fixed bugs. Are they still unaware of it or do they just think that it's not that much of a problem?
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- Koishi's passive skill and 6B and its charged version
Wait, what passive?
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It's been ages since I updated a Touhou with a separate English patch... Does the one patch do both Japanese and English, or does a new version of the patcher have to be made?
edit: looks like the English patch was *not* updated with that patch, so the waiting game begins...
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Just dropping by to leave this lovely thing...
(http://oi58.tinypic.com/2dgksg3.jpg)
Screw those japanese 10k+ combos. They are to lengty and requiere a lot of resources to pull. This one on the other hand... oh my god... its so easy to pull, requieres few resources and can be done from practically anywhere on the screen!, corner, mid, full, it works anywhere!
Another scary thing is that, CH version does around 10k while non-CH does about 9.2k!, still a beast...
Here?s the sequence:
5B -> 5Y -> * -> 6Teleport -> 4Orb -> 8.jc -> 8B (charged)** -> 3.jc -> Orb-Spellcard -> LW -> 6Swords***
*: This stands for a delay you have to wait for before the opponent character slams the wall. You need to time the teleport almost at the same time the opponent wall-slams.
**: Depending on where you started the combo, you might need to charge it or not. When doing this combo at the corner, you dont have to charge it.
***: It is possible to chain a 6Swords to the LW for a little extra damage as well as an additional wall-slam for positioning... not that you will need it...
This is soo good... heck, it even works wouthout the orb spellcard. after charged 8B you can LW and it will hit-confirm for about 7.5k damage.
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hi, I'm a new member of this forum ( few minutes ago...Orz
and i would like to know if there is any way to play against ppl of the same area
or at least in NA....since i can only play with Chinese dude before, and the gamespeed was......
thanks a lot
:ohdear:
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I'm always down for games. Leave me a message.
Alternatively, there's two IRC channels you can join. #sokumaidens at irc.ppirc.net (http://webchat.ppirc.net/?channels=sokumaidens) or #shinkirou at irc.rizon.net
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:)thanks a lot!
but it seems that there's a connection problem with irc.rizon.net?
(btw i'm still a little afraid to play pvp :ohdear:
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The url irc.rizon.net never woked for me, rizon.net did though.
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The url irc.rizon.net never woked for me, rizon.net did though.
These are irc channels, not websites. You need an IRC client to connect to irc.rizon.net :V
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Hue, trying to look for HM matches everywhere, so trying this place now OTL
I'm new here too, and came here (kind of) specifically for HM matches...
And, not sure if it's displayed, but I'm from Malaysia :V
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Hue, trying to look for HM matches everywhere, so trying this place now OTL
I'm new here too, and came here (kind of) specifically for HM matches...
Yo we got a few people down for matches including m-
And, not sure if it's displayed, but I'm from Malaysia :V
OTL
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in other words, not possible orz
ah well, I guess I'm back to promoting HM like crazy back at our community then orz
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We need to convince the guy to make Shinkiroll. Apparently the game is somewhat active in Asia and even South American as opposed to NA.
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We need to convince the guy to make Shinkiroll. Apparently the game is somewhat active in Asia and even South American as opposed to NA.
I might actually get my first full speed net game in the future if it comes to pass. As it is I haven't even opened the game since march, and haven't played since like January.
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Hue, trying to look for HM matches everywhere, so trying this place now OTL
I'm new here too, and came here (kind of) specifically for HM matches...
And, not sure if it's displayed, but I'm from Malaysia :V
Malaysia is close to my place, I'm a noob at this game though.
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To be honest, it's barely active in Malaysia as well. It was just me forcing things through promoting the game.
Most of the time I just went check on nicolive watching some matches, thats if there is even any... orz
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So yeah, I haven't been playing HM since the last update because of this bullshit (http://i.imgur.com/68Lm52R.png). Never had this problem with the previous patches. Any help guys?
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Think I had the same problem updating before as well.
for my case;
1- I installed my HM manually for my PC. means I didnt just copy pasta from another site and straight play the shit.
2- when I installed the thing, I installed it while in still in US locale
3- when I updated the shit, I was in Japanese locale
4- then that error came up
not sure if its true, but my guess is about how Japanese locale and US local use different symbols to denote "/" in addressing locations. my case it became the yen symbol.
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Does anyone from this forum even play Shinkirou anymore? My visits to #shinkirou on irc.rizon.net have yielded only matches with people 13,000 Km away, with 300ms+ ping.
