No.1788[Last 50 Posts]
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/wapsoku6I'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/sokutourneyPREVIOUS 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.
No.1791
Soku gaming?
No.1792
>>179189.254.198.217:10800
No.1793
>>1792Game froze right after final game, lol. Anyways ggs!
Chasing Aya with 3 aerial moves all across the map with Aya is as bad as it can get. Atrociously exhausting stuff, I just don't have patience for that. Thank god Yuyu exists.
No.1794
>>1791GGs, thanks for the games. Sometimes when I see you having 4sc in the hand and don't want you using it in neutral I try to play very aggressively, but I wonder if it ever stops you from using it. Feels like nothing changes when I do that.
>Atrociously exhausting stuff, I just don't have patience for thatThat's how I feel like when I have to play against Yuyuko. I just don't know how to play neutral at her pace without instantly losing.
No.1795
>>1794> Sometimes when I see you having 4sc in the hand and don't want you using it in neutral I try to play very aggressively, but I wonder if it ever stops you from using it. Feels like nothing changes when I do that. I just try to somehow get a moment to shove the rocks in, like to get you block something or stuck in air.
My card play is dumb as that unfortunately, often I'm either locked in when I have my favourite spellcard ready (4c/5c/Yuyu's butterfly disco) or ignoring card bar whatsoever.
> That's how I feel like when I have to play against Yuyuko. I just don't know how to play neutral at her pace without instantly losing.It's either skirmish-cancelling stuff like Yukari's lasers or closing up since Yuyu's bullets are hellushly slow. Personally I'd choose to play against Yuyu rather than Yukari any day, but maybe I just never met actual Yuyu mains yet.
And considering how gay their average decks on discordstats are I also don't want to. No.1796
soku?
No.1797
>>179689.254.198.217:10800
No.1799
>>1796GGs, thanks for the games. I'm genuinely sick of mashing A to get my combos going, it feels like 5AAA doesn't have any hitstun at all.
No.1800
soku
No.1801
>>180084.10.221.254:10800
soku!
No.1802
>>1800GGs, good soku. The RNG clearly had a bias tonight.
No.1803
>>1802ggs, thanks for hosting
the game has its preferences some times
No.1805
Soku?
No.1809
>>1808Yeah. I'll be in the wap lobby.
No.1810
>>1809ggs, i'm way past the point where i'm physically incapable of continuously blocking for more than 5 seconds which probably means i should go to bed
it's fun playing against you, thanks for hosting
No.1811
>>1810GGs.
I don't blame you, it's pretty late. Fun games as always.
No.1813
>>1788> 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.Oh, just noticed. Nyo PoFV tourney in foreseeable future?..
No.1814
soku?
No.1815
>>1814soku!
84.10.221.254:10800
No.1816
>>1815GGs, thanks for the games.
No.1818
soku?
No.1819
>>1818Join up in the wapchan lobby
No.1820
>>1819GGs, thanks for the games. I forgot Reisen had that 214X skill, and I wish I didn't have to remember. The entire screen is a bullet during sprinkle lol.
No.1821
>>1820GGs. Unrealistic but I really wanted to make a comeback with that single pixel of health. While drowning in all those 2As, I forgot what fighting game I was playing for a second
Yeah lvl4 ripples are the funniest shit. Won't usually beeline into leveling them but I sure as hell am down to spam it in sprinkling
No.1822
soku
No.1825
Soku gaming?
No.1826
>>1825178.44.103.240:10800
No.1827
>>1825GGs, thanks for the games. Backjump jB after blocking 6A is surprisingly strong against Alice, feels like she always has to commit to something risky to punish it.
No.1828
>>1827Ggs! Meiling's charged melee is some mystery shit move. I block it high, I get guard break, I block it low, I get guard break. I may be rarted but it really seems unrightblockable, or low/high charged attacks look almost identical…
> Backjump jB after blocking 6A is surprisingly strong against Alice, feels like she always has to commit to something risky to punish it.It's lamest blockstring ending actually, I do that when I'm either too scared or too lazy to actually read and catch ground/air escape. It shouldn't be tight so just graze through and do 6A. Returning doll/trip wire laser right after blockstun should work too but they seem absent in your deck.
No.1829
>>1828I meant jB after blocking Alice's 6A, it forces her to do something right away instead of letting her setup freely.
>It's lamest blockstring ending actuallyAlso, I'm surprised you ever end your blockstrings. Aya's stagger pressure is scary in general, and Alice's buttons are too slow to reliably challenge her resets.
No.1830
soku?
No.1831
>>1830soku!
