I'd love to register to that, but I don't think I can cram a tournament into my schedule. I'm having enough of a time juggling uni and my PbP games without dropping a game at the moment.
I'd love to peek in on a game or two, though.
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Jm2c on Myth-Weavers and the Exalted IRC channel. Agita on MinMax boards.
The Avatar that Lurks in the Boundary by Prime32.
Spoiler
Most Vile loli this side of Mariko, also by Prime32.
I'd love to register to that, but I don't think I can cram a tournament into my schedule. I'm having enough of a time juggling uni and my PbP games without dropping a game at the moment.
I'd love to peek in on a game or two, though.
More or less in exactly the same shape schedule-wise, plus based on the experience yesterday, I'd like to find out why my computer causes the server to get a visit from the lag fairy before I entered a tourney. (Don't get me wrong, it was still loads of fun, but I don't think anyone plays at their best in stop-motion.)
On a slightly different (but still on-topic) note, sometime in the last thread, someone posted an animated image of a Yukari cosplayer performing a real-life train summon. I forgot to save it, and now I can't find it. Did anyone happen to save it?
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Patchouli Knowledge avatar courtesy of the skillful Prime32.
"Everyone feels benevolent if nothing happens to be annoying him at the moment."
--C. S. Lewis
"The first person to prove that cow's milk is drinkable was very, very thirsty."
I did get them to work. Anyways, one thing that annoys me. It seems there's only a very small portion of time you can hit enemies after wall and ground pounces. It's bothersome.
Also I keep on doing DPs when I want fireballs and the other way around. Bothersome.
So I finally found out what happened to my Type Chart that I made for Touhoumon 1.8 at the Touhou Wikia page.
Turns out after that one guy rearranged all the types, someone else thankfully came along and fixed all the weaknesses/resistances, taken from the information in the Japanese Touhoumon Wiki.
Oh yeah, also: Follow me in my current Screenshot LP of Pokémon Liquid Crystal! (Now probably a lost cause, since the original thread is over six months old, if not longer!)
Curse you, Prime. Stop tempting me to switch avatar again! I mean I'm quite tempted to go for Sakuya, Yuyuko, Ran or Sanae among the Touhou avatars and Saber or Hayate wouldn't be bad either. For that matter I feel a certain amount of temptation to go for Alice for some reason I'm not quite certain of.
Couldn't you just have Hina do the spinning for you, or at least have her absorb the curse? Also looking at your Cirno avatar, I'm going to have to give mine an upgrade.
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Yet another Touhou fan in the playground.
I'm the strongest, but don't call me an idiot or I'll cyro-freeze you together with some English Beef. - Cirno Avatar by me, assassin8⑨
Is it just me or did Sakuya get nerfed from IaMP? She lacks the dash overhead. He projectiles can't beat anything and her Bounce/No Bounce barely covers anything anymore. Bothersome.
Is it just me or did Sakuya get nerfed from IaMP? She lacks the dash overhead. He projectiles can't beat anything and her Bounce/No Bounce barely covers anything anymore. Bothersome.
Honestly, the games are different enough that you might as well say she got nerfed from PCB. That said, her C projectiles are still quite hard to beat, and she goes for quantity over quality, as well as angles. Basically, bullets will be everywhere. Still seems like a fairly solid character to me, but then, I barely remember IaMP.
Is it just me or did Sakuya get nerfed from IaMP? She lacks the dash overhead. He projectiles can't beat anything and her Bounce/No Bounce barely covers anything anymore. Bothersome.
Like Cog said, IaMP and SWR/Soku are rather drastically different. But in any case, Sakuya is widely considered one of the better characters in both games.
Not sure about IaMP, but the point of Sakuya's projectiles in Soku is for control of what's in front of her, as well as putting pressure on opponents trapped in a corner. As you've found, they aren't exactly meant for long-distance bullet trading. Bounce No-Bounce B is decent for putting up a cover so that opponents can't simply run/fly in. When you say it barely covers anything, if you mean distance-wise how far it travels is dependant on how far apart you two are. Usage-wise, you're probably better off using other shots for offense.
Edit: Speaking of which, I'm up for games right now, if anyone's interested.
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Youmu "Myon" Konpaku avatar by Prime32, avatar creator extraordinaire!
Last edited by EifieFlare : 04-08-2011 at 05:58 PM.
Looks like she's taking flying lessons from Suwako...
Spoiler
"Take your arms and reach out to either side! Make sure you extend them all the way! Then follow through with your entire arm! Don't just wave them like a cat drowning in a puddle! Air resistance is huge! Everything will be decided by how much strength you put into this motion! Flap as if your life depended on it!"
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Patchouli Knowledge avatar courtesy of the skillful Prime32.
"Everyone feels benevolent if nothing happens to be annoying him at the moment."
--C. S. Lewis
"The first person to prove that cow's milk is drinkable was very, very thirsty."
So, I just found Hisoutensoku. Any recommendations on how to get better and how to build a decent deck?
Practice, practice, practice! Practice how to do special moves, practice against the computer in arcade, others, practice various cards, and practice against others! Well, really, most of that is just play.
FAQ link is in my signature, thank you Cog! There's probably some helpful things in there.
Quote:
Originally Posted by Drizvolta
Masha is not balanced for Tourney play!
I'm tired of hearing complaints! Masha is just the next stage of the metagame, and is easily counter-able! With Suwako. During Typhoon.
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Quote:
Originally Posted by The Linker
The recursiveness of KBF's sig is fracturing my brain. OW OW OW.
It's like putting two portals in view of each other and staring through them into infinity. And somehow KBF sigged it.
So, I just found Hisoutensoku. Any recommendations on how to get better and how to build a decent deck?