Is the game truly dead, as many tell me, and if so, how come? Somehow i thought the game would do better seeing how much more approachable it is as compared to IaMP or Hisouten(soku).
I have a lingering feeling that this may be regarded as thread-necromancy, but i felt it was better to revive this thread than to make a new one with a name no one in this community is familiar with.
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AFAIK we're either waiting for Shinkiroll or a probable expansion to this game like 'Soku was to SWR.
...And I'm waiting to get my hands on a Win7 PC 'cause this game has a memory leak issue whenever I run it on my Win8.1 laptop for some reason. :V
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Just a heads-up that Shinkirou has been revitalised over the past few days, with matches on #shinkirou on irc.rizon.net.
Also an excuse to prevent the thread from falling into a state where a new one would have to be made. ( ^.~)
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Yeah I was surprised to see people actually playing it again. It even got me back to playing it a bit. Too bad the lag spikes were really annoying.
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So how's Shinkiroll coming?
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Gonna have to bug Fireseal about that again. Though I think the person who would usually ask is either Sahuaro or monhan (I believe it was the former)
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To this day I wonder why some FTGs don't use rollback-based netcode. From what I know, rollback is the best for FTG netplay.
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Considering how small Japan is and how good their internet is supposedly, they didn't intend it to be played outside of Japan so the netcode they used is good for them there.
EDIT: Just heard that he's not interested in making the HM rollback. Instead he's working on Eternal Fighter Zero, of all fighting games, instead. Basically he gave up on a dead game for an even deader game, lol. Personally, I'd say you could still try to bug him if you want to see how far that goes to show interest in the game still exists, but I doubt it could possibly work. Doesn't hurt to try I guess.
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I see, hold on for a second please.
...
FUUUUUUUUUUUUU-
*punches wall*
*hurts hand*
-UUUUUUUUUUUUUUUUUUCCCCKKKK!!!
...
So, how likely is an expansion happening sometime in the future again?
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Well, I dunno anything about that rollback-something stuff.
But where is this Fireseal guy or anyone who's capable of developing it? I think at this point we just have to start making it ourselves.
The expansion won't be coming anytime soon. Not Touhou 14.5, most likely 14.8, if not even later.
Unabara and co. are still busy playing Kancolle.
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Unabara and co. are still busy playing Kancolle.
still busy playing Kancolle.
busy playing Kancolle.
......
(http://s25.postimg.org/9ttkemoq7/snap.jpg)
j/k
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No matches over the past 3 days. I suppose we're back to normal on all channels.
Unabara and co. are still busy playing Kancolle.
(http://i.imgur.com/wDFdvQb.jpg?1)
*clenches mask* The situation seems Hopeless for now.....
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If you see me in the chat just poke me if you want a game or two. I just don't play because I don't find anyone else who does.
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Thanks a lot! Though i've lost access to my open-port internet connection reccently, and it will take atleast this weekend for me to travel to the nearest town where i can get that recharge pack. I think i'll see you Sunday. :v
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This is really dumb, but blame Ciel for making this (https://www.youtube.com/watch?v=NQ10hOEDBvY)
Although I take some fault into this for the "COMBOFUL" inspiration :V
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lol omfg what the hell that was stupid as fuck :getdown:
...You know what, fuck it, someone needs to make an actual joke translation patch, just for the kicks.
Also, where did that Miko=Saber joke come from, aside from her being the only one who wields a sword in the game?
EDIT: And being a genderbent historical figure. Derp, can't believe I forgot about that.
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What stupid? I have thoroughly enjoyed this patch. In fact, it was the first HM English patch i've bothered to try. ( <.<) Hope we get some more players after that glorious opening sequence.
Also, should've used Guile theme with Reimu, cause you know, Flash Kick!
What was the song used in the Futo stretch, by the way?
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By stupid I meant stupidly hilarious, my sides went to orbit because of that.
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This is really dumb, but blame Ciel for making this (https://www.youtube.com/watch?v=NQ10hOEDBvY)
Guys, we may not have an expansion, but that doesn't mean we can't get nice things.
http://www.nicovideo.jp/watch/sm23303132
http://www.nicovideo.jp/watch/sm24107948
Youtube:
http://www.youtube.com/watch?v=h_ClcCxNyWE
http://www.youtube.com/watch?v=P56cR-AY55E
Namuthan Joestar and Funny Miko.
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Hello Everyone. Just posting this to let everyone know that I have uploaded a Byakuren Combo Video (https://www.youtube.com/watch?v=AqgqfDAVytI).
