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File: 1750123328978.png (884.38 KB, 1500x1100, wapsoku6.png)

 No.1788[View All]

It's a dork summer!

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/pY5E3lsLgh or reply so I can add you manually.

View the bracket at https://challonge.com/wapsoku6

I'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

PREVIOUS CHAMPS:
I - superplapper
II - Az
III - Az
IV - sixty
V - Duck

NOTE: I was busy earlier this month so this tournament was scheduled pretty close to when it's planned to happen to leave a weekend for the mahjong tournament. This may be pushed back depending on how many people sign up.
101 posts and 22 image replies omitted. Click reply to view.

 No.1908

File: 1750875037674.jpg (167.08 KB, 1200x1200, GtKV70wbMAEjIlV.jpg)

>>1897
GGs, thanks for joining. Are you trying to git gud with all these characters?
>>1899
Rehosting >>1898 for a few minutes.

 No.1909

GGs, thanks for the games.

>Are you trying to git gud with all these characters?

No, I just find most characters either boring to play or obnoxiously hard to play, so I switch characters often.

 No.1910

>>1907
ggs, i have to do something for a bit, i'll be up for more later if you still wanna play

 No.1911


 No.1912

>>1908
GGs, thanks for hosting

 No.1913

>>1910
back, anyone up for more?

 No.1914

File: 1750877600101.jpg (280.17 KB, 1427x2193, GsRw7nwawAE8w0d.jpg)

>>1912
GGs, long time no see (in soku).
It's better to hold block on wakeup, especially if you're in range of your opponent's melee. Trying to score a lucky hit will only get you knocked back down.

 No.1915

Soku gaming for whoever joins first at 5.16.31.50:10800!

 No.1916

soku?

 No.1917

>>1909
damn you actually play in japanese?

 No.1918

>>1916
can you host

 No.1919

>>1918
Hosting in the wapchan lobby.

 No.1920

File: 1750882440375-0.webm (185.12 KB, 958x720, 1596822036302.webm)

New entry in Alice bullshit book, meet - resurrection! I know it's just rollback but her 5/6A are cancellable to illegal extent.
>>1915
Ggs! I even almost believed I could manage >50% winrate today from that start, but not just yet.

 No.1921

File: 1750882667602.jpg (658.21 KB, 1756x2479, GsVx7viaMAApDtB.jpg)

>>1920
GGs WELL PLAYED holy shid. The early games were brutal, if only that'd last. Please keep getting better and better.
I tried and I couldn't do the graze-through-Tengu-Wind-2card-blockstring thing against other people's Ayas. But it seems like you tightened it up halfway through the set.

 No.1922

>>1921
> I tried and I couldn't do the graze-through-Tengu-Wind-2card-blockstring thing against other people's Ayas. But it seems like you tightened it up halfway through the set.
I figured how to make it tight in corner, midscreen however I'm still experimenting with ranges and bullets. Ideally I want to do 236->2c for chip damage, but timing and range windows for this are super tight and not guaranteed to occur unlike in corner. It also might be that I'm just naturally bad with inputs in general.

 No.1923

>>1918
GGs, thanks for the games. Punishing Iku's j2A after lowprofiling it has to be among the most pleasant things this game has to offer.

 No.1924

>>1923
ggs, thanks for hosting

 No.1926

>>1914
I'm genuinely surprised to hear you say that. A different Soku player told me my problem was the opposite of that. I block too much and didn't display enough offense. I thought he was right because I've managed to win against or at least KO almost every player I've played against at least once in the past few days, possibly more than I ever did in the span of time that I played before went on a long hiatus. I don't know how else I can explain making a noticeable improvement after not playing the game for 2-3 years. Regardless, you have a point too. Blocking is indeed something I struggle with. I don't like blocking because I find it hard to get out of one as soon as I start. Some players can dish out attacks so fast that I struggle to find an opening to escape or fight back. How do you avoid that pitfall?

 No.1927

>>1926
I guess the main takeaway should be that you shouldn't be picking the same option 100% of the time. In general there's never a "correct" option in a fighting game, there's never one choice that will always win an interaction for you, at least if the game is even remotely balanced. Even the safest options will lose if your opponent catches on to them. That's why it's important to always mix up your options, no matter how small they may seem. Are you airteching or not? If you do, are you doing it as early as possible or are you delaying it? If you don't, are you waking up in place or tech rolling? If you tech roll, or you doing it forwards or backwards? Once you do, will you block or mash? Or maybe just high jump out? None of those things require pretty much any execution, yet if you mix them up often your opponent is bound to mess up at least once. And that's before you even get to blocking.

