[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/jp/ - Otaku Culture


View post   

File: 81 KB, 495x745, toptier.png [View same] [iqdb] [saucenao] [google]
1925677 No.1925677 [Reply] [Original]

SWR Yuyuko is top tier. Shits on Aya.

>> No.1925686

Unlike in IaMP where she was FUCK YES! YOU ARE THE EASIEST BOSS CHARACTER EVER!

>> No.1925691

she was a boss in IaMP? I thought that was Suika or Yukari.

>> No.1925705

In SWR Tenko was a pushover. I always had problems with Iku, though.

>> No.1925718

>>1925691
Everyone is a boss in IaMP.

>> No.1925738
File: 32 KB, 300x321, remilia1.jpg [View same] [iqdb] [saucenao] [google]
1925738

Sup beetches.

Whats this about not translating SWR because "it has too much text" ??

>> No.1925957
File: 17 KB, 165x274, swr tier list2.jpg [View same] [iqdb] [saucenao] [google]
1925957

As an Alice player, I have the hardest time dealing with Yuyu's 2C. By the time I see it, it's already too late to stop it. All I can do is pull out a psychic j.6A or continuously 66B to interrupt her.

Here's the current tier list for all those interested.
source: http://swr.mizuumi.net/index.php/FAQ

>> No.1925999

>>1925957
TIRES DUN EXITS!

>> No.1926001

>>1925957
Seriously, Iku and especially Reisen shouldn't be so high on that list. Also Tenshi and Yukari are too low for my taste. Then again I'm not an expert player.

>> No.1926006

>>1925677

No one shits on godly Aya mobility except Suika... who apparently shits on everyone with mobility.

>>1925957

Whoa, I didn't notice it before, but Yuyuko is pretty high on that.

>> No.1926026
File: 150 KB, 345x345, 1191441990964.jpg [View same] [iqdb] [saucenao] [google]
1926026

>SWR Yuyuko is top tier

>> No.1926058

How the hell can Reimu be lowest tier?
Fancy midscreen blockstrings, 4k corner combos and highest range j.A what else would she need?

>> No.1926074

>Fancy midscreen blockstrings
Not the only one with those.

>4k corner combos
Pretty fucking hard to land. Yuyuko has a 3600 one, 4900 on komachi.
also you will rarely see corner combos in tournament matches.

>and highest range j.A?
That would be Iku.

>> No.1926092

>>1926074
>Pretty fucking hard to land
Just about every time you hit with a close A or j.A in the corner.

>That would be Iku.
The one you think of is a slow j.2A and it doesn't even combo into anything when it's not a counterhit.

I know the other characters have blockstrings but Reimus B amulets are pretty efficient.

>> No.1926111

>Just about every time you hit with a close A or j.A in the corner.
Which does not happen often in tournaments.

>The one you think of is a slow j.2A and it doesn't even combo into anything when it's not a counterhit.

No, I meant exactly what I said, j.A
Try it. Iku's has fuckhuge range. It just doesn't look long because of the animation.
I think reimu's j.A is the 3rd or 4th longest range one.

>> No.1926138

>tournaments
>SWR
Why?

>> No.1926152

>>1926138
Cuz it's funner to play a game against someone that devotes more time to it than the average joe. Even if that game isn't that widely known.

>> No.1926154

>>1926138
Because tiers don't mean anything until you get to a certain point.
A bad reimu player could beat the shit out of a bad aya player, even if they're equal.
Once you get to the top, that stops being the case.

>> No.1926163

>>1926154
Tell that to たマPO.

>> No.1926173

>>1926154
That's wrong. But my question was not "why is it different at tournament level?" but "why have tournaments for a casual-focused, mediocre game that's only played for touhou characters?"

>> No.1926175

>>1926111
I never said that it would happen that often and I agree that followups off bullets and air are used much more even though I didn't play any of those tournaments.
I also didn't think that Ikus j.A would have that much of a range. One of the few I never used because I thought the other options were superior from the start. Not unlike Sakuya or Komachi.

>> No.1926180

>>1926163
I don't know who that is.
If I had to guess, I'd say a very good reimu player, and if that's the case, I don't see how that changes anything.
There were incredibly good Meiling players in Iamp too, that didn't stop her from being bottom tier.
Also
>and it doesn't even combo into anything when it's not a counterhit
combo's into j2c. you can 66d and add another j2a depending on positioning.
There's probably better, but I'm no iku expert.

>> No.1926183
File: 4 KB, 210x168, 1226236878230.png [View same] [iqdb] [saucenao] [google]
1926183

>>1926173

>> No.1926199

>>1926173

Wow /jp/ get's some REALLY lazy tolls. I don't know, I come from /tg/ and /m/, so perhaps I'm just spoiled with regards to competant trolls, but dang, you just aren't even trying.

