What does someone's Soku main say about them as a person?
Who is the friendliest, who is the meanest?
>He still plays this piece of shit
I like playing as Meiling even thought she's not very strong, also like playing Iku, Sakuya and Sanae.
Remi main. Gotta' love the fast, hard hitter.
Sanae players are the friendliest. They either stick to character loyalty despite her difficulty curve and low tier, play her for the sheer fun of wind manipulation or both. Not to mention they have to get creative to get anything out of pressure.
Yuyuko players are the meanest. They clearly enjoy the sadistic superiority they have over the opponent once it's their turn, with her huge melee, dense bullet screens, and strong pressure with dirt cheap spell card cancels. Not to mention the time bomb spell card is the epitome of sandbagging.
It's true, I just wanted to see if other people would say so
I should know, I play Alice
Sakuya players feel literally robotic. Approach with j5C, pressure, Killing Doll crush on wakeup, safe 623, etc. There are exceptions of course, especially among those who play her alts like Parallel Brain.
9 out of 10 Reisen players feel just as minimallistically efficent, which is really a damn shame because she can be hella fun with her clone moves.
absolutely hated remi players because all they would do was spam down down B and be generaly upset when they lost
yuyuko and suika fags I also found very annoying to deal with
Often had good experiences with Reisens and Yukaris tho
I main Cirno with some Meiling thrown in for fun. What would you say about me /jp/ ?
Yuyuko god tier coming through, faggots.
From my personal experience:
Suika - "I want to do crazy/funny stuff, even if it costs me my dignity, I also hope you enjoy the Atlas, it's my favorite book"
Yukari - "I can and will try to crush as many orbs as possible, no matter what"
Yuyuko - "I enjoy seeing others suffer"
Remilia - "I'm either a scrub who will mash like no other, or a pro who will wreck you"
Youmu - "I'm a tryhard and have a bit of aspergers"
Patchouli - "I will spam shit and if you get close I'll reversal your shit, learn to graze"
Alice - Salty scrubs will scream "My character is fundamentally flawed!", while actual good players will make the most awesome strings
Sakuya - "I'll never ever stop pushing forward, and if you try to make me block, I'll just use dirty evasive measures"
Marisa - A lot like Suika players, but less dumb and more dangerous
Reimu - Will try to be as optimal as possible, you will spend the whole match in blockstrings if you can't deal with them
Sanae - Sanaes are all about the creativity, pros will do crazy stuff and leave your jaw dropped
Cirno - Don't exist. The ones who get pro with her will probably not even main her, but wil still be extremely devastating
Meiling - I love fun! I also don't mind losing 70% of the time...
Okuu - Either a complete retard or a faggot that won't mind "poking strategically" while getting 3,5k+ combos
Suwako - A lot like Alice players, but are WAY less whiny, also decimate scrubs
Reisen - Are generally calm players, but will play the character like a humongous faggot which will make you hate the game
Aya - I'll go fast and I'll pin your shit in the corner for the whole match, deserfed the nerfbat their main took
Komachi - Either forever scrubs, or pros that will abuse the shit of your mannerisms
Iku - I enjoy winning, some also tend to be very dumb, while others like learning stuff
Tenshi - I hate fun, especially if it's you the one having fun
If you're talking about Urban Legend in Limbo, then yes, it is out.
It seems most people didn't like it very much, especially due to some mechanics involving blockstrings and stuf.
Looks like someone can't handle the rock drills.
Seems pretty accurate except that anyone who disrespects in between rounds with kneeling is an asshole and that many Sakuya players just mash. Really good ones will almost certainly keep chaining her weak attacks to get critical bonus.
I play Komachi 'cause she's my wife.
I also usually play midrange safe rushdown characters and her ability to catch jumpouts is the most comfortable for me.
I'm super terrible at soku though. Whiffing 57f total moves is my fetish.
I should play more now that I actually have time and can get matches but I just end up playing KoF instead.
