No.1330[Last 50 Posts]
Fifth month frontiers.
Hisoutensoku is an expansion to Touhou 10.5, made by Tasofro with ZUN's approval. It's a fast paced fighting game featuring all your favorites from the Touhou Project.
Sign up at
https://challonge.com/tournaments/signup/V6jwtP05GB or reply so I can add you manually.
View the bracket at
https://challonge.com/wapsoku5I've setup the game myself so all you have to do is download
https://files.wapchan.org/sokupack.zip, run SokuLauncher.exe, and choose the first option (Giuroll). May need to update the launcher first.
Wiki:
https://hisouten.koumakan.jp/This tournament will be livestreamed at
https://stream.wapchan.org/r/sokutourney No.1333
Some soku?
No.1335
>>1333yes soku
84.10.221.254:10800
No.1336
>>1335Good games, it was fun playing against another Alice player. If you want, we can continue later, after I take a break.
No.1343
Soku gaming?
No.1346
>>1345Connection failed, do you use giuroll?
No.1347
>>1346Yes. Try again, please, restarted the game just in case something broke. If that doesn't help, you'll have to host, or we'd have to use the hostlist or some lobby.
No.1348
>>1347Nevermind I'm dumb and got one digit wrong.
No.1349
>>1343GGs, that Alice vs Aya matchup was beyond funny. The win was mostly decided by who got the annoying card first lol.
No.1350
>>1349Ggs!
> that Alice vs Aya matchup was beyond funnyYeah, that was between ridiculous and hilarious, the circus music would be very fitting. On serious side, you really got me run'n'gunned shamefully easily, and damn these walking dolls hurt!
No.1352
>>1350I've discovered the power of the dolls a while ago, and I've been in love with them ever since. I'd never guess that a slow, easy to destroy projectile would completely change a few matchups.
Fun fact, every time you see 2B (the red sphere move), I fail the input to get doll out. It didn't look this embarrassing when I was playing…
No.1353
>>1342If this is an excessively bad day for everyone I can move it to June. I've just been busy this month.
No.1354
>>1352> Fun fact, every time you see 2B (the red sphere move), I fail the input to get doll out. It didn't look this embarrassing when I was playing…Oh, it is on DP input? Happens to the best of us, I only really learned how to do reverse DP recently too (with 60+% success rate).
No.1356
More soku gaming?
No.1358
>>1353Nah I think it's just me, the only saturday I was free this month was the 24th, I'll wait for the next tourney.
No.1359
>>1356I can play in 15 minutes.
No.1360
>>1359Sure, hop on 176.213.247.193:10800 with giuroll!
No.1361
soku
No.1362
>>1360GGs, thanks for the games. I sometimes feel helpless against your Aya when I play Patchy, her movement and defensive options are so different from what I'm used to. Feels like I'm not doing anything half of the time because I'm not used to the character and afraid of tengu drum.
No.1363
>>1362Ggs! Man, Yuyuko gives some nice barrages, I already love her even though these were my first 4 games on her. I kinda get now she's called strongest soku character so often.
> Feels like I'm not doing anything half of the time because I'm not used to the character and afraid of tengu drum.Many such cases
or not so many, but at least a few such cases take place. In Patchy's case you can just spam fireball ring and it will always save you from tengu drum, that's why she's probably my most hated opponent.
Also I only really realized how fast Aya is from today's mirrors, really not something I would like to defend against myself, lol.
No.1364
damn is that a third patchy
also soku
No.1366
>>1364And Alice too, all your favourite.
And Meiling as wild card.>>1365What, they are just very happy to see each other.
No.1367
>>1363>I only really realized how fast Aya is from today's mirrorsWhenever I play against Aya, I always feel like her range is around two thirds of the screen even without tengu drum, and that'd probably not even completely wrong. Any reckless move and Aya happily flies my way with j8a, and then half of my HP bar is suddenly gone.
Also, I've just remembered that Aya's grounded 236 completely beats Alice's doll-hugging strategy, since it always kills the doll, and it also can kill firing dolls. Incredibly useful for keeping doll count in check. No.1370
>>1364I can play if you can host
If I disconnect suddenly is because I'm at work
No.1371
>>1370as long as I don't get you fired
vm reserved
No.1372
>>1371ah fuck I forgot sokulobbies doesn't work here half the time
No.1373
>>1367> Whenever I play against Aya, I always feel like her range is around two thirds of the screen even without tengu drum, and that'd probably not even completely wrongWell, maybe not 2/3, but she can cover half of the screen in a bit more than a second if she starts from ground, fair compensation for complete incompetence in skirmishes.
> Also, I've just remembered that Aya's grounded 236 completely beats Alice's doll-hugging strategy, since it always kills the doll, and it also can kill firing dolls. Incredibly useful for keeping doll count in check.it's harder than that sadly. Grounded 236 has inconvenient recovery time so unless it hits Alice, dolls or Alice herself can catch that. Also I spend way more time in air since that's favourable approach zone for Aya generally, and air 236 has no travel distance on lv0 and it only drastically increases on lvl3-4.
And for shooter doll destruction it sucks completely - bad and rigid shooting trajectory, costs entire spirit point when Alice already regened spirit wasted on that doll.
No.1374
>>1373On the other hand, if you manage to destroy dolls, there will be more openings for you to get in. You can't just let Alice place the dolls all over the map free of charge, since she'll either use them to place more dolls or approach you with bullets. I remember a few Ayas that I've played against used to do exactly this with some j2Cs and J6Cs to keep the dolls in check. As far as I remember, it was rather effective, though it could be that I was just really bad at the time.
No.1375
>>1374> You can't just let Alice place the dolls all over the map free of chargeWhy, more dolls on field, less spirit Alice has after placing them, less spirit for me to break through if I manage to get up close in right moment. Dolls can be turned into minus net spirit if you jump out of their shooting angles, as well as by just grazing what they shot (while making sure you don't get hit by melee). At least that's how my line of thought goes.
Also
> j2Cs and J6C2/5C bullets don't have enough damage to oneshot dolls, 6C has lengthy animation and range just short enough to get hit by Alice's 6A, all while being shielded by that doll. Whack-a-mole isn't really an option to retain initiative, at least not for Aya.
No.1376
>>1353As long as there will be a tournament in the mid of June, i will gladly join again.
Not this time, too many deadlines coming up.
Also are videos supposed to close themselves when moving the mouse left? No.1377
>>1376yeah when you hover the mouse on the - icon it closes, its weird
No.1379
>>1375I may look at the Alice a lot like setplay characters in other fightings, so that's why I'm saying controlling the dolls is important. I can understand why you'd rather let Alice waste the spirit, but I can't either agree or disagree with it. There are so many possible situations that I can imagine coming from this approach, I can't even guess if it's good or not. Maybe a better player would have a stronger opinion on it, I feel like I just don't have enough experience playing Alice to say for sure.
