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/jp/ - Otaku Culture


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File: 46 KB, 400x311, yaytext2.jpg [View same] [iqdb] [saucenao] [google]
4921981 No.4921981 [Reply] [Original]

Hisoutensoku's english patch has finally arrived. I kept myself from playing story mode in japanese, just to find out, today, that only 3 chars are playable in story mode.

I'm disappoint

>> No.4921988

slowpoke.jpg

>> No.4921995

Are you frustrated?

>> No.4921999

it's "disappointed"

>> No.4922013

it's "disappointed"

>> No.4922022
File: 85 KB, 480x600, son_i_am_disappoint.gif [View same] [iqdb] [saucenao] [google]
4922022

>>4921999
it's coolface.jpg ._.

>> No.4922023
File: 17 KB, 405x289, Facepalm.jpg [View same] [iqdb] [saucenao] [google]
4922023

>I'm disappoint
>disappoint

>> No.4922024

slowpoke

>> No.4922031

>>4921981
But you are Okuu, you are the final boss in SA

>> No.4922032

>i've never been to /b/

>> No.4922035

>>4921999
>>4922013
>>4922023
Newfriends.

>> No.4922037

>>4922022

>stating the obvious
>not getting the joke

HURR DURR

>> No.4922039
File: 110 KB, 500x688, Laughingelfman.jpg [View same] [iqdb] [saucenao] [google]
4922039

>>4922023

>> No.4922042

God I love playing O-kuu.

>> No.4922051
File: 798 KB, 827x1127, 1501747.jpg [View same] [iqdb] [saucenao] [google]
4922051

Cirno's ending is the cutest.

>> No.4922056
File: 6 KB, 50x42, j_0012.gif [View same] [iqdb] [saucenao] [google]
4922056

>>4922037
>Stating the obvious and adding a ._. in the end
you hurt my feelings :(

>> No.4922061

>>4921999
>>4922013
Learn your memes, newfags

>> No.4922062

weeaboos trolling weeaboos

>> No.4922064

>>4922051
i beat it already so spoil it please

>> No.4922065

>>4922042

Broken character through and through. There's no reason not to use her, really. Not unless you're a tool who uses Okuu to beat down little guys like us who try to play fair OVER AND OVER AGAIN UNTIL BLOOD COMES OUT OF OUR EARS OH NO FUCKING HELL NOT OKUU AGAIN SHIT

>> No.4922067

>>4921981

I agree with Reiuji in OP's pic.

Shitty fighting game is shit.

>> No.4922069

>>4922042
Play okuu, only Press C

>> No.4922076

>>4922067
>fighting game is shit

fixed

>> No.4922078

>>4922069
In Story mode, yeah.

In Versus mode, SHIT SHIT MUST REGAIN MOMENTUM OH WAIT HERE IT IS 5K DAMAGE TIME

>> No.4922096
File: 950 KB, 1200x800, 10113597.jpg [View same] [iqdb] [saucenao] [google]
4922096

>>4922064
Beat it again. A summary wouldn't be cute at all...

>> No.4922098

>>4922076
this,
I fucking hate every fighting game but Smash bros, why cant any one else realize that smash bro's has the best control scheme and change the game to compensate for it. I wish joy2key could sync up more than 3 keys =/

>> No.4922111
File: 23 KB, 630x466, chubby Rumia is mad.jpg [View same] [iqdb] [saucenao] [google]
4922111

>>4922039
>Laughingelfman.jpg

>> No.4922125

being a virgin memespamming retard doesn't fly here

>> No.4922126

>>4922098
Smash Bros was genius, but I wouldn't say that EVERY fighting game should be like it. There's a sort of chess-like mentality going on at high speed during a normal fighting game, and I like that.

>> No.4922127

>>4922111
i fucking love dexter
http://www.youtube.com/watch?v=AS6aVPAXJy4

>> No.4922136

>>4922126
>There's a sort of chess-like mentality going on at high speed during a normal fighting game

I hate that.

Fighting should feel like FIGHTING, not a game of "will my attack box overlap with your vulnerability box".

>> No.4922137

>>4922111
Hey, let's use misnamed reaction images while quoting the last person's misnamed reaction image, it's so random and funny.