84.10.221.254:10800
No.1832
>>1829Oh you meant this. Yeah, I imagine that's where my habit of constantly throwing bullets comes from, since most of my soku experience is against Alice.
> Also, I'm surprised you ever end your blockstrings. Aya's stagger pressure is scary in general, and Alice's buttons are too slow to reliably challenge her resets.1) Alice's 66A is where it ends, it's nowhere near being slow, it is in fact fast as fuark. Trip wire and returning dolls also stop such attempts, as well as stuff like DPs for other characters.
2) I can get mixed up in stagger pressure more than my opponent, sadly, overthinking/not thinking enough.
Also I don't like the feel of stagger pressure on both sides overall, I'd rather go for something more guaranteed and tight and I'll keep searching for such options.
No.1833
>>1832>Alice's 66A is where it ends, it's nowhere near being slow, it is in fact fast as fuark2A after any wrongblock (or after rightblocked 5AAA/f.5A) beat her 66A if done fast enough, though it's much easier for Alice to mash than for Aya to catch it.
No.1835
>>1834ggs, that Aya game with literally nothing but River Mist and Typhoon made me remember just how much i fucking hate River Mist, yet again
thanks for hosting, was fun
>if only you used it during a round and not between them.maybe yeah but everyone has counterplay to that 5sc if she uses it during a round, it's called beating the shit out of her while she's a sitting duck during start up
No.1837
Looks like I scheduled this too close to the date, lmao. Probably going to move it to the 28th unless a few other people sign up for today in the next hour or so. But since I have the calendar now everything will be planned further out.
>>1813This is going to happen it's just kind of hard to plan all these events myself since I'm working around events on other boards (but the first one will probably happen in late June/early July.)
I might move all these board event threads to a different board or a dedicated board just because they're kind of scattered around the site at the moment… Not sure
No.1838
>>1788Sign up melon friend
It's time to play ball
No.1839
>>1837Sign up Duck.
I imagine most people are going to join last minute.
No.1840
Looks like we got enough to go ahead for today (but other folks can still sign up)
Stream will start in 20 mins or so at
https://stream.wapchan.org/r/sokutourney No.1843
>>1842Congratulations dude!
No.1844
>>1842A winner is you! Congratulations.
No.1850
I keep getting an error when trying to join people in the lobby, it tells me their version is "0.6-62" and mine is just "0.6", I even installed it with the link and instructions given in the OP
No.1851
>>1850oh, but I have no issues connecting when it comes to spectating matches for some reason
No.1852
>>1850>>1851This specific error means that those players are running the Chinese version of the game (which is 62fps instead of 60). You can still play against them if you just launch the game with Giuroll CN instead of Giuroll
No.1853
>>1852> (which is 62fps instead of 60)Is there any reason/advantage for such framerate?
No.1854
>>1852okay, thanks for clearing that up
No.1855
>>1853not really, it's basically just a bug from the version they're used to playing
No.1856
Soku gaming?
No.1857
>>1856I'll play for a bit
No.1858
>>1857Hop on 37.112.170.145:10800 with giuroll!
No.1862
soku
No.1864
soku?
No.1866
>>1865I'll be in the wap lobby in a moment
No.1867
>>1866okay i'll probably be there before you
No.1869
>>1868you're not edit me? I'm still hosting if you're up for it
No.1870
GGs Maidori, and GGs to edit me if you're still here
No.1872
soku?
No.1874
>>1873can I play when you're done?
No.1875
>>1874nevermind I need to go to sleep
No.1876
Anyone else up for soku gaming?
No.1878
>>1872GGs, good soku. Thanks for playing.
>>1875Goodnight.
No.1879
>>1878ggs, thanks for hostan
No.1880
>>1877Hop on 37.112.170.145:10800 with giuroll!
No.1883
>>1882Ggs! That AMD driver updater popping out in my face right during the decisive moments of last match… Thanks for sparing me there if you did. Overall I loved how close these games went.
> You've been putting in work on your pressure game I see, I don't recall having to deal with a crush setup from you beforeI switched to more meta deck with 2x2c and 2x3c tornadoes as of late, they do help a lot to drain spirit and acknowledged
>>1833 that wrongblocks are not just spirit drainers but also reset opportunity. Also, it's not on webm, but you often decide to block my lazy jump->bullet resets. Even though I like it a lot, really don't do that, they are easily grazeable.
No.1884
Soku anybody?
No.1885
>>1884i could play a few games
No.1886
>>1885Go to the wapchan lobby. I'll be ready in a second
No.1887
GGs
No.1888
>>1886ggs, i'm going to bed now
thanks for hosting
No.1890
soku?
