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.

 

Soku gaming?

 

>>1791
89.254.198.217:10800

 

>>1792
Game 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.

 

>>1791
GGs, 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 that

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.

 

>>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.

 

soku?

 

>>1796
89.254.198.217:10800

 

>>1797
GGs, well played. Thanks for hosting.

 

>>1796
GGs, 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.

 

soku

 

>>1800
84.10.221.254:10800
soku!

 

>>1800
GGs, good soku. The RNG clearly had a bias tonight.

 

>>1802
ggs, thanks for hosting
the game has its preferences some times

 

Soku?

 

>>1805
still up?

 

>>1806
Yeah

 

>>1807
can you host

 

>>1808
Yeah. I'll be in the wap lobby.

 

>>1809
ggs, 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

 

>>1810
GGs.
I don't blame you, it's pretty late. Fun games as always.

 

>>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?..

 

soku?

 

>>1814
soku!
84.10.221.254:10800

 

>>1815
GGs, thanks for the games.

 

>>1814
GGs, good china. Thanks for joining.

 

soku?

 

>>1818
Join up in the wapchan lobby

 

>>1819
GGs, 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.

 

>>1820
GGs. 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

 

soku

 

Soku gaming?

 

>>1825
178.44.103.240:10800

 

>>1825
GGs, 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.

 

>>1827
Ggs! 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.

 

>>1828
I 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 actually

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.

 

soku?

 

>>1830
soku!
84.10.221.254:10800

 

>>1829
Oh 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.

 

>>1832
>Alice's 66A is where it ends, it's nowhere near being slow, it is in fact fast as fuark
2A 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.

 

>>1830
GGs, thanks for joining. Alice has a perfect counterplay to that Sanae 5card, if only you used it during a round and not between them.

 

>>1834
ggs, 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

 

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.
>>1813
This 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

 

>>1788
Sign up melon friend
It's time to play ball

 

>>1837
Sign up Duck.
I imagine most people are going to join last minute.

 

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

 

>>1837
Sign up sixty.

 

>>1788
sign up Az

 

>>1842
Congratulations dude!

 

>>1842
A winner is you! Congratulations.

 

sucks that i missed the finals but still congrats to az for winning again
see you at the mahjong tourney or next month

 

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

 

>>1850
oh, but I have no issues connecting when it comes to spectating matches for some reason

 

>>1850
>>1851
This 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

 

>>1852
> (which is 62fps instead of 60)
Is there any reason/advantage for such framerate?

 

>>1852
okay, thanks for clearing that up

 

>>1853
not really, it's basically just a bug from the version they're used to playing

 

Soku gaming?

 

>>1856
I'll play for a bit

 

>>1857
Hop on 37.112.170.145:10800 with giuroll!

 

>>1857
Ggs! Connection was kinda strange with these 200ms spikes, maybe it'll get better in the evening. However sacred tengu drum + catfish combo commenced today, so it was good set just by this merit.

 


 

soku

 

soku?

 

>>1864
sure

 

>>1865
I'll be in the wap lobby in a moment

 

>>1866
okay i'll probably be there before you

 

>>1867
Someone beat me to the punch

 

>>1868
you're not edit me? I'm still hosting if you're up for it

 

GGs Maidori, and GGs to edit me if you're still here

 


 

soku?

 

>>1872
84.10.221.254:10800

 

>>1873
can I play when you're done?

 

>>1874
nevermind I need to go to sleep

 

Anyone else up for soku gaming?

 


 

>>1872
GGs, good soku. Thanks for playing.
>>1875
Goodnight.

 

>>1878
ggs, thanks for hostan

 

>>1877
Hop on 37.112.170.145:10800 with giuroll!

 

>>1880
GGs. 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 before

 

>>1882
Ggs! 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 before
I 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.

 

Soku anybody?

 

>>1884
i could play a few games

 

>>1885
Go to the wapchan lobby. I'll be ready in a second

 

GGs

 

>>1886
ggs, i'm going to bed now
thanks for hosting

 

soku?

 

>>1890
I'll play for a little bit

 

>>1891
Hosting in the wapchan lobby.

 

>>1892
GGs. Some of those matches were sooooo close.

 

>>1893
GGs, thanks for the games. I kept trying to hit Suika's horn until I realized it doesn't have a hurtbox.

 

soku?

 

>>1897
84.10.221.254:10800

 

>>1898
can I play when you're done?

 

anyone else soku?

 

>>1901
I'll play but not for long. I'll be in the wap lobby

 

>>1901
GGs, thanks for joinging

 

>>1902
ggs

anyone else up

 

>>1904
I can play now

 

>>1905
sure can you host?

 

>>1906
waplobby

 

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

 

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.

 

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

 


 

>>1908
GGs, thanks for hosting

 

>>1910
back, anyone up for more?

 

>>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.

 

Soku gaming for whoever joins first at 5.16.31.50:10800!

 

soku?

 

>>1909
damn you actually play in japanese?