>2/5C bullets don't have enough damage to oneshot dollsI can't confirm it in the game, but at least according to wiki all Aya's C bullets should be able to destroy a doll.
No.1382
>>1380>>1381Two Soku 2s??
No.1383
Accidentally double posted, whoops
No.1387
>>1380This is cool and all but why play this over Soku?
No.1388
>>1387Unless they do the thing and add my favourite newhus
(Junko and Keiki at least) then not many reasons really.
No.1391
Soku gaming?
No.1392
>>139189.254.198.175:10800
No.1394
>>1391Not sure what happened, hosting once again.
No.1395
>>1391GGs, thanks for the games. Yuyuko's j8a is scary.
No.1397
soku
No.1398
>>139784.10.221.254:10800
soku!
No.1399
Soku?
No.1402
>>1401Yes.
89.254.198.175:10800
No.1405
>>1402Sorry let's play back later maybe
gotta work
No.1406
>>1401GGs, thanks for the games. Iku's j2a never fails to amaze me.
Also, more soku?
No.1407
>>1397GGs, good soku. Still can't hope for a positive score against you, even on such a matchup.
>>1406rehosting
>>1398 No.1408
>>1380Only noticed
optional one button specials that
don't offer any competitive advantageHUUUUH? I mean thanks for free DPs but is it really not offering competitive advantage? Single DP button would be simply faster to input in right timing than four inputs in a row.
No.1409
>>1407ggs, honestly it feels like the match-up would be at least somewhat favorable for me. that said i still cannot hitconfirm into spells for shit and there's a ton of small things i should polish first
No.1410
>>1406I'm back, if you want to keep playing soku, I can play
No.1411
>>1410NTA but I'm up for some more soku gaming.
No.1412
>>1411host then
If I disconnect suddenly, same reason as above
No.1413
>>1412Hop on 37.112.19.1:1800 with giuroll!
No.1414
>>1413Internet shitted itself, new IP: 37.112.21.204
No.1416
>>1415>>1414GGs
sorry, work time, nice yuyuko btw, why her?
No.1417
>>1416Ggs!
> why her?Lasers, reversals, hefty barrages, spellcards confirming from autocombo and dealing hefty damage for cheap(the disco one is tricky, only connects in corner and levelled up, but I'm still investigating possible confirms)… Yes, I kinda fell to metagaming here. But aside from that, when choosing from slow "skirmisher" characters who aren't played by NEMESES here I just like her most.
No.1418
>>1417Damn I better be ready for another dangerous beefy hag
No.1419
>>1418I'm struggling a lot with her combos
(actually I haven't even started learning any, just improvising), most of them require either DP or backwards DP so you don't have to worry for now.
No.1420
>>1407GGs, thanks for the games. A rough matchup for Meiling.
No.1422
anyone up for more soku?
No.1423
>>1422I can play in 10 minutes.
No.1424
>>1423sure just host when you're ready to go
No.1425
>>142489.254.198.175:10800
No.1426
>>1422GGs, thanks for the games. The neutral was very fun to play, it's rare to see someone who relies on movement more than on the bullets.
No.1427
>>1426ggs, thanks for hosting
yeah it was fun, opening you up is pretty tough. with characters that have trouble crushing the opponent i straight up couldn't break past your defense
No.1429
Soku gaming?
No.1431
Where are the soku gamers…
No.1433
>>1432Hop on 5.16.27.46:10800 with giuroll!
No.1434
>>1433> internet death right before 5cAAAGH
New IP: 5.165.190.159
No.1435
>>1434Oh and it microdied twice actually
Back to 5.16.27.46 lol
No.1436
>>1435>>1434None of the two are working
wanna call it quits?
No.1437
>>1436Bwuh? Alright I restarted all the stuff, try 5.16.27.46 again. If still doesn't work then it's over for now I guess.
No.1438
>>1437Nope
GGs anyway
That spinning attack is so broken, it can hit from behind, it hits on block, it grazes
holy shit
No.1439
>>1438Apparently neighbours tried to get own cable and unplugged mine in the corridor, should be fixed now. If you're still up for more try 176.213.247.185:10800, if not ggs then!
> That spinning attack is so broken, it can hit from behind, it hits on block, it grazesThere are three spinners in Yuyu's arsenal and I love all of them, especially funny autocrossup function. I wish 66C could also confirm into spellcards like disco but I guess it would've been way to strong.
No.1440
>>1439Did he join? I can play you instead if not
No.1441
>>1440Nope but he also couldn't really (frens unplugged my cable again and only now I finally fixed it). Anyways hop on 176.213.145.217:10800!
No.1442
>>1441Still up? I just saw your post
No.1443
>>1442Yup yup, still on same IP.
No.1445
>>1444Try again, if still nothing let's try sokulobbies I guess?
No.1446
>>1445still nothing, I'm down to try sokulobbies instead
No.1447
Oh and I'm now unable to see Wapchan lobby, fucking awesome.
>>1446Get in public tag lobby now I guess (the one that is 1/32 now)
No.1448
soku?
No.1449
>>1448soku!
84.10.221.254:10800
No.1450
soku?
No.1452
>>1451ggs, yeah i don't know why latency is so high all of a sudden. i thought my connection was shitting the bed again but i checked ping and jitter and it's looking same as usual
thanks for hosting anyways
>>1450i can play a few more games if you're still up
No.1453
>>145289.254.202.194:10800
No.1455
>>1447I don't think the wapchan lobby is up 24/7
>>1454GGs. From what I checked just now in training, she does receive less
No.1456
>>1447>>1455It should be close to 24/7, I just didn't previously put a crontab on it to restart automatically, that's been fixed now
No.1457
>>1452GGs, thanks for the games. I feel like I'm tapping forward when blocking too much, and it shows with this much delay. The amount of times I've got hit for it (and for blocking the wrong way) was unreasonable.
No.1458
>>1457ggs, dammit i really wanted to do the funny thing with Nine Character Pierce but i was caught in mid-air when i had the chance
>I feel like I'm tapping forward when blocking too muchtrying to do what, just dashing out of pressure?
and thanks for hosting
No.1459
>>1458No, just tapping forward for some reason. It seems that at some point I started doing that when the situation gets messy and I get lost, tapping forward and back, unable to decide what to do right away. Though I also got hit a fair bit for trying to walk out of corner when you was going for j2As as Remilia.
No.1460
Anyone up for more soku gaming?
No.1462
>>1461Ggs!
> press D> do 6k …no comments.
Yuyuko does feel much stronger than Aya, and more intuitive to use I guess (2 days playing Yuyuko vs half a year playing Aya gives same score against you), even though I'm worse with her in certain other matchups.