No.1891
>>1890I'll play for a little bit
No.1892
>>1891Hosting in the wapchan lobby.
No.1893
>>1892GGs. Some of those matches were sooooo close.
No.1897
soku?
No.1899
>>1898can I play when you're done?
No.1901
anyone else soku?
No.1902
>>1901I'll play but not for long. I'll be in the wap lobby
No.1903
>>1901GGs, thanks for joinging
No.1908
>>1897GGs, thanks for joining. Are you trying to git gud with all these characters?
>>1899Rehosting
>>1898 for a few minutes.
No.1910
>>1907ggs, i have to do something for a bit, i'll be up for more later if you still wanna play
No.1912
>>1908GGs, thanks for hosting
No.1913
>>1910back, anyone up for more?
No.1914
>>1912GGs, 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
>>1909damn you actually play in japanese?
No.1919
>>1918Hosting in the wapchan lobby.
No.1920
New entry in Alice bullshit book, meet - resurrection!
I know it's just rollback but her 5/6A are cancellable to illegal extent.>>1915Ggs! I even almost believed I could manage >50% winrate today from that start, but not just yet.
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
>>1918GGs, 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
>>1923ggs, thanks for hosting
No.1926
>>1914I'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
>>1926I 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.1930
>>1929Hosting in the wapchan lobby.
No.1931
>>1930GGs, thanks for hosting
No.1932
>>1929GGs, thanks for the games.
No.1933
soku?
No.1934
>>193384.10.221.254:10800
soku!
No.1936
>>1934GGs, thanks for the games.
No.1937
soku
No.1939
soku
can't host
No.1941
>>1940ggs
thanks for hosting
No.1943
>>1942Diagonal 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
>>1942i 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.1948
>>1947Yeah, hop on 5.16.25.64:10800 with giuroll!
No.1949
soku?
No.1952
>>1948GGs, thanks for the games. I wish I could anti-air with command normals more often, but you always throw bullets before approaching.
No.1954
> so yeah just acknowledge that enemy can deny any blockstring attemps including autocombo and DPs become completely fine and straight skillYeah, no. I'm still playing like they don't exist and nothing will change my mind.
>>1952Ggs! 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.1963
>>1962Yes, 89.254.216.250:10800.
No.1964
>>1962GGs, thanks for the games. I didn't expect that running proper stagger pressure would be that hard on this delay.
No.1965
>>1964ggs, 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
No.1982
Haven't played in so long. Did the netcode ever get fixed?
No.1984
>>1982Relatively newly introduced giuroll makes intercontinental matches playable, if that's what you meant.
No.1985
>>1982>Did the netcode ever get fixed?Was it even broken before? SokuRoll is quite old by now and it was already good enough to make cross-continent matches possible. The new tools are simply QoL upgrades but they're not exactly a complete overhaul of the old netplay tools. What issues did you have with the netcode back then?
No.1986
Soku gaming?
No.1988
>>1987Hop on 5.16.24.55:10800 with giuroll!
No.1990
>>1985The built-in netcode was pretty bad. Even a good connection was 4 frames of delay at minimum.
No.1991
>>1989Ggs! I feel like I've lost couple dozens of IQ while trying to outshoot that doll during typhoon. Rest of IQ has been lost when you discovered you can jump out of my dashes. I couldn't really think of a solution on go, so I've got some important homework now.
Also, have you progressed your superplayer powerlevel to the point of active weather manipulation? This amount of typhoons and river mists is just uncannily big.>>1990With giuroll it's roughly 1 delay frame per 40 ping, 150-160 pings are playable with 4-5 delay, very close connections can be 0 delay.
No.1992
Soku?
No.1993
I rebuilt the soku lobby to run natively instead of through wine, shouldn't have any issues but if there are let me know
No.1994
>>1990But no one has been using the built-in netcode for over 12 years. SokuRoll does add 4 frames of delay merely by default, but that could always be increased or decreased manually. The newer versions do that automatically though so if that was your main gripe then yes, that has been fixed.
No.1995
>>1991>spoilerI admit to forcing some Typhoons
but if my weather control was any good, there would be no River Mists.>>1992Soku!
84.10.221.254:10800
No.1996
>>1995GGs I finally got a 2-0 with you and those first matches I was in top form
But that last match just destroyed my morale, wtf was that
No.2004
soku?
No.2005
>>2004Yeah, hop on 5.16.24.55:10800 with giuroll!
No.2006
soku
No.2007
Not even sure why that j.5A didn't get me, but looks funny.
>>2004Ggs!