And in addition to that FAQ, here is a link to the Wiki. If you haven't already, I suggest upgrading your game to the latest version (1.10) since there are several significant changes to gameplay mechanics, and also get the "Unlock Everything" data file to...unlock everything.
And if you ever want to play a few games with us, get Tunngle for all of your Netplaying needs. That should be the most recent version; if there's any trouble with setting up, I'm sure someone can help.
Edit: Y'know, I probably should've read through that FAQ. Turns out it has all those links already on it. Teehee. Feel free to ask us for our own opinions though, as we've already had some experience with what does what in the game.
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Youmu "Myon" Konpaku avatar by Prime32, avatar creator extraordinaire!
Last edited by EifieFlare : 04-09-2011 at 11:40 PM.
Reason: Going "TL;DR" can be baaad...
If you've just started Hisoutensoku, you're probably rather confused. Well, that's fine. If nothing else, it's a very different game. With any luck, this guide will help. I'm going to start with the most basic stuff (setting the game up), and move on to some slightly higher-end stuff.
Setup
First of all, assuming you have SWR as well, go to Configex123.ini in your Hisoutensoku folder. Find "th105" in there and, under it, a path. After "path=", paste in the path to the folder containing th105.exe. You now have all twenty characters available, rather than just nine. You will also want a save file from here, which will unlock all characters (assuming you did the path change) and give you as many as you need of every card.
While you're at it, bring a gamepad, if you have one. A wired 360 or almost any USB gamepad gets the job done. A keyboard works too, just not quite as well, though it's hardly crippling. Remap the keys/buttons as you see fit.
Basics
By default, on a keyboard, Z is confirm/melee, X is cancel/weak projectile, and C is random/strong projectile. D and a direction (or two taps of the arrow key) to dash/fly, A to cycle cards, and S to use cards.
Now, when I discuss moves later, there will be some jargon. First off, when I mention directions, you can look at this. Should help. In practice, you can often get away with simpler inputs, which I will explain in parentheses as I go.
Additionally, melee is A, weak projectiles are B, and strong ones are C. So a down-down-projectile move would be 22B/C, and since dashes are written as a direction twice, dashing+weak projectile (note: Dash attacks are never actual projectiles) would be 66B.
Cards
This is the bit that most people will probably get confused over. There are three kinds of cards. System cards are simple: All characters have access to the same ones, and you use them for some minor support effect. They have a red background.
Spell cards have a flashy background and a symbol in the bottom right corner. These are your super moves, and cost a number of cards to use, as denoted by the symbol, which is useless since most of you probably can't read archaic Japanese kanji. Instead, you can read it by the colour: Blue ones cost one (only themselves), green ones cost two, lime-green/yellow costs three, orange ones cost four, and red ones will take up all five cards.
Skill cards are a bit tricky. Imagine, if you will, that a character's moveset is made of several slots. For instance, 22B/C is a slot, which one move can fit into. A character will have several 22B/C moves, but can only have one "equipped" to that slot at a time. When you use a skillcard, if the move on it is the same as the one in that slot at the time, the move is upgraded, to a maximum of level 4. If it's different, the one on the skillcard replaces your existing move. Simpler than it sounds. In short, it's a way to customize or power up your moveset.
As for how to get your cards? The five rectangles by your spirit bar are your card gauge. When you deal damage, take damage or fire projectiles/use special moves, your gauge charges up. When a rectangle fills up, you draw a card. Your hand holds a maximum of 5, and your deck has 20 cards in it. Simple enough. Some characters do better at charging the gauge quickly, and the system means that going pure melee is going to end with you having far less cards than your opponent.
Practice
Pick up a character. Any character. In fact, you may even want to try them all, but if you feel a character really isn't for you, just move to the next one (or try a different deck). That, or check the FAQ for some characters that suit your playstyle. Take to practice mode, and learn how your new character controls.
Next, practice inputting your moves. Every character will have some combination of the following skill inputs, generally all but one: 236B/C (down-forward B/C), 214 B/C (down-back B/C), 22 B/C (down-down B/C), 241 B/C (back-down-back B/C) and 263 B/C (forward-down-forward B/C). Learn to use all of them reliably and, if possible, not to accidentally use the wrong one. I've had more than one 236 turn into a 263, for instance.
Done? Now start learning what sort of distance you can use each at. Forget when each is appropriate, just try to learn when you can expect to hit, or at least connect (after all, they can always block).
Take the character for a spin. Play on Easy until you get three consecutive wins, then Normal, then Hard, and so on. After a while, you can probably set the starting difficulty to normal/hard. If you start disliking the character at any point, try someone else, but look into their card options later. Or let me know what you dislike about them and I'll tell you if it can be changed. I know some characters can change rather drastically according to their deck.
Do not, by the way, attempt to use combos. Well, do, but don't.
Okay, I'll start making sense now. Combos that lead into hitting with a spellcard more reliably, or on some occasions, a skill? Those are great. The ones where you string a long series of actual attacks together, on the other hand, are probably a little overwhelming at this stage, so hold off on that until you have other stuff taken care of.
Deckbuilding
This really ties into training. You can look to the wiki for details on what all the cards do, but at the end of the day, it's down to experimentation. Use a bunch of different skills and spells, mess around until you find something you like, then build your deck.
Test it, and if you don't like it, change it again. You have plenty of ways to experiment, so you might as well make use of it. Remember to practice each of these, as well as how to actually land them. Finally, you have four deck slots for each character, so you don't need to stick to one perfect deck.
Oh, and by the way, no, I can't give good decklists here. You can consult me for help, but in the end, different things work for different people. That said, I can tell you that Magic Potions have no business existing. At the very least, replace them with Grimoires.
...I'm sure I had more to write. Oh well, I'll leave it at this for now.