>> No.1926206

>>1926180
I was pretty sure it would go straight to the ground on a normal hit. My bad.

Also old tourneyfags going back to Iamp, I never understood that. It's not the same game after all.

>> No.1926210

>>1926206
I've only been playing both for a week and a half or so but I find Iamp to be less random. Although I like the option to switch cards in SWR very much.

>> No.1926222

>>1926206
Exactly. It's not the same game.
IaMP players expected SWR to be IaMP, but better. Instead, they got NotIaMP2, which is also worse as a tournament game, but much easier to pick up.

>> No.1926226

>>1926210
More random = easier punishing?
Having no chance against a better player is awesome, right?

>> No.1926230
File: 196 KB, 1173x1200, 3dc189fee68fcdd122301bbce003e85d.jpg [View same] [iqdb] [saucenao] [google]
1926230

>>1926173
Even if you weren't trolling, it's honestly one of the dumbest things I've seen somebody say on /jp/.

>> No.1926231

>>1926222
sad but true

>> No.1926235

I always thought that the 100%limit and horrible proration rules in SWR were a cheap way to make some things not overpowered but having played for a while I can say that it's not bad in any way.

>> No.1926236

>>1926206
The real question is why play either game? There are quite simply better fighting games out there to try and master. If you genuinely like it, that's one thing. But it's a safe bet that most of the popularity comes from the Touhous, not because they're incredible games. Years from now people will still look back fondly at Street Fighter or Guilty Gear, but IAMP and SWF? Not so much.

>> No.1926251

>>1926236
>SWF

>> No.1926253

>>1926236
OMG You take that back faggert IAMP IS THE DEEPEST FUCKING FIGERT EVER

>> No.1926261

trolls trolling trolls trolling trolls

>> No.1926266
File: 139 KB, 1173x1200, LightSaiba.jpg [View same] [iqdb] [saucenao] [google]
1926266

>>1926230
LightSaber ? WTF?

>> No.1926269

>>1926236
People try it because it's touhou.
They keep playing because they genuinely like it.

>There are quite simply better fighting games out there to try and master
I don't think most people playing SWR or IaMP are trying to "master" it, they're just playing the game because it's fun.
I don't get the "better fighting games" thing though. Each person has different tastes, someone who loves SWR/IaMP could very well hate SF3 or GG if they tried it.
Kinda like food. More of a matter of "I like it better" than "It's just plain better"

>> No.1926273

i never forgot this match:

http://www.youtube.com/watch?v=Baazgkh2KLM

also, Iamp Lunatic Yukari is IMPOSSIBLE to beat.

>> No.1926274

>>1926236
Because of people like you Iamp = Immaterial and missing players.
Both games are not bad and you shouldn't put away a fun game just because there are better ones.
Why bother with Mahjongg when chess is clearly superior?

>> No.1926286

>>1926226
Well one who plays the game more should be more experienced at said game and have better chance to win than against someone that doesn't play as much, right?

Well, it could be argued both ways, you could get random cards that are complete crap but say to yourself "Okay, I'll have to do what I can with what I got." So that's pretty cool and adds some more excitement to the game.

On the other hand, in Iamp you just pick 2 cards and you have to use those 2 cards in the best way you can. There is no way that you get shitall cards in a situation and your opponent has awesome ones.

But again, in higher level play it barely matters so just depends on taste I suppose.

>> No.1926303

>>1926274
>Why bother with Mahjongg when chess is clearly superior?

You mean Shogi right? Because Mahjong and chess are totally different games. That's like comparing Poker and Chinese Chequers.

>> No.1926308

>>1926273
Holy shit. I feel sad for that Patchu.

>> No.1926317

>>1926286
There is no higher level of play in swr.

>> No.1926331

>>1926173

That's actually the exact same thing that Tasofro says.

>> No.1926401

SWR is fun as long as you play it at the level where you just want to watch touhou lolis fly around and throw shit at each other.

The game gets very frustrating once you learn how it works, especially if you have prior fighting game experience.

Main reason for this is that the game is full of situations where you just have no option to punish something you know will happen, or it's pretty much up to luck if your punish will actually land due to the stupid moveset.

Stupid, predictable play is rewarded way too much in SWR. You can't do anything interesting in this game if your opponent doesnt respect your stuff, and because of the lack of punish options on offence your opponent *shouldn't* respect your stuff.
So no matter how good players, this game is still played at very low level where the main focus is on punishing stupid things rather than doing anything interesting.