Having this wild card while still maining Aya will be very nice. No.1464
>>1463> Haven't seen anyone use most of them beforeYou mean disco party and giant laser-emiting fan spellcards? That's probably because disco is complicated to confirm and it only becomes strong after one usage (and becomes absolute beast of a spellcard if you manage to "level up" it to lv4) and fan is suboptimal damage-wise (confirms from autocombo but only midscreen and does around same damage as ticket to hell for same cost).
But damn they look gorgeous and this amount of style can't be replaced by any metagaming for me.
> It must feel cathartic, landing a spellcard for 6k damage. After what you've had to endure.I feel like I tasted what I shouldn't have, I already see my face in anguish next time I land full combo with 3c tornado for total of 2k damage… No.1465
Soku gaming?
No.1466
>>146589.254.202.194:10800
No.1467
Any hosd?
No.1468
>>1466Ggs! I hate Yukari and especially her DP so much it's unreal. Unpunishable, unreadable, and even unescapable during spring haze, literally illegal!
Also peculiar Meiling games, rare case when it is me who is trying to get distance and be cautious instead of opponent.
No.1469
>>1465GGs, thanks for the games. Your jBs were on point as Aya, and with the fear of tengu drum, it was really hard to get in.
No.1470
>>1468Her DP leaves her at quite a minus, from -10 frames to -20 frames and worse depending at spacing. At least if you get to block it during her pressure, you can 66A after blocking to punish her. It can often prevent Yukari's attempt to jump backwards and press j2C. In neutral, just seeing you jump forward sometimes makes me buffer 623, so baiting Yukari into using it is a decent option, since you can punish it with a full combo or at least with a knockdown with j2b 66 jA 5aaa/j236B . Not much you can do about it during spring haze, though, you just have to accept the fact that you can't do anything to Yukari during this weather.
>Also peculiar Meiling games, rare case when it is me who is trying to get distance and be cautious instead of opponent.I know I shouldn't play aggressive against Aya, but I sometimes forget it and start just flying at her every time I get a chance. You won a few games by keeping your distance in neutral, at some point I remember forcing myself to stay still and press 5C instead of frantically trying to get in.
No.1471
>>146789.254.202.194:10800, if you still want to play
No.1472
>>1467GGs, thanks for the games.
No.1474
Anyone up for more soku gaming in half an hour?
No.1476
>>1475Yeah! Try 176.213.145.217:10800 (still figuring out what happened to portforwarding)
No.1478
soku?
No.1479
>>147889.254.202.194:10800
No.1481
>>1478GGs, thanks for the games.
No.1483
>>1480Ggs! While landing lucky 6k spellcards and piss easy 2,5k combos as Yuyu is satisfying, it gets really hard to do so once your opponent goes through novelty effect and knows the trick and goes into melee where Yuyu has literally nothing to overtake initiative.
DP doesn't count, it replaces spinner and DPs are gay anyways.I see now that Aya's
effective damage is actually on par with Yuyuko since it's much easier to land hits even if their damage is half of what Yuyu does, so damage-speed balance makes them both fair characters.
Now, there are some unfair characters who have both speed and damage… I'll definitely start thinking of zoning methods from now on.
No.1484
anyone up for more soku
No.1486
>>1484Sure I can go for some more still 176.213.145.217:10800
No.1487
>>1486host down? i can't connect
No.1488
>>1487Should be still up, try again but wait like 10 seconds after this post.
No.1489
>>1488ggs, that Aya game was some real intense grazing practice, almost felt like i was playing a non-decimal game
thanks for hosting
No.1490
>>1487Ggs! My Yuyu really falls apart when real pressure is applied… Any mid-close range defence tips?
No.1491
>>1490yeah, both 2B and 2C are completely stupid when it comes to shutting down approaches at that range. honestly at mid range you just throw out a 6C and gain space or straight up win neutral because the opponent can't beat that bullet and if they try to approach they just eat a 2B>2C
also in general Yuyu is pretty good at mashing out of pressure. both 2A and 4A are pretty fast considering their range, and 2B is still useful if the opponent moves out of range for the other moves. but also that 4 cost spell is probably the best reversal in the game so if you draw that you can just hold it and the opponent kinda has to back away a bit because nothing's really safe against that
No.1496
Soku gaming?
No.1498
>>1497Hop on 5.16.27.46:10800 with giuroll!
No.1500
> supposedly grazing move> can not, in fact, graze shit when it mattersWhat a fraud…
Note to self, NEVER ID DURING SCORCHING SUN.
>>1499Ggs! I still don't get how I'm supposed to defend as Yuyu, nothing from
>>1491 seem to be working against you whatsoever and main problem is her tech probably. It fuarking SUCKS, once in corner - forever in corner in most cases.
No.1501
soku?
>>1500B version only grazes until like 1 frame before the actual hitbox comes out, so if you have a bullet right on top of you it will pretty much always lose. reminds me of a certain reversal spell i really fucking hate
No.1502
>>1501soku!
84.10.221.254:10800
No.1505
>>1504ggs, compared to the rest of the cast it looks like Iku could really suck to play against as Alice, hadn't really noticed that before
thanks for hosting
No.1506
soku?
No.1509
>>1508GGs
>meilingOk that attack that hits from behind is kinda broken but-
>More Alice playersAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
No.1510
>>1507GGs, thanks for the games. Feels like I can only press C against Iku as Yukari, every single reactionary anti-air button loses to Iku's j2A. The feeling of losing to j2A even though you (supposedly) do everything right is indescribable. I feel like I'll never come to understand how to keep Iku in check during neutral.
No.1511
>>1509>More Alice playersStill not enough, Alice needs more love.
Also, more soku?
No.1512
>>1511more soku!
84.10.221.254:10800
No.1514
>>1512GGs, thanks for the games. Even though we play the same character, the playstyles barely have anything in common, aside from (j)6A. I feel like I'm learning quite a few things when I play against you.
No.1518
soku?
No.1519
>>1518soku!
84.10.221.254:10800
No.1520
>>1519GGs, thanks for the games. It feels like Alice only has 4 spirit orbs, every time I try to go for spear dolls setup I don't have enough spirit.
No.1522
Anyone up for soku gaming?
No.1524
>>1523Hop on 5.16.28.156:10800 with giuroll!
No.1527
Soku gaming?
No.1529
>>1528Hop on 5.16.28.98:10800 with giuroll!
No.1530
>>1529GGs
This was better than last time
I hate that spinning melee attack, it grazes everything
No.1531
>>1530Ggs! I love my ally Legendary Catfish. I thought of a few Yuyu blockstrings featuring him but so far only got combo breaker hits.