>> No.4922151
File: 31 KB, 130x130, jk you suck.png [View same] [iqdb] [saucenao] [google]
4922151

>>4922125
OH CMON, you are a great guy and whatever but why do you have to change a final memetic statement in spamming memes? Don't be so hard, drink a cocca colla or fap

>> No.4922152
File: 34 KB, 694x530, 1269467128366.jpg [View same] [iqdb] [saucenao] [google]
4922152

>>4922137

>> No.4922153

>>4922136

That's... sonuvabitch...
Okay, what does fighting feel like?

>> No.4922157

>>4922153

"HOLY SHIT AARGH PUNCH PUNCH SCRAPE AT THE EYES FUCK FUCK SHIT AAARGH"

>> No.4922162

>>4922151
He just mad that he got caught off-guard.

>> No.4922175

>>4922098
>why cant any one else realize that smash bro's has the best control scheme and change the game to compensate for it
Not always such a hot idea. The input necessary for special moves is part of their balance consideration. For example, command throws often have fairly long commands (e.g. half circle back, full circle, or two full circles) to give the opponent time to recognize that such a large attack is incoming and to minimize the occurrence of ridiculously powerful shit like standing 720s. As another example, many counter type moves make use of the command down, down. Seeing someone crouch as you go to attack is a nice giveaway, making proper use of counter moves more difficult than "see attack, press button". BlazBlue has one button specials if you're really looking for it, but that function is disabled in Ranked play and I don't know if any/all specials can be mapped like that.

>>4922136
>Fighting should feel like FIGHTING, not a game of "will my attack box overlap with your vulnerability box".
Spoken like someone who truly knows nothing about either fighting games or coding.

>> No.4922179

Fake suigin is fishing for newfags and caught many

>> No.4922181

>>4922136
That's not what chess feels like at all...

>> No.4922184
File: 72 KB, 800x800, 1270418595985.jpg [View same] [iqdb] [saucenao] [google]
4922184

>>4922125
>>4922125

>being a virgin
>a virgin
>virgin

Oh sir, I beg to differ.

>> No.4922187

>>4922184
Get the fuck out, manslut scum.

>> No.4922188

>>4922184
spoken like a true virgin nerd

>> No.4922192

>>4922184
fucking your body pillow doesn't count

>> No.4922197

>>4922192
>>4922188
>>4922187

Y U RAGE /jp/?

>> No.4922200
File: 30 KB, 414x250, hitboxes03.jpg [View same] [iqdb] [saucenao] [google]
4922200

>>4922175
>Fighting should feel like FIGHTING, not a game of "will my attack box overlap with your vulnerability box".
>Spoken like someone who truly knows nothing about either fighting games or coding.

Are you implying that's not exactly how fighting games work, or are you implying they should work like that, or are you implying that there is no way to make them work in any other fashion?

>> No.4922204

>>4922184
Hey I'm moot hi

>> No.4922211

>>4922200
Only collision tests between polygons or sprites, no damn hitboxes.

>> No.4922219

>>4922197
you are mad because you are an insecure virgin
you were born that way and you will die that way
in before buttmad

>> No.4922223
File: 306 KB, 800x600, 9076716.jpg [View same] [iqdb] [saucenao] [google]
4922223

Chess is like high-speed chess because blitz is the only chess worth playing.

>> No.4922224

>>4922204

Why hello there moot, I'm the pussy deflector.

>> No.4922227

>>4922223
no one actually lifts the rook, they just slide it across the board.

>> No.4922229
File: 30 KB, 288x400, 1271612051335.jpg [View same] [iqdb] [saucenao] [google]
4922229

>>4922219

Got me there bro.

>> No.4922233

>>4922200
Implying that there is no other way to make them work and that a decently designed fighting game will have hitboxes that make sense for the animations used so you don't get such a "feeling" while engaged in a heated match.

>> No.4922239

>>4922227
What about castling?

>> No.4922245

>>4922211

I'm with you. Invulnerable frames and hitboxes that don't match with the character's sprite are the cancer killing fighting games.

Every single part of your character should be vulnerable at all times, including the parts you hit the other guy with. If you both Dragon Punch and your fists meet, you both get hurt.

Also, the system should model fatigue, broken limbs and such. This is 2010, if even PD games like that sumo thing can do it, commercial games damn well should be able to.

Finally, shove all this "HCB HCF ABC+DBE" shit up your ass, controls should be simple and move inputs should be impossible to fuck up. That way it becomes a game of using the right move in the right situation instead of "can you input this".