Iamp doesnt have this problem, the gameflow is great, it has the best mid- and longrange games I have ever seen in a fighting game. And trust me, I play them a lot. The pressure system is quite different from any other game, with the gradual pressure and constant 3-way-mixup, which doesnt lead into direct damage on most of the choices. Predictable play is very punishable, so this game is full of mindgames.

>> No.1926404

Iamp has its own share of problems though.
The combo system is good, you don't need to start playing a rhythm game after you notice a hit went through, the combos are short and situational. You usually need to read ahead to land most of the combos fully.
The iamp input buffer is rather unforgiving though. I personally prefer it over the SWR one, but it could be much better. You need very tight precision with pushing the buttons.
There's a lot of strings and combos only a handful of players can use, so execution plays a bigger part than in SWR where almost everyone can pull any combo in the game. Still saying that, mindgames, spacing, zoning, footsies and all that play a lot bigger role than execution.
The tiers are fairly balanced, there's not a single matchup that is lost in the character screen. Only meiling has it pretty tough, but it's not as bad having underpowered characters than having ridiculously overpowered ones. Sakuya and Marisa are strong, but most of their matchups are 6:4 or so. A very small difference in skill will close that gap.

tl;dr version:
swr is shit as a fighting game
iamp make sense but is harder to get into

>> No.1926491

>The iamp input buffer is rather unforgiving though. I personally prefer it over the SWR one, but it could be much better.

That is the one thing that's really bugging me in IaMP.
In SWR, for example, you'll input 214, which the game will interpret as 421 if you were blocking at the time. But there's a way around that, and it doesn't really happen often.
Playing IaMP, every single match, many times per round, I will fail to input things correctly. I know how it works, it's ben explained to me in detail, but I still fuck up all the time. Never in SWR, aside from that one thing I mentioned, which is all sorts of annoying, because I like almost everything better about IaMP, and I really would like to get into it. Another reason that's stopping me is that anyone who still plays IaMP is fucking pro. Playing people better than you is not a bad idea if you want to get better, but there is a point where it's just plain rape. It's like throwing a kid who just barely learned to multiply into an advanced calculus class, he's not gonna learn anything.

>> No.1926578

Protip: It depends on the person playing it.

Also, HOST FUCKING WHERE

>> No.1926648

>>1926578
irc.mizuumi.net

>> No.1926668

>>1926648
Looks pretty dead to me.

>> No.1926680

>>1926668
#iamp/#swr

>> No.1926689

IaMP was fun for a very short time for me. High level play was fast paced and interesting but just plain exclusive, to players, moves, etc. It was a very narrow but deep niche experience. You would rarely utilize more than half of a character's moveset. Broken spirit instantly flattened the game by removing projectiles, which was the whole draw of the game in the first place. That alone is IaMP's biggest failure. It can not stand as a 2d fighting game without the projectiles. Regenerating health and telegraphing supers with declaring is also a flat mechanic.
SWR has stuck with me for a lot longer for a few major reasons: It is fun for my friends to play too. Most of everyone's moveset is useful, and deck construction is fun. I've played people and had to take a second look at skills/spells I discarded as worthless because someone shows me better. And despite the few games where weather oversteps its bounds, weather adds variety and encourages improvisation. SWR also has failures though, wrongblocking being first to come to mind.

tl;dr As you get better in IaMP the game feels smaller and narrower. As you get better in SWR the game feels bigger and more open.

>> No.1926700

>>1926680
Noone hosting.

>> No.1926713

That list is only assuming two very skilled players.

Patchy is best against new people, casuals and button mashers. Suppress them for long enough, and their errors will eventually get them killed.

Remilia is best when used against marginally competent, projectile heavy opponents while Youmu or Iku handles everyone else in mid-skill.

And that list is mostly true for good/tournament level players, though I'd move Youmu down a bit after how much I saw Yukari can counter her. Also, Youmu mirrors go on FOREVER.

>> No.1926715

>>1926689
>adds variety and encourages improvisation
It's like it's really SSBB!

>> No.1926716

>>1926689
I think most of the alt. skillcards should be upgraded a little. Most of them still have no reason to exist at all. Why the hell would someone use one that increases damage only or does nothing at all? (Sakuyas teleport?)

>> No.1926726

>>1926713
>Youmu mirrors go on forever
Hey, it was worse in IaMP.
http://www.youtube.com/watch?v=r45bxfzKzD8

>> No.1926725

>>1926713

>Patchy is best against new people, casuals and button mashers.

And the AI/Story mode. Not that it's hard with anyone, but Patchy makes it easy modo.