> I hate that spinning melee attack, it grazes everythingYuyu's 6C is VERY punishable on block, I can't even defend with reversal if I fail it, so use that.
Still up for more btw!
No.1536
>>1535Oh and I'm still up for more soku gaming!
No.1537
>>1536>Failed to connect.host down already?
No.1538
>>1537Yeah, it's up on request. I will be able to play in like half an hour or so.
No.1539
>>1538sure i'll be around later so just let me know when host is up again
No.1540
>>1539Host back up!
>>1529 No.1541
Fun fact, Yuyu's backdash perfectly dodges Marisa's laser.
>>1539Ggs! After all Yuyu flops against fast characters hard, Marisa, Youmu,
Cirno…, Sakuya to lesser extent since she's more bullet reliant. But funnily, not Aya. Her bullets suck enough to negate all speed advantage. Honestly that one time in corner I spammed 2A on purpose, waiting to see how long it would take you to remember that domination dash exists
(moderately long).
No.1542
>>1541ggs, i'll a break for now
>against fast characters hard, Marisa, Youmu, Cirno…, Sakuya to lesser extent since she's more bullet reliantit's more so that they all have long-reaching horizontal C-bullets to poke at her through the butterfly spam. that's Yuyu's biggest weakness in the bullet game because her 5B isn't all that dense and her C wisps don't even interact with anything. my issue with Aya was that 5C/2C are both angled at awkward directions from midscreen and her 6C is good but doesn't have enough range. i guess i could just try to forcefully rush in but that usually ends in a lot of trades and unlike the other characters, Aya trading with Yuyu is really not good
>waiting to see how long it would take you to remember that domination dash existsi mostly just use that as a Spring Haze gimmick, and there are some combos that are easier to limit with it but i don't really like neutral Domination Dash. i did have it in mind but i really don't wanna throw it out unless i can bee 100% sure it's going to connect. i actually did forget the safer option though, because it looks like ground Gust Fan cleanly clears all butterflies in its way and takes zero commitment. so that's good to know now
also speaking of Aya it's funny to me that the one game where i actually got a pretty good pressure snowball going with her is the game i lost. can't even be mad, that was pretty satisfying to see
No.1543
Anyone host?
No.1545
>>1544Nope, playing efz right now.
Maybe later
No.1546
Soku gaming in an hour?
>>1542> i actually did forget the safer option though, because it looks like ground Gust Fan cleanly clears all butterflies in its way and takes zero commitmentIt seems harder than that in reality. Grounded 236 has very small vertical hitbox, only cleans lower low os butterflies and Yuyu can just do 2C to both dodge and shoot more shit. Air 236 can work if you aim it well, but I can't be sure it won't result in HJcancel->j.8A from Yuyu. At least when I tried to pull j.236 myself against other characters, it did end up in something like that.
No.1548
soku?
No.1549
>>1546>only cleans lower low os butterflies and Yuyu can just do 2C to both dodge and shoot more shitit's more like a direct punish, even on reaction to 5B startup it will counterhit before the cancel window starts
>>1548sure, can you host
No.1551
Anyone else up for soku gaming?
No.1552
>>1549GGs, thanks for the games. I enjoy playing against your Aya, but the delay and Alice's glorious anti-air buttons make it feel like blocking practice.
No.1553
>>155185.93.58.161:10800, if you still want to play.
No.1554
>>1552ggs, well played
>but the delay and Alice's glorious anti-air buttons make it feel like blocking practicethat's just Aya, once she breaks in it's just a single player blocking simulator. i myself struggle at chasing groundtechs and BEs, especially with high delay, otherwise she'd probably feel more obnoxious
thanks for hosting
No.1555
>>1551GGs, thanks for the games. If grazing would give score in soku, playing neutral against Yuyuko would give the highest score by a large margin.
No.1557
I'm still up for more soku meanwhile!
>>1556Oh and almost forgot
#CATFISHED
No.1559
>>1558Hop on 5.16.28.98:10800 with giuroll!
No.1560
>>1554It's more of a matchup issue. Neutral is all about momentum, getting hit once can just lead to losing a round. Poor defensive options in the corner, too. If I get to play Meiling against Aya, it generally feels very comfortable, even favourable for Meiling.
>>1556I think I'm most comfortable playing Meiling, too. She feels like the only character that does the things I want perfectly.
>Also, awesome work on dodging ticket to hell, I must admit I got unacceptably lazy with it.I still can't consistently dodge it, most of the time I only get flukes. I should probably start counting seconds right after I get hit by that, but I never do. There's so much more to think about, the thought doesn't even cross my mind most of the time.
No.1562
How to trick monkey:
>>1561Ggs! My hands hurt now, daily soku limit truly achieved.
I finally rembered to enable audio in lazywebm, now producing Wapchan-only sokuwebms with sound! No.1565
>>1564that's because it's not tight if done at point blank distance, there needs to be at least a small distance so that 236 > 2sc/3sc becomes tight. it's specially tricky with 3sc tornado in the corner because the bullet always spawns at a small fixed distance from you so if you are too far away it will also not be tight. but if you are at point blank range you should just 6c > 2sc/3sc instead
No.1566
>>1565> that's because it's not tight if done at point blank distanceI know it may whiff completely point blank, however it's not the case, 6A->236 give decent amount of distance, enough for middle section of the tornado to hit.
On third webm you can see that Alice grazed literally on the same frame as hitbox became active. And honestly it's best input speed I can pull off
and that's with one of the best pings I've had, I'm not even sure if it's possible to be faster about cancelling 236, but if possible, it would require near frame-perfect input.
Also, anyone remembers how to overtake control in replays in giuroll? I forgot and there isn't anything about it on giuroll's github either.
No.1567
Soku gaming?
No.1570
>>1566>6A->236 give decent amount of distance, enough for middle section of the tornado to hit.that's what it looks like but it's still not tight even with the 6A pushback on cancel. i couldn't tell you why, but that's how it works. i'll probably upload some webms later to show it in action
although seeing how you showed in your webm that blockstun ends exactly one frame before the hitbox comes out, i'd say the rule of thumb is that 236x cannot connect on its first active frame, so it needs at least 1 frame of travel time to make 236x > 2sc tight. that would explain why you need at least a small initial distance when landing 6a > 236x
also
>anyone remembers how to overtake control in replays in giuroll?try F/G, depending on player side
No.1571
>>1570> although seeing how you showed in your webm that blockstun ends exactly one frame before the hitbox comes out, i'd say the rule of thumb is that 236x cannot connect on its first active frame, so it needs at least 1 frame of travel time to make 236x > 2sc tight. that would explain why you need at least a small initial distance when landing 6a > 236xOh yeah, didn't think about it at all. I think I get it now, I simply did 236 too early. On picrel frame Alice still was sliding backwards from 6A, and 236 hit her before she traveled to the corner where we would've had that few frames of travel time needed to prolong blockstun. So it is a real blockstring, but only if starter 6A hits with it's tip, or 236 is timed just right in window between instant hit and 6A blockstun end.