Then when I do play I get dumpstered because it feels like almost none of my fundamentals from other games transfer to soku because it's so different. Game's weird as hell but I like it anyway.
Yuyuko's the only other character I'm really interested in playing, but she's so much better at everything Komachi does than her that I feel dirty.
>TFW you wanna git gud at your non-mains because so many other characters are neat but you're garbage at them all
It's miles better than Hopeless Masquerade was, for sure. It's actually dynamic this time around (unless you play Koishi) and doesn't have that atrocious customization system, with all specials neatly fit into fixed slots and Occult Specials and Mystery Spots are fun. The pressure is kinda stupid with how strong defense is without popularity, but give it a try anyway.
Alice with Iku and Meiling as distant secondaries here. Not sure what to make of this.
>Reisen - Are generally calm players, but will play the character like a humongous faggot which will make you hate the game
I mean i'm not TRYING to play like a humongous faggot, but she's just so easy to combo with.
It's not on IQDB and not on google image search. Pls gib source
If I were to graduate on social studies I'd like to make a thesis on fighting games and how people in the community think how the games of the same serie that came out afterwards the one they first played are utter shit.
This happens in literally any fighter.
He's right though. IaMP is mechanically a far better game than UNL.
It's way less polished and doesn't have as many characters, so most people don't really like it as much, but it's undeniably a better game.
You have a great need for other people to like and admire you. You have a great deal of unused capacity, which you have not turned to your advantage. Disciplined and self-controlled outside, you tend to be worrisome and insecure inside. You prefer a certain amount of change and variety and become dissatisfied when hemmed in by restrictions and limitations. You pride yourself as an independent thinker and do not accept others statements without satisfactory proof. You have a tendency to be critical of yourself. At times you have serious doubts as to whether you have made the right decision or done the right thing. At times you are extroverted, sociable, while at other times you are introverted, wary, reserved. While you have some personality weaknesses, you are generally able to compensate for them.
Full blown tryhard tourneyfag, hates fun.
Almost certainly a Bandwagoner, only plays her because she got mad buffs.
Tryhard waifufag, does the same combo over and over.
Zoning piece of shit. Seems intimidating but will actually spend like 90% of the match fucking up setups and dropping combos. Doesn't understand the potential of his character.
>Unzan and Friend
Always picks the "big guy". Will go full aggro, taking any cheap hit he can get in, loves forcing people into corners and not letting them out. Extremely aggressive.
Despite picking a melee focused character, will spend a large majority of the match in the back spamming [b]
>Nitori and Mamizou
Love to play hit and run. Favorite tactic is timer scam.
Has a million situational combos memorized, the king of combos. If he loses, will probably blame tiers.
If he doesn't use the cape, he's a bandwagoner, but to a lesser degree than Futo players.
If he uses his cape, he's an honorable, dedicated player who's been using Miko since day one, knows all the ins and outs to her playstyle.
Just wants to play as a cute girl. Isn't great at the game, but isn't a bad person.
>Mokou and Reimu
I've heard some complaints about them. Still, I miss her Rising Sun spellcard actually being useful. Now it's just laser or giant cage ball. I never liked the teleport or the regular laser specials either.
I don't remember it being very good in ULiL at first, but then again I found it a real pain to try to combo into and ended up using Just Rewards for the longest time. I was a scrub though, maybe the other people found a use for it.
Saw some japanese replays from http://tenco.info/game/6/replay/
Almost no one did anything more than melee and 5B and basically never used any of her specials save for the 5C hop - and I can see why. I wish Tasofro either deleted her already or remade her from scratch, because her current incarnation is a disservice to the character.
Youmu if I recall correctly is overpowered. She is super quick, and has the easyest time blocking. Its like she is a cyborg ninja, oh wait.
mfw I play Mokou and Reimu
mfw they are my favourite 2hus
The only things I don't like about Soku are how stupid some of the weathers are and how alt card reliant certain characters are. While I'd like decks to give you cards in a fixed order, I'm worried that it could make strong characters even stronger.