I was thinking about who to do next after Reimu. At first, I was going to do Marisa, and then I thought about doing Kokoro but then I switched the character to Miko and then I thought about Futo but eventually I settled on Byakuren.
Two things about the video, 1. I recorded on my desktop and apparently it doesn't like Hopeless and Bandicam running at the same time, so there is lag through out the video although it is at its worst during the Last Word combos :V.
2. I messed up with the music and the sound effects so there are no hit sounds through the video, only the music I added :V. I should have recorded with the music set to 0 and the sound effects set to a reasonable level but I didn't think about this until I went to add the music.
Other then that, I think I did pretty good. I even learned some new stuff with Byakuren along the way so I guess it worked out in the end. :)
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Seeing the youtube links made me want to show off some of my old replays
#was bored
miko vs babazou
http://www.youtube.com/watch?v=n47iShdZtyI
babakuren vs babazou
http://www.youtube.com/watch?v=m7rHLR-QtcY
maybe one of these days i should upload some of my recent replays...
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I would play this A LOT more if Shinkiroll became a thing.
Maybe someone from here could attempt it?
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I would play this A LOT more if Shinkiroll became a thing.
Maybe someone from here could attempt it?
I might make an effort to play it at all if it existed because it's unplayable here unless you live in Hawaii. Of which I know no one that does. As a result I haven't played it all year.
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Hey guys, remember when I found an 8.7k combo for Koishi? (https://www.youtube.com/watch?v=L-x81YGMq7c)
What if I told you that she can do even more damage...? (https://www.youtube.com/watch?v=hp4-8IbuK7A)
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I would play this A LOT more if Shinkiroll became a thing.
Maybe someone from here could attempt it?
Trying to.
Since I have no idea how to make one, and Fireseal not available for it, I decided to try asking for some people who know how it works and make it. For now it's the people from the Sokuroll community or those who understand things about rollback.
Unfortunately, me and Sahu didn't have the time to ask them this few weeks, so it would be nice if there's someone around who can talk to them about it.
Since they'll probably ask for some funding, I already have a way to take care of that, but it'll be better if you can donate. You don't have to, but it'll certainly help.
As long as they don't ask for more than $1000(sokuroll costs $350 or so back then), then I think it's somewhat manageable.
What is your opinion about it? I can use some critics or ideas
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Maybe you can bug mauve about it, he made some tutorial regarding roll.
There's also source code for IaMP roll somewhere on the net IIRC
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Trying to.
Since I have no idea how to make one, and Fireseal not available for it, I decided to try asking for some people who know how it works and make it. For now it's the people from the Sokuroll community or those who understand things about rollback.
Unfortunately, me and Sahu didn't have the time to ask them this few weeks, so it would be nice if there's someone around who can talk to them about it.
Since they'll probably ask for some funding, I already have a way to take care of that, but it'll be better if you can donate. You don't have to, but it'll certainly help.
As long as they don't ask for more than $1000(sokuroll costs $350 or so back then), then I think it's somewhat manageable.
What is your opinion about it? I can use some critics or ideas
As long as someone can do it :V But I don't really chat with the Soku community itself so I can't really ask.
I could try to donate but since I'm strapped on cash myself I can't really help much on that.
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Maybe you can bug mauve about it, he made some tutorial regarding roll.
There's also source code for IaMP roll somewhere on the net IIRC
Well, last I know is that mauve doesn't want to do it. If someone can try to ask him about it, then please do.
As long as someone can do it :V But I don't really chat with the Soku community itself so I can't really ask.
I could try to donate but since I'm strapped on cash myself I can't really help much on that.
I've already talked with some of them and they're not interested on making it, which is understandable since it's a lot of work.
They, however, wouldn't mind telling us how to make it step by step.
So that leaves us with just one problem, finding enough programmers to get the work on it.
brliron who worked for the translation patch doesn't mind helping out, but he admits that it's too difficult for him to work on the beginning part.
So if anyone want to help out, then I really want you guys to ask around for some skilled programmers who know a thing or two about making rollback, preferably from the HM players base, since we need interest and motivation more than anything. I, myself, am going to ask my friend to publicize the recruitment in some Touhou pages. Hopefully it'll attract enough attention, and get us some programmers to help.
I'll ask Sahu to tell the Latino fanbase too, since we really need to ask around a lot in our current state.
I admit, the game is pretty dead and this attempt may be no different than previous ones, but there are people who still want to play it, so I'd like to give it a try.
We know what to do, we get the means, all that's left is the people to do it, so why don't we try?