My god, it's so fucky… This funny picture is not as funny for me now.
No.1572
Heat killed all soku gamers…
No.1577
Do Alice's dolls stay forever after they shot their load if you don't use them with skill/spellcard?
No.1578
>>1577Yes. They also reset between rounds.
No.1579
soku?
No.1582
>>1581ggs. River Mist really dragged me back into the huge red hitbox of death after i had already moved out. i fucking hate that weather effect some times (all the time)
thanks for hosting
No.1583
Soku gaming?
No.1586
>>1585Hop on 37.112.173.98:10800 with giuroll!
No.1588
>>1586game crash but GGs
I'm making some rice so let's call it a day
No.1590
>>1589I'm still up for more soku gaming though!
No.1594
Soku?
No.1595
>>1594sure
probably not for too long though
No.1596
>>159589.254.193.118:10800
No.1597
>>1596ggs, thanks for hosting
No.1598
>>1595GGs, thanks for the games. The first Alice mirror confused me. During the first round of the first game I kept trying to use spear dolls. I only realized it was your deck after trying it a few times lol.
No.1599
More soku gaming?
No.1603
We only have two other people besides myself signed up so far (since evidently no one in this thread asked to be signed up). If we end up with less than 6 people signed up I may just postpone this tournament, I'll check back in a few hours but let me know if you'd prefer doing it today or another saturday.
No.1605
>>1330>>1603Sign up minimumbaddiefool
No.1607
>>1603Sign me up as sixty.
No.1608
Is the stream room up? I only get a Cloudflare error
No.1609
>>1608Room is up now, I'll start streaming in about 45 mins or so
No.1614
>>1603Last minute but could you sign me up as Duck?
No.1615
Elegant maido sweeps up the competition and claws victory back! CONGRATS.
No.1617
I'm going to pray next tourney falls on 14th
No.1618
Anyone up for some more post-tourney soku gaming?
No.1620
>>1619Hop on 37.113.226.212:10800 with giuroll!
No.1621
>>1620Give me a min, I'm talking to a client
No.1625
>>1622>>1620GGs, sorry for the sudden disconenctions, work and all that stuff
Also I don't understand 2 things
1, why does the Yuyuko attack graze my bullets when I throw them early or late? I saw the tourney and someohow they could still hit you with bullets
the second is how did that jumping wind attack hit me…. I blocked the tengu drum and basically just hold D + foward, why couldn't I graze it??
No.1626
>>1625I mean cmoooon I held it all the time, right after the block.
I don't get this game man
No.1627
>>1626Ok I just went to the replay take over, on the way I blocked the attack there was no way to graze the wind thing after, it was a guaranteed hit.
But then I tested jumping a bit higher and blocked the attack right in the middle than the OG replay and I could move right after blocking, then graze and then hit Aya.
If I block tengu drum right in the middle I can move freely?
No.1629
>>1627can you post a webm showing the whole thing
tengu drum C follow-up is most definitely grazeable, i wanna see what's happening in that scenario
No.1631
>>1629>>1630Actually I'm retarded, I don't have the replay at home, I'll share it tomorrow then
No.1632
Soku gaming?
No.1634
>>1633Yeah, hop on 37.113.226.212:10800 with giuroll!
No.1635
>>1633I wanted to rehost since last game was hell of frameskips, but it died when you connected after that.
Also, neither 8, 9 or -/+ seem to change latency, can it be changed with giuroll at all?
No.1636
>>1635should be 9/0 (non-numpad), if that doesn't work you can open the giuroll .ini and remap those keys instead
No.1637
>>1634ggs, probably a good time to stop now since the connection is starting to get more unstable after each game
thanks for hosting
No.1638
>>1637Ggs! Today I discovered that I actually hate 20% of soku cast: Patchy, Yukari, Reisen and Tenshi. Reisen is probably less hated than others but with her it's painful to even comprehend what is happening.
Also, finally figured out giuroll's delay stuff, but unfortunately anything lower than standard 5 gave desynchs and felt unnatural.
New plan: Yuyu for high ping games, Aya for low ping games, ignoring matchups whatsoever. No.1640
>>1639you just ran out of actions in the air. you do hj8 > 4D > 8D and by the time you get hit you no longer have any flights/airdashes left so your 6D input results in nothing at all
it's always a good idea to keep 1 air action for landing, using both to move upwards ends with this or with you being forced to block bullets in the air which is never good
No.1641
>>1640Ohhhh I see, when I went to the replay take over I just did hj8> block then 6D did work.
How does this work? is there a number of things you can do in the air?
No.1642
>>1641You only have two dashes/flights once you get off ground.
No.1643
>>1641yeah like that other anon said, by "actions" i only mean flights/airdashes. you can throw out as many attacks, bullets, specials, whatever else, but when it comes to moving in the air you only have two actions. and in Tempest you get an extra third action, but if you aren't very comfortable with the weather it's just better to assume you always have 2
No.1644
>>1642>>1643Ah, I thought only airdashes had a limit, but not flying (as in changing direction of the flight, not the duration)
No.1645
>>1644>as in changing direction of the flightyeah if you stop pressing D and then press it again it already counts a separate flight. characters with perfect flight (and other characters during Sunny weather) can change directions in mid air without having to stop pressing D though, so that is also an option
No.1646
>>1645Alright good to know, changing direction while holding D doesn't seem to reliable so I'll just change my entire playstyle
No.1647
More soku gaming in 15 minutes?
No.1649
>>1648Hop on 176.213.239.185:10800 with giuroll!
No.1651
>>1649GGs
Haven't seen a double KO in a long time.
By the way, what's the trick to uploading a webm with sound? Tried uploading this one but kept getting a message saying invalid webm.
No.1652
>>1651> By the way, what's the trick to uploading a webm with sound? Tried uploading this one but kept getting a message saying invalid webm.Huh, some encoding bullshit I imagine? I just ticked "enable audio" box in webmsforlazies and it werks.
No.1653
>>1652Oh, I use this.
https://github.com/ekisu/mpv-webmSound webms work fine on other boards I've tried but not here for some reason.
No.1654
>>1651>0.2 secRemi did the meme pose!
No.1655
soku?
No.1656
Soku gaming?
No.1657
>>165689.254.231.123:10800
No.1658
>>1656GGs, thanks for the games. Tengu drum turns neutral into a staring contest. There's no incentive to even bait it, as it's unpunishable on whiff and Aya can act on block.