 

>>1916
can you host

 

>>1918
Hosting in the wapchan lobby.

 

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.

 

>>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.

 

>>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.

 

>>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.

 

>>1923
ggs, thanks for hosting

 

>>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?

 

>>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

 

soku

 

>>1928
I'll play

 

>>1929
Hosting in the wapchan lobby.

 

>>1930
GGs, thanks for hosting

 

>>1929
GGs, thanks for the games.

 

soku?

 

>>1933
84.10.221.254:10800
soku!

 

>>1933
GGs, thanks for playing.

 

>>1934
GGs, thanks for the games.

 

soku

 


 

soku
can't host

 

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

 

>>1940
ggs
thanks for hosting

 

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?

 

>>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.

 

>>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

 

Soku gaming?

 

>>1945
Can you host?

 

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

 

soku?

 

>>1949
me, can't host

 

>>1950
me neither

 

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

 

>>1951
Well damn

 

> 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.

 

soku?

 

>>1961
still up?

 

>>1962
Yes, 89.254.216.250:10800.

 

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

 

>>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

 

Haven't played in so long. Did the netcode ever get fixed?

 

>>1982
Relatively newly introduced giuroll makes intercontinental matches playable, if that's what you meant.

 

>>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?

 

Soku gaming?

 

>>1986
yes please

 

>>1987
Hop on 5.16.24.55:10800 with giuroll!

 

>>1988
GGs, well played. Thanks for hosting, now and always.

 

>>1985
The built-in netcode was pretty bad. Even a good connection was 4 frames of delay at minimum.

 

>>1989
Ggs! 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.
>>1990
With 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.

 

Soku?

 

I rebuilt the soku lobby to run natively instead of through wine, shouldn't have any issues but if there are let me know

 

>>1990
But 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.

 

>>1991
>spoiler
I admit to forcing some Typhoons but if my weather control was any good, there would be no River Mists.
>>1992
Soku!
84.10.221.254:10800

 

>>1995
GGs 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

 

>>1992
GGs, thanks for joining.

 

Also are you telling me that Alice can graze point blank 5A?
Everyday I discover something bullshit about her.

 

>>1986
Goku saming

 

>>1999
host

 

soku?

 

>>2004
Yeah, hop on 5.16.24.55:10800 with giuroll!

 

soku

 

Not even sure why that j.5A didn't get me, but looks funny.
>>2004
Ggs!

 

>>2005
GGs, 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?

 

>>2006
89.254.217.145:10800

 

>>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.

 

>>2009
ggs, 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?

 

>>2011
I'm in the waplobby

 

>>2011
GGs, 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 be

I 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 Alices
I 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.

 

man I hate my internet

 

>>2011
GGs, the few we were able to complete at least. I hope the issues lies in just a faulty ethernet cord but I won't know until I buy another 100ft one.

 

>>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 forever
you 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

>>2015
ggs, was fun while it lasted. hopefully you can get that sorted out soon

 

>>2016
Can'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 block

I 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?

 

>>2013
>We need more!
NO MORE ALICE AAAAAAAAAAA

 

Soku?

 

>>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

 

soku?

 

>>2022
soku now?

 

>>2023
89.254.248.80:10800

 

anyone else soku

 

>>2025
Hop on 5.16.25.183:10800 with giuroll!

 

>>2024
GGs, thanks for hostan.

 

>>2023
GGs, 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.

 

>>2026
ggs, i feel there wasn't much character variety today for some reason
thanks for hosting

 

Now that was just rude…
>>2029
Ggs! 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.

 

>>2030
lel 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

 

soku?

 

>>2032
Yeah, hop on 37.112.22.221:10800 with giuroll!

 

>>2033
Internet critically ded, new IP: 37.112.156.156

 

>>2032
Ggs! Yukari is actually not as scary when lasers aren't permaspammed huh… Also, does Reisen really have tight ground pressure resets? As in, non mashable/dashable/jumpable. I've tried everything but my only success was with BE.

 

>>2035
ggs, 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

 

Soku?

 

>>2040
84.10.221.254:10800

 


 

>>2042
GGs, thanks for playing.

 

>>2041
GGs, 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?

 

>>2044
>is it because of the sun shower?
Yes. In other weathers it's completely useless.

 

>>2045
Oh so you KNEW, damn I need to study more.

 

Soku gaming?

 

>>2047
host

 

>>2048
Hop on 37.112.156.154:10800 with giuroll!

 

>>2048
Ggs! 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.

 

>>2050
ggs, i think i might have found my new best friend
thanks for hosting

 

soku?

 

>>2052
host, i can play a few games

 

>>2053
178.44.102.102:10800

 

>>2054
ggs, 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

 

>>2053
GGs, 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?

 

>>2056
f5As 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

 

>>2056
more soku!

 

>>2058
178.44.102.102:10800

 

>>2058
GGs, thanks for the games.

 

>>2060
GGs, well played. This spellcard's surprisingly fragile.

 

>>2061
It'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.

 

july
>>2063



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