No.2008
>>2005GGs, thanks for the games. Even though I win more often than not, I really dislike playing Yukari against your Aya. Once Yukari gets her 5B out, Aya just can't get in and we start dashing around pointlessly. Not only it's not very fun, it even feels stressful to me because Yukari's air buttons are relatively slow to challenge Aya's jA, and also because I don't know how to use bullets properly.
Also, it always feels good to see people trying out Alice. Was she fun to play?
No.2009
>>200689.254.217.145:10800
No.2010
>>2008> Even though I win more often than not, I really dislike playing Yukari against your Aya.Mutually assured suffering matchup, lel. Welp I'm glad I'm at least able to keep you with Yukari on your toes, from my side it's pure suffering no matter if it's neutral, pressure or defence, each feels quite frustrating.
> Also, it always feels good to see people trying out Alice. Was she fun to play?Yeah, being in Alice chamber for more than half a year by now made me grow some affection towards her. I won't main her or something as this thread already has enough Alices and I'm not exactly fond of mirrors, but she is fun to play.
No.2011
>>2009ggs, i still have zero clue of what this character's gameplan is meant to be. it still works somehow but it feels like i'm just chipping down your HP with stray bullets 99% of the time and i can't get anything else going
also soku anyone else?
No.2012
>>2011I'm in the waplobby
No.2013
>>2011GGs, thanks for the games. I really enjoyed playing around your reversals. Playing against a character with a DP introduces a new guessing minigame that I miss in other matchups.
>i still have zero clue of what this character's gameplan is meant to beI don't understand her either, but I think she has to be played like a setplay zoner, since her bullets along with 421B make neutral your opponent's problem. Though I'm not sure what she can do after she sets up, it feels like she can't approach or open up people that are willing to dash block in neutral forever.
>>2010>this thread already has enough AlicesI wouldn't say one and a half Alice player is enough for this thread. We need more!
Jokes aside, I'd love to see another Alice that plays in a distinctly different way from what I'm used to.
No.2014
man I hate my internet
No.2016
>>2013>Though I'm not sure what she can do after she sets up, it feels like she can't approach or open up people that are willing to dash block in neutral foreveryou don't even have to dashblock, if you just graze in place up and down you already win neutral more often than not. even having you block would be good for me because how high my spirit damage is, but i can't really abuse that if i can't approach and if i can't really get the opponent to approach either
this is where having a large spammable melee move or actual movement speed would be extremely helpful, but without those it's hard to get anyone to block and i still can't find an answer for that
>>2015ggs, was fun while it lasted. hopefully you can get that sorted out soon
No.2017
>>2016Can't Patchy punish grazing with instant air j6A, or at least get in with hj9 j2A if the spacing allows it?
Also, if you think about her like a dedicated zoner, isn't slowly chipping down on the opponent health is enough? If she ever gets in, she can guarantee BE or a crush with meter, and once she has momentum in neutral she can prevent any kind of approach relatively safely.
>large spammable melee move or actual movement speed would be extremely helpful, but without those it's hard to get anyone to blockI think j6A is somewhat spammable, especially after 421B has been set up. I imagine the most important part of Patchy's neutral is after she sets up 421B, because at this point she can either try to catch an approach or set up delayed bullets again. I'm pretty bad at playing her, but I had some success looping 4B 421B in neutral.
Also, isn't it easier to play zoner-like characters when your opponent doesn't like to block because it gives you more opportunities to punish reckless approaches?
No.2019
>>2013>We need more!NO MORE ALICE AAAAAAAAAAA
No.2020
Soku?
No.2021
>>2017>Can't Patchy punish grazing with instant air j6A, or at least get in with hj9 j2A if the spacing allows it?kind of, air j6A is terrible outside of land cancel because it has almost 20f of startup and it has immense recovery so it's usually reserved for extremely hard reads, and the reward isn't great either so the risk/reward is very skewed against it. on landcancel it's a different story, but the problem is that it almost entirely halts your vertical momentum so you have to use it almost exactly as you touch the ground, which isn't hard but it limits its timing quite a bit, so it can't be spammed very quickly at all. j2A is better for that but it's even slower so it's really prone to losing air-to-air
>Also, if you think about her like a dedicated zoner, isn't slowly chipping down on the opponent health is enough?issue is, she doesn't really work as a dedicated zoner. yes i can get away with zoning and chipping down, although usually relying on the opponent's movement flubs rather than any real traps. grazing in place up and down gives you permanent graze frames so, if done well, there's no reason to approach her while she drains her own spirit. also most of her bullets are not that dense at all, a bunch of characters can out-snipe her easily at full screen like Sakuya/Iku/etc, and characters with large melee moves can even counter-zone her instead because slow movement means you don't get to weave in and out of their ranges as easily while grazing
>Also, isn't it easier to play zoner-like characters when your opponent doesn't like to block because it gives you more opportunities to punish reckless approaches?in a normal fighting game yes, definitely. projectiles are usually meant to force the opponent to approach patiently, and if you don't block a fireball you'll just get hit. when grazing exists it's a bit different though because they can approach more freely, so the idea is that you don't force the opponent to approach slowly but rather you force them to graze towards you and then punish that with melee moves, or you force them to graze away from you and corner themselves. the problem is that against triangle grazing you can't really force the opponent to graze anywhere near you or give up stage control, so now they won't approach you and if you don't have the tools you don't get to punish that
No.2022
soku?