>> No.4922262

>>4922245
In before someone replies with 5 paragraphs explaining why complicated move inputs are necessary.

>> No.4922284

>>4922245
Weird hitboxes and invulnerability are PART of the whole "using the right move at the right time" that you're talking about.

And I don't fucking care about realism in fighting games, so fuck all that broken limb stuff. All it would do it make coming from behind harder, and I don't want even more bars filling the screen in addition to health, super, guard meter, and whatever the fuck else the game has, so screw fatigue too.

Controls I can sort of agree with as a person with no manual dexterity, but they have thei advantages too, as someone earlier in the thread mentioned.

>> No.4922287

>>4922211
>Only collision tests between polygons or sprites
Your method does not account for the difference between the attacking and the not-attacking part of the body. A simple collision test between both players' sprites would result in a player getting hit for touching the head of someone performing a low-kick and would be massively inefficient because you would have to do per-pixel collision detection. When you use hitboxes, you need only compare ~7 hitboxes to ~7 other hitboxes. That's 49 computations performed 60 times every second for a total of 343 computations per second. Using per-pixel collision detection, you must account for every possibility in existence. Using an HD sprite which can easily be in excess of 60000 pixels (200x300), you need to perform 2.16 * 10^11 computations every second (60000^2 x 2).

If you choose to designate certain pixels as attacking pixels and certain pixels and non-attacking, then all you've done is create another kind of hitbox. Granted, it'd be a more accurate one, but per-pixel calculation would still be necessary and would still be several orders of magnitude more complex than just using standard hitboxes.

>> No.4922302
File: 452 KB, 604x1653, GUIDETOFIGHTINGGAMES.jpg [View same] [iqdb] [saucenao] [google]
4922302

I made this for you.

>> No.4922305

>>4922245
>fatigue, broken limbs and such
Someone has never heard of slippery slope gameplay.

>> No.4922308

>>4922284
>Weird hitboxes and invulnerability are PART of the whole "using the right move at the right time" that you're talking about.

You might as well make the controls invert themselves every five seconds. All you're doing is making the game harder to play, not making it _better._

>> No.4922310
File: 28 KB, 642x481, 623c.jpg [View same] [iqdb] [saucenao] [google]
4922310

>>4922245
But wonky hitboxes are so much fun!

>> No.4922315

>>4922302
Haha. Just shooting is not enough because other players can graze past it and you eventually will run out.

>> No.4922323

>>4922315
Okay, okay. Use your spellcards to cast magic spells from the corner sometimes, so you don't run out of magic.

>> No.4922332

>>4922323
You run out of spell cards. Which can be grazed. And you need to actually hit your opponent to fill them.

>> No.4922334
File: 10 KB, 67x68, dtails.png [View same] [iqdb] [saucenao] [google]
4922334

>>4922287
I'm aware of the calculation difficulties, so let me rephrase my statement: I didn't mean pixel calculation by "sprites", however I didn't mean conventional sprites either. Imo vector sprites or a vector bone system inherited to the sprite should do the work. In this way you can get a realistic simulation, normal performance and still use pixel sprites.

And about the attacking-idle part, a wizard will take care of that. picture unrelated

>> No.4922339

>>4922308
>harder to play
I'll grant it increases the learning curve, but well-designed games make it pretty easy to tell where the weird hitboxes and invulnerability frames are (weird hitboxes tend to be on moves where the character reaches out as far as they can, and invulnerability tends to be on anti-airs, especially ones that have you jump up as in an uppercut). And once you've played against the character a few times, you've learned their oddities and it isn't any more difficult playing against them than a character without weird hitboxes.

>> No.4922347

>>4922310
Not as wonky as that image makes it look though, since it doesn't include the whirlwind effect that her anti-air grab has. The whirlwind is about the size of the attacking hitbox. You want wonky hitboxes, Super Turbo T. Hawk is the man to talk to (sorry I couldn't find a picture of it).

>> No.4922353

>>4922302
There's a lot more to it than just sit in a corner and spam projectiles

The fact that it's a terrible fighting game doesn't stem from that, there's a lot of other reasons.

>> No.4922354

>>4922302
Ryu/Ken were fucking broken. Fireball, fireball, he jumps, shoryuken, if it lands crouching LK until he is dizzy. Hit him with something hard/combo, repeat.