No.1659
>>1658Ggs! I hate Yukari so much it's unreal, still don't get why she gets both strong ranged AND melee moves AMD she's not even slowest ass in soku.
Also, only today noticed how fast Meiling's walk speed is, almost as fast as other character's dashes, trying to catch her on ground is hell.
> There's no incentive to even bait it, as it's unpunishable on whiff and Aya can act on block.That's not entirely true, while Aya can react on block, areas she can hit are quite limited. Until lvl3, she has massive blind zone, like at least 45° in front of her and downwards.
Not mentioning that Aya is completely helpless during initial flight, so baiting for it should work just fine.
No.1660
soku
No.1663
>>1662I can probably play in an hour if you're still around by then
No.1664
>>1663mmmmm that's around when I close shop so idk
No.1665
soku?
No.1667
>>1666GGs. I should seriously remove Corolla Vision until I figure out when I'm allowed to use it as an ender. Then again I wouldn't know what to replace it with.
No.1668
>>1667ggs. i don't think i have it on many decks because of that reason, but i'm pretty sure at the very least it's a good pressure reset because it's + if used correctly. if i were to use it i'd probably use it more during corner blockstrings rather than as a combo spell
thanks for hosting
No.1671
Soku gaming?
No.1672
>>1671still up?
i'll play for a bit
No.1673
>>1672Yeah, hop on 5.16.25.5:10800 with giuroll!
No.1675
>>1673ggs, i can play some more later but i'm guessing it might already be late for you
thanks for hosting
No.1676
>>1674also you don't really need to rely so heavily on reversal spellcards
the mere threat of a reversal can some times be more beneficial than actually using said reversal
No.1678
soku?
>>1677that's true, honestly they are mostly just knowledge check cards that are easily countered if you know how they work. not that they are entirely useless, but Yuyu has some outright broken spells so it's hard for the rest of cards to compete. even 2sc reversal isn't used anywhere near as much as the others, and it's not even bad. 3sc ring has some cool applications though
i guess the sokureplays stats speak for themselves
No.1679
>>1678Still looking for some soku?
No.1682
>>1680Sorry, didn't mean to hit ESC. Hosting with the same IP again.
No.1683
>>1682ggs, connection's been getting a bit weird these last few games so it's probably a good sign to stop for now
thanks for hosting
No.1684
>>1680GGs, thanks for the games. Yukari is a complete mystery to me, it seems like I'm barely using even half of her options. I can see a lot of potential in all of her melee moves, but in the end I only use jA and 66A together with 66B, because everything else requires the player to actually understand when to use it.
No.1685
Soku gaming?
>>1678Bweh… These discord people (I think that's where they grab replays from?) are peak no fun, running decks like 4 coins 4 IkuCounters 4 heals on every character.
Welp, more field for own creativity I guess. I already have some ideas for how to utilize these cards better, but 2/3 of these ideas include fast reverse DP input, which I have major problems with.
No.1686
>>168589.254.248.39:10800
No.1687
>>1685Sorry, give me a second, I seem to have a wrong deck. Rehosting with the same IP.
No.1689
soku?
No.1692
>>1691Yeah. I'll be in the wap lobby
No.1693
>>1685GGs, thanks for the games. I have to say, I almost forgot how good it feels like to have a DP. Messing around with neutral DPs as Marisa was refreshing.
No.1694
>>1693Ggs! I nearly had a seizure in that Yukari game, fwarking THREE river mists per game, when even one makes me want to alt+F4 immediately and crush my keyboard.
> I almost forgot how good it feels like to have a DP. Messing around with neutral DPs as Marisa was refreshing.I still don't get how am I supposed to respond to that and ceiling gaming without being mad. DPs just close any offence plans, while dealing 1.5k damage on each hit (average Aya combo damage btw) and are unreadable.
> just bait them!And if enemy refuses to be baited? Most characters have a choice to continue shooting my face off instead of going into melee, unlike Aya. And ceiling gaming has about same effect, since unlike other characters Aya has pretty much nothing against enemies if they fly high enough.
I guess I will have to make Yuyu not just secondary noob murder pick but actual second main for such cases.
No.1696
>>1689GGs
I'd play longer but that connection was getting kind of bad.
No.1697
>>1694>dealing 1.5k damage on each hit (average Aya combo damage btw) and are unreadable.There's always something that makes people input DPs (or risky moves in general), so they are readable. The same way you started going for 66C when you saw me walking forward to cross under your tengu drum, there has to be some visual cue for people to input DP. For me it's seeing people jump forward, so I often input 623 without thinking. As for the damage, both players risk something in this situation, so isn't it even? You get a combo and pressure if you block a DP, and your opponent gets damage and neutral reset on hit.
>And if enemy refuses to be baited?Then you can expect it and use it to take your turn. It's pretty much rock-paper-scissors. The better you understand your opponent, the better are your chances to win.
I'm sure Aya can do safejumps, too. This should make wake-up DPs pretty much unusable, unless you're chasing a tech on the ground.
To be fair, you did a decent job at stopping 623B by shooting jB before approaching, and eventually I stopped overusing the it, so it feels like you already found an answer during the games.
No.1698
>>1696ggs, yeah shame it was steadily descending into unplayable territory
thanks for hosting
No.1699
More soku gaming in an hour?
>>1697> There's always something that makes people input DPs (or risky moves in general), so they are readableI probably used wrong word, I meant more like unreactable as they are instantly active.
> For me it's seeing people jump forward, so I often input 623 without thinkingWell, here's the problem, when I jump forward in DP range, I'm already doomed since it's AUB. And if I'm out of range, why would there be a DP?
> Then you can expect it and use it to take your turn.Same as above, if I'm baiting while in safezone, it means I'm giving enemy his turn for free, any bullet in this game beats Aya's bullets and it will be used if I'm not closing distance. But then again if I close distance, I get DP.
> I'm sure Aya can do safejumps, too.Now that would help, but at the moment I can only do that accidentally. Still, it doesn't help in neutral at all.
> To be fair, you did a decent job at stopping 623B by shooting jB before approachingIt only works if enemy forgets he has bullets of his own, not too reliable.
No.1700
>>1699Marisa's DP is not AUB. I don't think any of DPs are, either.
>Same as above, if I'm baiting while in safezone, it means I'm giving enemy his turn for free, any bullet in this game beats Aya's bullets and it will be used if I'm not closing distance. But then again if I close distance, I get DP. Aya doesn't just instantly lose neutral if she let's go of an opponent for a second. Even if opponent jumps on you with bullet cover, you still can play around and wait for some reckless move to punish.
>It only works if enemy forgets he has bullets of his own, not too reliable.In the first place, if your opponent can realistically anti-air you with a bullet, then why would he opt to input 623 instead? I feel like using DP as anti-air is either a last resort or an adjustment to specifically beat approach without bullets.