No.2024
>>202389.254.248.80:10800
No.2025
anyone else soku
No.2026
>>2025Hop on 5.16.25.183:10800 with giuroll!
No.2028
>>2023GGs, thanks for the games. If only Meiling had a consistent combo from 4A aub that doesn't require almost frame-perfect inputs. Dash up 4A is such a good tool, but it basically doesn't lead to anything.
No.2029
>>2026ggs, i feel there wasn't much character variety today for some reason
thanks for hosting
No.2030
Now that was just rude…
>>2029Ggs! Yeah, quite a lot of repeats, but from my perspective it's optimal, I at least have some opportunity to learn on go instead of constant chaos. Also, Sanae matches really made me think, how are you supposed to fight ceiling gaming at all without piercing bullets? Descending bullets cover entire screen so I can't just walk away, grazing can be fatal since with bullet comes already active opponent ready to slap graze with melee… I'm out of thoughts here.
No.2031
>>2030lel i wasn't expecting to get away with that, i never used that card to dodge before so i'm glad that worked
>how are you supposed to fight ceiling gaming at all without piercing bullets?there are almost no bullets that can hit at that angle while having enough density to penetrate that barrier. it's obnoxious to deal with so that's why i abuse it. you normally can't afford to hit her on her way down, but you most definitely can chase after her if she flies up since she doesn't really have good cover while rising and her aerials aren't very threatening from that angle. there's not much time to react though so you should try to anticipate it
No.2032
soku?
No.2033
>>2032Yeah, hop on 37.112.22.221:10800 with giuroll!
No.2034
>>2033Internet critically ded, new IP: 37.112.156.156
No.2036
>>2035ggs, yeah her offense is really scary but everything else… neutral is a bit too bullet dependent because her melees either lack range or take quite a bit of commitment, and in defense she's just a sitting duck, if you manage to lock her down you can bully her pretty easily
>Also, does Reisen really have tight ground pressure resets?yes, i don't think 236x is tight off of anything at a slight distance though, i have to be pretty much right next to you to connect 6A/3A/2C into it, so if you notice enough pushback you can safely high jump out of that. otherwise yeah, 236x is a free reset and it's also fairly easy to catch BEs out of it, on top of doing stupid chip damage if you decide to block the whole things
No.2040
Soku?
No.2044
>>2041GGs, I feel like I'm finally starting to undertand how to beat Alice.
But why the fuck this attack still connects when I'm properly blocking? is it because of the sun shower?
No.2046
>>2045Oh so you KNEW, damn I need to study more.
No.2047
Soku gaming?
No.2049
>>2048Hop on 37.112.156.154:10800 with giuroll!
No.2050
>>2048Ggs! This 5C didn't go as planned, I'll take broken orb
and knowledge that it does 2.5 spirit damage in air as consolation prize. Turns out this gravitational anomaly can be sometimes used on purpose after all.
No.2051
>>2050ggs, i think i might have found my new best friend
thanks for hosting
No.2052
soku?
No.2053
>>2052host, i can play a few games
No.2054
>>2053178.44.102.102:10800
No.2055
>>2054ggs, sorry for the random disconnect after the first game but my controller was dying for some reason and kept eating like half my inputs. might have to give it a check now
thanks for hosting
No.2056
>>2053GGs, thanks for the games. Sometimes I feel like the wiki lies and Okuu's 5A actually has 4 frame startup. I was so sure I'd get a hit with f.5A here, but your 5A was faster.
Also, more soku?
No.2057
>>2056f5As tend to be slow on startup, and your input happened only 1f before mine so i kinda had a huge advantage there
the funny part is that i can get away with that because that thing outranges almost all 2As/4As for some reason and you simply cannot challenge it at that range
No.2059
>>2058178.44.102.102:10800
No.2060
>>2058GGs, thanks for the games.
No.2062
>>2061It's not an actual reversal, it's just slightly faster than 5A. I've never seen someone hit Meiling out of it and avoid it completely.