>> No.4922365

>>4922354
There's a reason every good fighting game has universal answers to fireballs (usually airdashing).

>> No.4922369

>>4922287
>Your method does not account for the difference between the attacking and the not-attacking part of the body.

There should not be a difference - or rather, the difference should be situational and fluid instead of "on/off" (red box/blue box). When you punch, your fist should be hurt too. If it hits the other guy's mouth, it should hurt you slightly and him a lot. If it hits the other guy's forehead, it should break your hand while hurting him only moderately.

Fatigue was already done in Budokan, not well (it regenerated too slowly), but with some tuning it would work. In that game every move you made (especially whiffed ones) and every hit you took expended energy that had to be recovered by retreating a bit and waiting a little bit, giving the other guy opportunity to recover and attack.

>> No.4922371

>>4922354
Ryu and Ken weren't even top tier.

>> No.4922372

>>4922353
>The fact that it's a terrible fighting game doesn't stem from that, there's a lot of other reasons

Note that I ran out of picture before telling all the reasons why it sucks. I somehow resumed it like that.

>> No.4922374

>>4922126
>>4922175
wat
Look idiots, a game should not be abut memorizing a series of button commands, if you really need a short amount of time to fucking anticipate the attack, make the attack non instant, don't make my thumbs bleed trying to remember a retarded control scheme.

>> No.4922380

I hate fighters. I thought fighting was supposed to feel spontaneous and lively. But the truth is fighters are more like SRPGs / MMORPGs put on meth and broken into tiny intervals. All the stat crunching; recovery times, invulnerability frames and memorization of range boundaries, it's all this really cold and sterile minmaxing bullshit. You can tell by watching some "professional" matchups in one of these games, like Melty Blood for example, it becomes essentially rock-paper-scissors where players just attempt to spam the same two powercombos that every other person in the world uses with that character. So dull. This is why I like SSB and Hisoutensoku, at least these games are lite on all that BS.

>> No.4922388

>>4922374
>thumbs
>doesn't use an arcade stick
>doesn't realize that almost every fighting game in existence was designed first and foremost for arcades

Well there's your problem

>> No.4922391

>>4922245

One more thing for the list: NO canned combos or dial-a-combos. All combos should be situational.

>> No.4922396

>>4922380
>>implying the short combos using 'Z' shaped movements aren't BS.

>> No.4922397

>>4922369
Sacrificing interesting gameplay for realism makes every type of game worse.

>> No.4922403

>>4922397

The connect-the-boxes gameplay is not interesting, it fucking sucks.

>> No.4922409

>>4922374
Fighting games are like fighting, you need to dominate the style of your character in order to win.

Hit your opponent, break his guard and then, just in that instant, make that special attack, and just then link it with another special attack. Before your opponent fall to the ground, use basic movements to deal more damage.

It's not about smashing buttons, it's just technique.

>> No.4922412

Soku is fun.

Terrible, but fun.

>> No.4922415

>>4922397
I remember reading about a sword fighting game where your character could be crippled by attacks. They said it was really damn hard to play.

>> No.4922424

>>4922388
first of all, arcade sticks are shit, they are slow big, bulky and secondly, almost no one but serious tekken fan boys play with those fucking things so stop insinuating that the casual player should have to front another 50 dollar peace of shit in order to still have to fucking remember a retarded control scheme that never made any sense ever.

>> No.4922425

>>4922415
Bushido Blade.

Damn fun game

>> No.4922426

>>4922415
Bushido Blade, game was fucking awesome.

>> No.4922429

>>4922409

And by "technique" I mean being able to input FIREBALL FIREBALL FIREBALL SHORYUKEN FIREBALL FIREBALL SHORYUKEN with perfect accuracy.

>> No.4922431

>>4922397
There's a lot of people that like that stuff. Think of the realism mods for Morrowind, the eating and sleeping in Elona, the various terrain disadvantages in some strategy rpgs and fps, or the drug-addiction and irradiation in Fallout. All made the games much better in my opinion. Isn't that stuff actually more interesting?

>> No.4922437

>>4922412
Did you know that raep is fun too?

>> No.4922438

>>4922424
Fun challenge: Name a player who went to SBO last year and played his matches on anything but stick.
Ezmodo: Name a player who got past semifinals in an EVO 2009 tournament ladder using pad.