Obviously, it'll be a long and hard work, but for things like this, it's best to just give it a go before giving up.
In short, please help find some programmers. Ask anyone you know and anywhere you think is possible. We really have to give our worst or we'll never going anywhere.
As for the money, no worries. That's actually the last thing we need to take care of. If we're lucky, maybe it'll be free. That all depends on the programmers.
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Unless you found someone else, SpikeSpiegel said he'd give you tips, not take you through the process step by step.
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Unless you found someone else, SpikeSpiegel said he'd give you tips, not take you through the process step by step.
Yeah, just tips. The general ideas on what to do. That's still better than nothing, Shima.
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Yeah, just tips. The general ideas on what to do. That's still better than nothing, Shima.
I've already talked with some of them and they're not interested on making it, which is understandable since it's a lot of work.
They, however, wouldn't mind telling us how to make it step by step.
That's very different to what you said in the other post.
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That's very different to what you said in the other post.
That's true. Maybe I should be more careful with choosing my words to avoid misunderstandings then.
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Well, last I know is that mauve doesn't want to do it. If someone can try to ask him about it, then please do.
I've already talked with some of them and they're not interested on making it, which is understandable since it's a lot of work.
They, however, wouldn't mind telling us how to make it step by step.
So that leaves us with just one problem, finding enough programmers to get the work on it.
brliron who worked for the translation patch doesn't mind helping out, but he admits that it's too difficult for him to work on the beginning part.
So if anyone want to help out, then I really want you guys to ask around for some skilled programmers who know a thing or two about making rollback, preferably from the HM players base, since we need interest and motivation more than anything. I, myself, am going to ask my friend to publicize the recruitment in some Touhou pages. Hopefully it'll attract enough attention, and get us some programmers to help.
I'll ask Sahu to tell the Latino fanbase too, since we really need to ask around a lot in our current state.
I admit, the game is pretty dead and this attempt may be no different than previous ones, but there are people who still want to play it, so I'd like to give it a try.
We know what to do, we get the means, all that's left is the people to do it, so why don't we try?
Obviously, it'll be a long and hard work, but for things like this, it's best to just give it a go before giving up.
In short, please help find some programmers. Ask anyone you know and anywhere you think is possible. We really have to give our worst or we'll never going anywhere.
As for the money, no worries. That's actually the last thing we need to take care of. If we're lucky, maybe it'll be free. That all depends on the programmers.
I know they are not interested, but they can tell you (or whoever interseted to do it) on how to do it
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Hey guys, to commemorate ULiL's upcoming release, I decided to release one final combo video, this time featuring the entire cast:
https://www.youtube.com/watch?v=XVm6dlN_Q78
I will genuinely miss this game, since I think it's a pretty decent and healthy game, it just had a really unfortunate release but after all the patches I think it's actually a good game now. But hey, hopefully ULiL will continue to be just as fun or even more fun than HM, assuming the occult system won't be too annoying.
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Beautiful video ;)
It's rather unfortunate indeed.
Would you drop the game if occult spots went full RNG?
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Beautiful video ;)
It's rather unfortunate indeed.
Would you drop the game if occult spots went full RNG?
Depending on how bad the occult spots themselves will be. I probably still won't like it (especially the Smash ball aspect) but I'll see if my love for Koishi will overcome it.
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Makes me want to shed a tear :(
Great video to send HM off, well done tribute pop. That was fun to watch
Farewell HM, I only knew you for a few months and without any of the past drama but I liked you a good amount.
Time to see what the successor can do now the days are dwindling down awfully fast.
Good luck ULIL, the gauntlet of players and critics wait patiently for you
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And I still never really managed to get into this game much because there's still no rollback as far as I am aware. Shame if the same thing happens to the new game too because I might just pass on it entirely if it rots like HM for me. Unplayable from my location due to half speed games.
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That is a very valid point mesarthim
I'm going to pray for a miracle to happen, rollback would come a long way if it existed
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So I'm bumping this once more because I completely forgot I could do this combo with Kokoro off a dial-a (https://www.youtube.com/watch?v=PmtboAkeZAs)
3.1k midscreen combo? That's pretty good considering it's midscreen (only character I know how to break 3k from dial-a consistently from midscreen is Byakuren)
...yeah I'm still going back to this lol. I can't let it goooooooo
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It's alright if you want to. I also still play it sometimes, replaying story mode, trashing the AI opponent, etc
Even with ULiL out, I'll still go back to HM, since not all moves and stuff got carried over.