Personally, I think the most reliable way to beating DPs (and any high-risk/high-reward moves) is just respecting them and playing patiently.
No.1701
>>1700> Marisa's DP is not AUB. I don't think any of DPs are, either.Bwuh?! All this time I thought all DPs were AUB… Well it makes quite some difference now.
> In the first place, if your opponent can realistically anti-air you with a bullet, then why would he opt to input 623 instead?Because bullet can be grazed, but DP can't. Marisa also has similar 8A to do antiair to counter Aya's air approaches, but it's obviously an air move and isn't invulnerable like DP. My point is, if opponent shoots any own bullets, it makes Aya's approach uncovered and forces graze, that usually is not fatal since Aya can theoretically graze through and hit before normal anti-air comes out, but it's not the case with instant cancel into DP, closing off air to ground approaches entirely. There are other approaches, but it still sucks to be restricted like that.
> most reliable way to beating DPs (and any high-risk/high-reward moves) is just respecting them and playing patientlyThat's just annoying and goes against "press opponent nonstop till he dies" playstyle, so gifrel. Now that I know DPs are actually air blockable, I only have to react faster. Easier said that done, but my patience is already fully drained with attempts to catch opponent in the first place if he's good at neutral.
Though honestly I'm talking about you specifically here. With others if I lose it's usually because I lose in direct confrontation, but I'm also able to exchange hits stable enough. But your neutral is so infuriatingly good (or mine is so bad?..) that my main concern is getting to you in the first place. Mad cuz bad moment, yeah. No.1702
>>1701That's just annoying and goes against "press opponent nonstop till he dies" playstyle
Melee invincible DPs usually lose to bullets so you can keep up pressure by throwing out more bullets if you know you're opponent is looking to DP. If you're getting hit by them a lot then it probably means you're being too predictable with your pressure.
No.1703
>>1701To me, it feels like 6B hj9 j5A/j8A is a much better option than 6B 623B/C. It's not easy to graze, it leads to a full combo, and it doesn't hurt as much if you whiff. I can imagine it being a little inconsistent at times, but otherwise it's better in every way while also preventing Aya from doing anything.
>>169989.254.248.39:10800, if you're fine with another set.
No.1705
>>1699GGs, thanks for the games. I don't think I've finished a single combo as Aya.
No.1706
>>1705Ggs! Yup, life is most definitely easier when bullets do the chase for you. Also got to land lvl4 butterfly disco in this set, happy.
> I don't think I've finished a single combo as Aya.It took me like half a year of playing her to actually start doing her combos properly.
I still can't do optimal ground BnB combo most of the time and fumble at least 33% aerial combos. Tip: combo tutorials tell you to use j66 to cancel bullets, don't actually do that. D6/D9 is way easier to input in time, and D9 actually lets you fix your altitude if it's suboptimal at the beginning of the combo. I started doing aerial combos much more often with that knowledge.
No.1707
>>1704yeah a bunch of times, netplay is pretty solid
the gameplay is drastically different from soku, the concept of bullets/grazing is obviously there but other than that it's just a different game
No.1708
>>1707Good to know. Guess I'll try hosting some time once I've wrapped my head around it a bit more.
No.1709
I got some time for a few matches, can someone host?
No.1710
soku?
No.1711
>>1710Yeah, hop on 5.165.191.200:10800 with giuroll!
No.1713
>>1711GGs, thanks for the games. I'm surprised how comfortable I felt playing Aya today, probably the first time I had a clean idea what to do in neutral. Her dash attacks are amazing, it seemed like I had complete control over ground.
No.1715
Someone in the tournament stream chat asked where to find games outside of these threads.
I usually just host in one of the public lobbies and play whoever joins. The lobby mod is purely cosmetic so even if you're the only one in the lobby you can still find people to play.
When you host in a lobby it adds an entry to the in-game host list and anyone that can see that list can join you
including the soku discord server.
No.1716
soku?
No.1718
>>171789.254.216.172:10800
No.1720
>>1717GGs, thanks for the games. At some point I stopped thinking and started just playing by feel. I'm surprised by how effective it was, and also by your patience.
No.1721
Soku gaming?
No.1722
>>172189.254.216.172:10800, if you still want to play.
No.1723
>>1721GGs, thanks for the games. Very chaotic games, it felt like both of us airteched every single time it was possible.
No.1724
Mindgame so thick it tricked everyone, lol.
>>1723Ggs!
You got me feel seriously competitive today, one thread is too small for two Aya players…> Very chaotic games, it felt like both of us airteched every single time it was possible.It's supposed to be a bad habit, but in our games neither of us have perfect air oki, so we both get stray wakeup hits on each other only further fueling this habit. But well, what works works.
Also, Meiling's melee hitboxes are so crooked, I still only barely have idea where they hit from how they look. Gotta look them up separately on wiki for next time.
No.1725
Anyone up for short set of soku gaming?
No.1726
>>172589.254.235.142:10800
No.1727
>>1725GGs, thanks for the games.
No.1729
>>1728I've been only playing soku by using in-game hostlist before, if that's what you're asking.
No.1731
>>1730Hopeless Masquerade is awful. If you're going to do one of the floating fighters, make it Antinomy of Common Flowers. Otherwise, any of those would be fine.
Personally, I'd vote for PoFV, although the netcode might be an issue depending on how far away people are.
Also, don't worry about not knowing the lore for EFZ/Melty. Most of the players for those games don't know it either.
No.1735
>>1730I'm very biased towards Melty, so I'm voting for it. Though a PoFV tournament would be nice, too.
No.1737
>>1730Yeah on top of what
>>1731 said, the netcode for HM and even ULiL is beyond awful. And to be completely honest, unless you intend to restrict tournament registration to certain regions, even AoCF would be quite hard to run smoothly without issues due to terrible connections. Same goes for PoFV. The only other official 2hu game that is playable at such long distances is IaMP.
Between those, I'd vote for EFZ or MBAACC. I have barely ever played EFZ but it seemed quite fun and with some very unique character designs, I definitely wouldn't mind playing that. And MBAACC is a classic so you can't really go wrong with it.
No.1738
>>1730What about UDoALG?
The netcode for it seemed actually better than in PoFV. I don't remember where I got the online mod from though.
No.1739
>>1730What about mahjong? Of the games you mentioned during the stream, it's the least region-dependent.
Of course, PoFV or AoCF would be fine too.
No.1740
>>1738UDoALG is not a multiplayer game. No, really, it has multiplayer function, but it's clearly meant to not be played with other people, as you have less tools to actually affect other player (no bosses for scoring and lv2 attacks). And well, Reimu and Chiyari. PoFV has character strength difference as well, but these are outright broken. So while it is possible to play UDoALG, it is not recommended to, and you would be absolute madman to hold tourneys for it.