>> No.4922440

>>4922409
except in real life fighting i don have to spend hours memorizing a fucking retarded control schemes that never have and never will add anything to gameplay but more romhack iwtbtg style difficulty.

>> No.4922441

>>4922409
Did you just imply that juggling is realistic?

>> No.4922446

>>4922424
>arcade sticks are shit

Okay, fuck you boy. Joysticks are the ORIGINAL way to play games. This joypad bullshit, that's a fad. A flash in the pan. Joypads give inferior control over diagonals because of the cross-shaped bullshit where the stick should be.

>> No.4922460

>>4922438
Time is up kids- only one true answer here.

To win the ezmodo, Latif took 1st in GGAC+.

>> No.4922479
File: 29 KB, 350x244, pong.jpg [View same] [iqdb] [saucenao] [google]
4922479

>>4922446
>>DURR U MUST RESPECT MY 5 POUND BRICK AND PLAY WITH IT
No, THIS was the original way to play games. Time moves on. technology gets better, stick your dated piece of shit and its retarded control scheme in your ass.

>> No.4922480

>>4922446
Joysticks are a relic of the past which in the end weren't as cool or practical as everyone thought. They need to just fade away now. It is much easier to do the precision semi-circle movements which are vital to modern fighters on a pad with four distinctly separated directions than on a joystick. That's why nobody plays Touhou on a joystick.

>> No.4922484

>>4922429
I lol'd.

Fireballs and Shoryukens are easily neutralizables. Guard yourself, then jump or counter with another fireball attack like Guile's sonic boom

>> No.4922485

>>4922446
>>implying you cant just make the D-Pad a nearly featureless disk and get the same level of input.

>> No.4922494

>>4922480
>That's why nobody plays Touhou on a joystick.

Damn, I almost believed you until this line. Good one.

>> No.4922499

>>4922485
>implying such a pad exists

>> No.4922502

>>4922484

Like Guile can negate more than one out of 10 fireballs. AI is the only one who could. Playing as him meant you got spammed to death.

>> No.4922504

Pad - Thumbs for movement, thumbs for buttons
Stick - Hand for movement, fingers for buttons
Keyboard - Fingers for movement, fingers for buttons

I think we all know what is superior here.

>> No.4922512

>>4922480
>Comparing touhou with arcade games

wtf?? Touhou isn't even an arcade game. It's not designed to be played with a joystick!!

>> No.4922513

>>4922391
You say that as if the game wouldn't devolve to the same combos anyway.
Just because a game like Marvel vs Capcom 1 has 6 melee buttons and a zig-zag combo scheme does not make it better.
In one game you mash out ABCDEF everytime, in the other you mash out AAAA.
The "one melee button" critique is by far and away the dumbest critique anyone can have of SWR/Soku. You people reek of scrubs who have no concept of muscle memory. It is trivial to perform a BNB no matter how many different buttons are involved just like it is trivial to type accurately on a keyboard. Why? Because of practice. Dialing out a combo, NO MATTER HOW MANY buttons you involve is nothing with practice. Dial A only makes the game more accessible to those who would otherwise be even more disadvantaged.

>> No.4922518

>>4922504
It's pad, right?

>> No.4922520

>>4922504
the game pad,
at least on it I can do some of touhous ridiculousness 623 + zxcv combos like, maybe 10% of the time, as opposed to never on a keyboard.

>> No.4922523

>>4922484

I hope you just realize that you just said "fireballs and shoryukens are easily countered if you can do the same move or direct equivalent".

One of the main things I hate about SF2 is that special moves aren't special at all, they're an essential requirement.

Fuck, Mortal Kombat for Amiga 500 was better. At least in that game you could reliably score wins by only using perfectly timed basic moves.

>> No.4922531

>>4922513

Practice and rote memorization and heaps of good old-fashioned unnecessary game ruining bullshit.

>> No.4922532

>>4922513
learn to smash bros controll scheme, every attack can be a direction and a button, hell smash has way more variety of attacks than most fighting games. theres plenty of room for standard fighting shit.

>> No.4922541

>>4922523
Basic moves are boring grandpa. I need swirling lasers and strobe effects and shit every second.

>> No.4922547

>>4922484
>counter with another fireball attack
High level Street Fighter matches are all about technique!

>> No.4922554

>>4922513
>You say that as if the game wouldn't devolve to the same combos anyway.

If the game is designed well, it won't.