Also, when it comes to blocking vs mashing, obviously you can't win while blocking all the time because you simply won't do any damage. But mashing the entire time will probably get you killed extremely quickly if the opponent is paying attention and putting effort in timing their oki/frame traps/etc. In this game specifically, mashing melee normals loses really easily to bullet spam, so if someone decided to lame you out there would be little you could do against that. Obviously, if they do neither of these things, then you can get away with that game plan. Just like there are no "correct" options, there are also no "wrong" options. If your opponent is losing to that then there's no reason to change it up. But if it stops working, it's at least good to know why it doesn't work so you know what to change.

>Some players can dish out attacks so fast that I struggle to find an opening to escape or fight back. How do you avoid that pitfall?

An easy option is to bring tons of defensive cards in your deck, i.e. lots of bombs, hangeki, coins (although those are a bit harder to use well), reversal skills/spells. If you get caught blocking you can mash them during block frames to buffer them and hit the opponent if they leave even the tiniest gap. Reversals skills/spells require you to stop holding block though, so you have to make sure you are buffering them fast enough. And keep in mind these tools are like training wheels for defense. Like I said earlier, there aren't any options that will always win an interaction for you. Good players will notice those cards and bait them out, then punish you for abusing them. Then again, baiting them out implies they have to leave gaps in their offense, which will open up the chance to escape without having to use anything at all. And that's a matter of you eventually becoming able to recognize those patterns and taking advantage of them

 No.1928

soku

 No.1929

>>1928
I'll play

 No.1930

>>1929
Hosting in the wapchan lobby.

 No.1931

>>1930
GGs, thanks for hosting

 No.1932

>>1929
GGs, thanks for the games.

 No.1933

soku?

 No.1934

File: 1750955019045.jpg (376.03 KB, 1442x2048, GO54XEdaAAA4fLx.jpg)

>>1933
84.10.221.254:10800
soku!

 No.1935

File: 1750961754148.jpg (405.25 KB, 1378x2000, GOasgNma8AAaU-_.jpg)

>>1933
GGs, thanks for playing.

 No.1936

>>1934
GGs, thanks for the games.

 No.1937

soku

 No.1938

File: 1750967572304.jpg (102.96 KB, 960x1080, GOFwwiWasAA3KQN.jpg)


 No.1939

soku
can't host

 No.1940

File: 1750974693377.jpg (1.13 MB, 2000x2400, GOljyina0AA2hDp.jpg)

>>1937
GGs, thanks for joining. Good soku.

 No.1941

>>1940
ggs
thanks for hosting

 No.1942

File: 1751008288740-0.jpg (660.43 KB, 1000x1000, 1595562813522.jpg)

Is there a way to trick soku into thinking that numpad is like gamepad's stick and accept 1-3-7-9 inputs from it? If so, would this be considered cheating?

 No.1943

>>1942
Diagonal inputs are two buttons pressed at the same time and there's software that lets you bind a combination of presses on one button so yeah it's possible.
Pad works a bit differently from two-button thing but binding stick direction on a button through software might be possible too.
Wouldn't consider this cheating personally since inputs are the easiest thing to get down anyway. If you're struggling I'd recommend trying hitbox/keyboard. I find hitbox way easier and more comfortable since keyboard is what I grew up with.

 No.1944

>>1942
i don't see that being too useful so i don't think that would be considered cheating. even most pad players tend to use the d-pad rather than stick so yeah, having dedicated diagonal inputs isn't really a common concern

 No.1945

Soku gaming?

 No.1947

>>1945
Can you host?

 No.1948

>>1947
Yeah, hop on 5.16.25.64:10800 with giuroll!

 No.1949

soku?

 No.1950

>>1949
me, can't host

 No.1951

>>1950
me neither

 No.1952

>>1948
GGs, thanks for the games. I wish I could anti-air with command normals more often, but you always throw bullets before approaching.

 No.1953

>>1951
Well damn

 No.1954

File: 1751053574261-0.webm (348.63 KB, 950x720, 1636004963142.webm)

> so yeah just acknowledge that enemy can deny any blockstring attemps including autocombo and DPs become completely fine and straight skill
Yeah, no. I'm still playing like they don't exist and nothing will change my mind.
>>1952
Ggs! Apparently hisoutensoku-introduced characters all have "funny" melee hitboxes, Sanae's animations are as broken as Meiling's or Okuu's 4A.
> I wish I could anti-air with command normals more often, but you always throw bullets before approaching.
What little I learned about approaching is to always cover your way. Which I could've been doing much better tbh, especially on oki.

 No.1961

soku?

 No.1962

>>1961
still up?

 No.1963

>>1962
Yes, 89.254.216.250:10800.

 No.1964

>>1962
GGs, thanks for the games. I didn't expect that running proper stagger pressure would be that hard on this delay.

 No.1965

>>1964
ggs, that's the kind of thing i'd rather learn by getting the timing down rather than relying too much on visual cues. for 2A specifically, it's not even particularly + so as long as you don't mash it you'll probably get decent frame traps
thanks for hosting



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