>> No.1926742

>>1926726

At least we get to hear the IaMP version of Luna Dial for... 9 minutes.

>> No.1926770

>>1926716
You can't really argue that. I think the teleport gets faster with cards. Not a compelling reason to use cards on it though.

>> No.1926779

>>1926668
Lurk more.

>>1926689
just... no.

>> No.1926790

Such a boring pair of 2D fighters.

>> No.1926802

>>1926668
Ronove?

>> No.1926827

>>1926779
I lurked at least three days and have never seen a single EU host.

>> No.1926843

>>1926689
>>You would rarely utilize more than half of a character's moveset
there are very few moves in the game I don't use, mind naming a few of these useless moves?
At least iamp has a lot of melee moves unlike swr which has one melee button.

>>Broken spirit instantly flattened the game by removing projectiles, which was the whole draw of the game in the first place.That alone is IaMP's biggest failure. It can not stand as a 2d fighting game without the projectiles.

I'm torn between two on this one. I don't think crushing the opponent would be rewarding enough if they let you use projectiles, but then again if the opponent was allowed to use projectiles, but it would cause them to stay crushed for even longer that wouldn't be so bad. High level players aren't so easy to crush anyway, if you're predictable with 22s they get blocked or you get DP'd. Crushing the opponent without the use of 22s requires you to have multiple gaps in your string which they could have used to escape.

>>Regenerating health and telegraphing supers with declaring is also a flat mechanic.
I love this mechanism. If you crush the opponent, you can go for staggering hits which cause chip damage only. These are much more useful after declare. The whole panic situation where you're at very low health, but have 30-50% health to regain from declare if you just find a gap to use it at. You really need to knock your opponent down, but they wont let you. bomb/dp might get baited/punished, and mind you, you're at low health, so that's not safe either. Then again, reading these baits and declaring right in their face works too.

>> No.1926851

>>1926827
list of the eu players there atm:
nonotan
purin
qutri
satsu
aju
eirineirin
jalis
keko

just ask any of them for a match

>> No.1926870

>>1926851
Thank you good sir, I did not think that direct asking would get me anywhere.

>> No.1926890

>>1926851
List of eu players that play swr:
none

>> No.1926953

People still care about SWR ?

>> No.1928223

I'm suffering so bad from SWR withdrawl, but I'll be hosting later. (Around 6pm pacific)

With regards to the tiers, the fact that the game is relatively new means that there's still a chance that some godly strategies haven't been found yet for some characters. This means that a bottom tier character might simply be bottom tier because the best players haven't discovered the best way to play them yet. The older and more popular the game is, the less chance this has of happening.

Also, tournaments are held because high level play is one way to enjoy this game. This doesn't have to be "the deepest" or "the most balanced" for people to enjoy it.

>> No.1929397

Sorry, I was on IRC at 6. I guess I'll open it up to /jp/
68.105.81.55:10800
us southwest
alice player

>> No.1929642

>>1929397
GGs what, lots of fun.

I haven't played Suika in a while, so I didn't know what to expect.

>> No.1929644

>>1929397
That was probably pretty boring for you, thanks for going on though. I must've saw that Alice trap a hundred times and still have no idea how to get out of it.

>> No.1929652

>>1929644

Actually, I haven't play against a suika in a while so it was quite interesting.

Yeah, my Alice trap is all about forcing you to block my C dolls. Once that happens, I can try to drain the rest with a 5B.

>> No.1929661

Why some people still care about this shitty casual game?

>> No.1929681

>>1929644

You should sign onto IRC. There's a ton of players there, and you can play against people who aren't using Alice all the time.

irc.mizuumi.net
#SWR

>> No.1929719

>>1929681
A better idea just blowed up in my mind, why don't he just quit SWR and start playing IaMP or something better?

>> No.1929748

>>1929719
That's a horrible idea.

>> No.1929751

>>1929748
That's the best idea ever, casualfag.

>> No.1929779

>>1929751
>SWR withdrawl
You really want him playing iamp?

>> No.1929808

>>1929779
Yes, it's much better than playing a deepless metagame fighter.

>> No.1929816

>irc.mizuumi.net

;_;

>> No.1929852

>>1929816
Enjoy your Shy. Jesus Christ I never wanted to choke somebody through the Internet so much.

>> No.1929857

>>1929852
('-')

>> No.1929861

>>1929852

( ' _ ' ) What's wrong with Shy?

>> No.1929865

>>1929852
Don't worry, he annoys the hell out of us too.

>> No.1929875

>>1929857
SHY PERSON! SHY PERSON! SHY PERSON!

>> No.1929895

>>1929852
HAHAHAHA, you my goodsir probably havent played very long there...