It should be literally impossible to combo anybody unless the opponent himself is helping you by playing in a way you correctly predicted, since all combos should depend on not only your own input but the input of the opponent, as well as factors like fatigue on both (higher fatigue means slower moves means different timing), precise positions down to the pixel, etc.

If it's possible to just go "I'll CDEF then 23+A then CDEF again" the game is bad and needs to be redesigned.

>> No.4922555
File: 444 KB, 725x986, 7f6d04cd806652b6fee79a2ec29b9d06.jpg [View same] [iqdb] [saucenao] [google]
4922555

This thread definitely needs more pictures.

>> No.4922558

>>4922547
TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER TIGERIGER

>> No.4922563

>>4922531
The critique is that the game is too simplistic and doesn't reward technique and memorization. I counter that Soku removes this complication. Thanks for arguing my point.
>>4922532
You do realize that you can only have 5 moves max tied to a command more complicated than one direction + button? Read the wiki, the vast majority of moves are performed via direction + button. Just like Smash.

>> No.4922566

I think half quarter circles are just fine. What is impossible are those "start at the end, then do the two first thirds of the half circle" moves.

Of course I can do those too in good conditions, but add some latency and it is impossible.

>> No.4922570

Stop talking about shitty games.

Play a fighting game that doesn't suck.

http://www.youtube.com/watch?v=urB49P97w2k

Video related.

>> No.4922582
File: 211 KB, 645x506, trap_melty2.jpg [View same] [iqdb] [saucenao] [google]
4922582

>>4922554
Right. "Oh I won the first class and I got the opening combo! Oh you missed your split-second recovery window, now I'm into another combo! Bam, I win!"
wtf kind of shitty gameplay is that?

>> No.4922588

>>4922554
Then you're asking for a game with nothing but pokes, no momentum, and no reward for being offensive. Combos are the reward for the risk of being the attacker.
As for fatigue and shit slowing the opponent down... That's what high level play is all about. Reading your opponent, making them hesitate or doubt themselves.
The "fatigue bar" is in you and your opponent's mind. If you put it into the game itself all you will do is introduce a metagame centered around fatigue grinding. You see this constantly in games where superbar-grinding/guard-bargrinding are required.

>> No.4922598

>>4922582
why jun mad looking ;_;

>> No.4922603

Goddamn this thread derailed in to shit

>> No.4922612

>>4922603
welcome to /jp/

>> No.4922619

>>4922603
Well to be fair everyone here most likely has already played through 12.3 story mode and knows what happened. Even though we always appreciate translations here.

>> No.4922640

>>4922302
>Just stay in the corner and keep shooting
You'll be raped perfect by anyone who knows how to play it if you try that.
It works with most chars in single play, so I assume you haven't even touched netplay. In which case, you don't know shit about fighting games.
In single player of SF4, you can win the whole game, including the hardest survival, by choosing Zangief and pressing 'F' (three punches at once) while staying near your enemy. No, I'm not joking, you don't need to do shit, just keep pressing that one damn button. Gee, that sure has to mean SF4 is a shitty game, right? Truly not competitive at all.
If you'd netplay Soku, you'd quickly and painfully learn that bullets don't do shit. They are just a distraction to get your enemy grazing or wasting his soul orbs. You win with melee attacks.

>> No.4922657

>>4922640
Odd, I win with special attacks

>> No.4922679

>>4922640
Also,
>tekken
>lei wulong
>backdown circle
>nothing else
>win game
Seriously, vs CPU in fighters is just for wasting time, or practicing combos.

>> No.4922691

>>4922657
Melee attacks as in "can't be grazed".

>> No.4922697

>>4922679
I disagree. Games that had high levels of difficulty can enhance your reaction/prediction rate plus master the biggest cheeses in a way that helps with competitive modes.

For example, beating Guilty Gear XX in Gold Mode.

>> No.4922710

Not that I play the fighers, but...
A touhou game where the bullets are your least useful attack? What the hell?

>> No.4922716

>>4922697
>master the biggest cheeses
Pretty much what I meant by "practice combos"
>enhance your reaction/prediction rate
Of course. All games do that. It was so obvious that I thought I didn't need to include that.

>> No.4922725

>>4922710
They're the most useful

They just aren't what your damage comes from, for the most part.

>> No.4922742

>>4922710
Bullets are incredibly useful, as they set up opportunities to land your more painful spellcards and melee moves.