No.1741
>>1730I already play Melty so I'm most interested in that, but I'm down to give EFZ and AoCF a try as well.
>>1739Also seconding Mahjong
No.1742
>>1739Thirding the mahjong.
No.1743
Soku gaming in 20 minutes?
No.1746
>>1744Yeah, hop on 5.165.189.104:10800 with giuroll! Due to latest technical bullshitteries, only join 30 seconds after you see this post.
No.1747
>>1746Net is especially fucky today, new IP: 5.16.26.91
No.1748
I felt soo smart at this moment and then…
Wiki is written by frauds, AGAIN:
> Does a very good amount of spirit damage on airblock, and more importantly drains the opponent's spirit rapidly should they try to graze it, making it ideal to use against airborne opponents who are low on spirit. When blocked on ground, however, this move drains less than one orb, and is not safe when blockedResurrection butterfly, in fact, does not inflict additional spirit damage on block in air.
>>1744Ggs! I already managed to forget how much I hate returning dolls in blockstrings and oki. Also discovered that Aya's ground 236 is in fact pretty decent move, caught you on it way more times than expected.
No.1750
Just got an idea, is there a mod for soku that allows something like ability draft from dota? So that you can pick any skill/spellcard in your character's deck.
Hardmode: you can't say MUGEN.
No.1751
>>1750Or even worse, draft like MTG
>people pick all talismans and hangekis and end up having to take bad system cards in to fill out the deck>as a result almost nobody leaves neutral>one dude somehow managing to pick a 5-cost card that comes out of a dial-a for his girl and sweeping the whole thing because of the life lead due to conversionfund it
No.1752
soku?
No.1753
>>1752soku!
84.10.221.254:10800
No.1754
>>1753GGs, thanks for the games.
No.1756
soku
No.1757
>>175689.254.205.51:10800
No.1760
>>1756GGs, thanks for the games. I sometimes wish Meiling 623 had some head invulnerability, at least the C version. Apparently, Yukari's 623B deserves it, but Meiling's 623 is good as it is…
No.1761
>>1760ggs
thanks for hosting
No.1762
Soku gaming in half an hour?
No.1763
>>176289.254.240.183:10800, join when you'll be ready.
No.1764
>>1762GGs, thanks for the games. I had no idea Aya's 22X is such a fun button. I was messing around playing her, but now I'm motivated to properly learn the character.
No.1765
I'm starting to think I actually am manipulating weather, just subconsciously… Suspiciously often I started to get such nice weather changes as of late.
>>1764Ggs! I removed 3c superdash and 4c crows from today's deck, and it does seem more efficient, but some part of sovl left it too…
> I had no idea Aya's 22X is such a fun buttonYeah, standard one is pretty neat, and I love camping on it during sprinkle, but Tengu Drum is just way too good for me to keep standard 22. I actually just wanted to ask, why don't you use it? It feels like must have stuff, though what do I know.
> but now I'm motivated to properly learn the characterRival arises!.. But I'm also glad we'll now have two people thinking on how to utilize Aya so we can learn stuff from each other.
By the way, will you be on next tourney? It's been a while. No.1766
>>1765>I actually just wanted to ask, why don't you use it?I think there's two reasons. First one, it's just obnoxious and not fun to play against. Second one, I don't think I really have a use for it in neutral. In my head, it fulfills the same role j236C does: a weird special that you throw out at random to mess with your opponent. The are other ways to use it, of course, but nothing
only tengu drum could do.
>But I'm also glad we'll now have two people thinking on how to utilize Aya so we can learn stuff from each other. I feel like we play the game too differently to really learn from each other. You constantly throw out bullets and try to approach, and I barely use bullets and prefer staying around half a screen away from my opponent, around the spacing where 66B can hit.
>spoilerI was planning to participate, if nothing goes wrong.
No.1770
>>1766> First one, it's just obnoxious and not fun to play against.Interesting. It's both respectable stance and mad cuz bad moment.
> In my head, it fulfills the same role j236C does: a weird special that you throw out at random to mess with your opponent. The are other ways to use it, of course, but nothing only tengu drum could do.Now that's some blasphemy. Gust fan is cool and all, but it's mostly used in combos, while there is nothing Tengu Drum can't do.
Well almost, it doesn't graze. Tengu Drum is: third aerial move (what standard 22 mostly does), mixup after lvl2 (or combined with spellcards), crossup, fastasfuark move almost like Alice's trip wire laser (and only Aya's move with this property), on higher levels a trick move thanks to adjustable movement too. And after opponent gets acquainted with it, it gets some terror effect as well. All that for simple 22 too, fast to input and impossible to fail like DP.
I actually don't have enough cool Tengu Drum footage to illustrate all usages, but here are some webms to show terror, speed and bait potential.
If you feel like standard leveled 22 can be as useful and versatile, then I'm really looking forward to see that in practice, maybe I'm overlooking something.
> I feel like we play the game too differently to really learn from each other. At the very least we'll learn to counter each other's playstyles. Today I already felt like I've had easier time catching you compared to previous sets, though maybe I'm only side that has something to learn here.
> You constantly throw out bullets and try to approach, and I barely use bullets and prefer staying around half a screen away from my opponent, around the spacing where 66B can hit.Can't say about Aya mirrors yet, but passive Aya vs other characters sounds like complete nonsense to me, or something that would take titanic patience and long ass games. So if you manage to successfully run non-approaching Aya, especially vs other characters, I'll definitely be interested in seeing that.
No.1772
>>1770Somehow, I wrote j236C, managed to reread the post a few times, and it still didn't occur to me that it's the wrong input. I meant the j214C.
>If you feel like standard leveled 22 can be as useful and versatile, then I'm really looking forward to see that in practiceI don't think it will ever be better than the tengu drum, but it can be used to do some weird things that no one will know how to counter at first. Aside from that, it gives Aya almost unlimited mobility in the air as long as she has spirit, and lets her play mindgames with her opponent even more than tengu drum does.
>passive Aya vs other characters sounds like complete nonsense to meThat's pretty much what I do with Meiling, staying at the range where rising jA will hit any reckless movement. It feels like Aya has to do things a little differently, but the wait-and-see approach doesn't change much.
No.1773
Soku
No.1774
>>177389.254.240.183:10800
No.1775
>>1773GGs, thanks for the games.
No.1777
sunday soku?
No.1778
soku?
No.1782
>>1781Try 178.44.103.240:10800 please. If it doesn't work either, you'll have to host yourself.
No.1783
>>1779GGs, thanks for the games. Aya's 2A being +0 on rightblock is a crime.
No.1785
>>1779I prefer saving it for the next round if I have health advantage or can level up important cards.