>> No.1930014

24.205.237.185:10800 West Coast US

Hosting for both IaMP and SWR, IaMP preferred. Not-a-slut tier

>>1925677

Actually, Aya can trump a Yuyu with doing 236BCs in the air to stuff any anti-air projectiles Yuyuko does (most notably her 2B). There's also the wonderful Aya Crusher that can be abused to hell and can be comboed for insane damage on counterhit.

>> No.1930017

>>1929816

You're unbanned. Come back.

>> No.1930029

>>1930017
You sir are a ツンデレ

>> No.1931504

I'd love to play some SWR online, but I am not sure my useless router had enough "open" ports left to unblock the game. Perhaps it is possible to re-use some old slot and just open different port intervalls and call it "games".

>> No.1931532

>>1931504
You don't need any ports open to join a game.

>> No.1931599

>>1931532

I guess I could settle for just joining.

>> No.1931608

>>1926331
Yep, seems everyone forgot about that. Though it was a troll so bad I didn't even stick around for the responces.

>> No.1932838

>>1931504

When you choose to host, you choose which port you want to host with. Just choose a port that you are currently not using.

>> No.1932847

>>1931504

When you choose to host, you choose which port you want to host with. Just choose a port that you are currently forwarding.

>> No.1933751

<beatsstayflowin> 68.105.81.55:10800
<beatsstayflowin> us southwest
<beatsstayflowin> alice player, likes fighting games, dislikes first person shooters, CO power: tanks +1 movement and can caputer buildings

>> No.1933757

<beatsstayflowin> 68.105.81.55:10800
<beatsstayflowin> us southwest
<beatsstayflowin> alice player

>> No.1933975

>>1933757

GGs dimglow... I need to work on my defense. I've run into so much stuff where I should I have blocked.

>> No.1933976

>>1933757
GGs. That was really laggy.

>> No.1933977

rehosting
68.105.81.55:10800
just for 20 more minutes

>> No.1934076

I suck ass at SWR

why can't it be more like my Meltan and GG and SFIII and KoF bawwwww i am serious about that, btw, even though i self-sage

>> No.1934237

>>1934076
Because Meltan and GG are high-speed low-foresight reflex twitch fighters, SWR is very much a "just as planned" fighter with preparation and approach emphasized over throwing more keys.
And SF and KOF are low mobility fighters that revolve around footsies, with some pre-planning/proxy fighting via fireballs, where SWR is high universal mobility.
Maybe you prefer those styles more.
Sage because I don't feel like bumping either.

>> No.1935376

No SWR until Friday evening ;_;

You better get hype until then /jp/

>> No.1935417

>>1934076
while I don't know enough about fighting game systems to address that, I do wish the in-game Touhou sprites were less loli moeblob and something more serious like GG, SF, KoF etc. (excluding shitty lo-res Meltan sprites) Have you seen Sengoku Basara? It's goddamn beautiful. Why can't my Touhou fightan look sexier?

>> No.1935612

>>1935376
Why wait until Friday? If you want to play SWR just make a netplay thread. There's usually someone around that would be willing to play.

>> No.1935701

>GG
>low foresight, reflex based
Please...tell me you're joking.

>KoF
>low mobility
Tell me you're joking again, please.

>> No.1935855

>>1935701
GG has mashy dial combos, reflex based defenses, just frame based combos and cancels, footsies and poke maximization. It is a reflex/twitch fighter.
Trying to say KOF has mobility that matches 8-way flight when it doesn't even have air dash, and in many iterations doesn't even have DASHING period is ludicrous.

>> No.1935882

>>1935612

I'm trying to be productive at least 5 days of the week.

>> No.1935943
File: 198 KB, 423x314, 1232270385150.png [View same] [iqdb] [saucenao] [google]
1935943

>>1934237

dude you sound awesome i bet you can beat the computer on Very Hard

>> No.1935953

>>1934237
>emphasized over throwing more keys.
Could you be any more obvious?

>> No.1936054
File: 77 KB, 646x509, 1232271662659.jpg [View same] [iqdb] [saucenao] [google]
1936054

Immaterial and Missing Power is an unbalanced game anyways. Scarlet Weather Rhapsody gives better control over your opponent with the weather system every game becomes a game of adaptation and a fresh thought provoking game everytime.

>> No.1936073
File: 17 KB, 300x286, 1232272001515.jpg [View same] [iqdb] [saucenao] [google]
1936073

>> No.1936094
File: 36 KB, 640x480, 1232272429839.jpg [View same] [iqdb] [saucenao] [google]
1936094

>>1936054

>>
Name
E-mail
Subject
Comment
Action