Anyway, why not play a real fishing game, like Big Reel Fishing?

>> No.4922752

>>4922710
They're very useful. They restrict your opponent's movement in a game that has a lot of agility.

>> No.4922762
File: 122 KB, 1920x1200, GargantuanHina.jpg [View same] [iqdb] [saucenao] [google]
4922762

>>4922742
More like REEL fishing game.

>> No.4922818
File: 10 KB, 210x202, Ranwhat.jpg [View same] [iqdb] [saucenao] [google]
4922818

>>4922762
>1920x1200

>> No.4922832

>>4922752
They don't restrict the opponents movement at all unless you can hit with a melee attack the exact time it's grazed.

>> No.4922836
File: 858 KB, 5000x5000, 1268260903746.jpg [View same] [iqdb] [saucenao] [google]
4922836

>>4922818

>> No.4922852

>>4922762
Shit gotta upload the 10000x10000 hinaishueg.jpg on hr again

nvm done >>>/hr/967262

>> No.4922877

>>4922832
Slow bullets
Cancel bullets into special melee
Guard crush wit bullets
Spellcards, jump cancel, delay skills, and anything I couldn't think of. This game is fucking huge in terms of gameplay, there are more than a thousand of ways to hit someone with one character. Thanks to the bullets, replaceable skills, great mobility (unless you're playing okuu), weathers, and fuckton of other things.

>> No.4922883

>>4922877
>great mobility (unless you're playing okuu)

Okuu's airdash is fucking amazing. Not to mention the fact that her melee comes out incredibly fast and you can just randomly mash 5A against poorer players and win (I'm dead serious).

>> No.4922904

>>4922563
your point? touhou has two buttons for attacking, 1 for shot, and another for speed dash an and specials, and thats more than most fighting games. you could add all the combos with that control scheme and its still only digital, you could do double with an analog

>> No.4922905

>Okuu's airdash is fucking amazing.
Yeah, no. It's pretty fast, but it takes hours to start or stop it. Just like ground-dash. And her melee is pretty good, but that's not mobility.
And in fear that it will turn into "x is overpowered thread", I will now stop discussing that matter. Think what you want. I'm just telling you what I know. Maybe I'm wrong, maybe you are, doesn't matter.

>> No.4922921

>>4922877
The only way to hit someone while grazing without a setup is by doing a highjump cancel and instantly doing some air melee which doesn't hit crouching or tiny characters at all or canceling it into a special or spellcard. And most specials are really bad on block. If you wait to recover and not to HJC, you get a melee hit in the face.

>> No.4922937

>>4922905
That's the reason I have a hard time playing Okuu, Remilia or Youmu. You can't just graze something and block everything after it.

>> No.4922978

>>4922921
>The only way to hit someone while grazing without a setup is by doing a highjump cancel and instantly doing some air melee which doesn't hit crouching
I don't think you can crouch right after grazing an attack fast enough not to get hit.
>And most specials are really bad on block.
Use ones that aren't. You've got at least 12 specials to choose from for god's sake.
>If you wait to recover and not to HJC
Why would you do that? At least dash backwards to dodge their charging melee.

>> No.4923058

>>4922978
Reimu has 2, one of them is a DP. Marisa has 2, one of them is a DP. Alice has one, it's really also disadvantageous on block. Patchy has one.
You see where this is going?

>> No.4923323

>>4923058
If the specials are really bad on block, then don't use your specials if you expect them to block.

It's not rocket science. Sometimes you have to guess right, but that's why fighting games are about prediction and stuff

>> No.4923338

Bad wording.
Its Touhou! Bullets should be the things doing the damage, not just distractions so the you can run up and punch something.

>> No.4923362

>>4923338
The only way to do that is to remove grazing from the game completely.
And that would make it one hell of a retarded fighting game.
It's good like it is right now.

>> No.4923718
File: 274 KB, 640x481, WTF.png [View same] [iqdb] [saucenao] [google]
4923718

Did any body else ever catch this in China's story mode!?

i guess any times a good time to steal from patchouli

>> No.4923746

>>4923718
China's route is drug-induced dream route after Patchy.

>> No.4923756

>>4923718
Meiling is dreaming. See how surreal and silly it gets as her consciousness slips away.

>> No.4923760

>>4923718
Nue Houjuu is messing around and in the end everybody thinks it was all a dream because it was so silly.

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