Reimu players have these specific things that they like to do or not and tend to be stubborn about them. However, they keep being analytical about everything, and if something is made obvious to them, they will go with the flow. They tend to appear as strong-willed, even sometimes leading other people because nobody else wanted to do it in their stead. But deep inside, they are fragile and they seek affection and recognition more than anything else.
I miss the /v/ threads. It was a nice addition to IRC
Scarlet Union. The center of high level Soku play
It's true though, i'm from Chile too and I've been playing everything with 200 ping or more since I was born. When i see players complaining about 80 or 120 ping I tend to think they are just being faggots about it
Also, Youmu best soku.
Playing with Juaydee probably was the most fun I had in those threads, even though our games looked like turn-based RPG.
Too bad Soku was not streamed at Touhou-con last year. It was a fun stream the year before
I love that he could actually land massacre. Who knew 3[A] could chain into that.
1) Play the game against all the characters first, so that you know which move of yours beats what.
2) Learn your character's bread and butter combo. It's probably very easy to perform.
3) Mind your orbs. Don't spam overly, or you will get your guard broken in a flash. Don't overextend.
It's not a hard game with any insane inputs or even a real difficulty curve (relatedly to /jp/, Melty Blood is probably the hardest mainstream fighting game to master). Once you become proficient, the matches become a lot more chess-like, kind of like in Street Fighter.
Method 1: Stand half a character length away, fire a 22 packet and either do 6a to catch a jumpout or a 2a to hit low for wrongblock. You get find the right distance where very bad luck won't hit you while you attack with melee.
Method 2: Do a mix of staggered 5a strings with 5b j5b or 2c mixed in to reset. Throw in 6[A] as it is + frames on block.
Sanae's corner game is less about actually getting the crush and more about catching the opponent attempting to escape. If your opponent does nothing but block in the corner, it can be difficult to actually crush without taking a large amount of risks (which will generally encourage your opponent to try to escape)
Such is Sanae pressure ;_;
>Doesn't know anything but 66A and 2A
>No wind manipulation
>No use of 236, or any high jumps whatsoever
More like most people don't know how to pressure with sanae. You can do a lot of dumb wind baits if you use it properly (ie: hj j.6D j.5A j.5B j.1D j.6A 66A 236B etc).
I like her, but things just feel hopeless sometimes. Maybe I should try Wind Tunnel. It seems like an interesting move but I like Kanako's graze move too much. The range is just too awesome and I like how potentially safe you can make it with wind stuff.
Knowing how to quickly adapt to a new weather and use it to your advantage is a far more impresive skill to me than anything strictly related to fighting.
Though I'll agree that some spellcards are not well balanced at all.
Seems like you don't know how to pressure using baits. Airtight blockstrings aren't the only way of keeping people in place. Try playing a sanae who actually knows what they're doing. You'll be sitting on your ass trying not to eat a CH j.6A or 66C
Those games were designed for Japanese internet where everyone lives close enough to one another.
The western communities died out because people can't play over long distances; the game's netcode is horrendous resulting in horrible lag.
It also doesn't help that the game doesn't have a roll back program like Soku does.
HM is an awful game, flat out. Most people quit it in like a week because the game was a buggy mess that barely even ran before getting major patches.
ULiL can be kind of fun, but it's not the kind of fighting game that would have a long life span, there aren't that many characters, not very much customization and overall the game play is kind of shallow. It's not very lively in japan either where netplay isn't much of an issue.
One thing that I could never get over is how everyone at /jp/ and /v/ is SO BAD at soku.
Like damn, and everyone also talks shit like they know what the fuck they're talking about.
I mean, it's fine if you aren't pro because you can't or something, but at least gather some knowledge by watching some japs or something, jeez.
I've never been able to absorb anything from watching videos or replays. Please no bullying.
Is this the thread on all Touhou fighters? Trying to get into IaMP's
story modebut the controls are making my fingers hurt something fierce. I would have really liked it I think but execution is hard as balls in this game, especially blocking. Is there a trick to it or do you just get used to it?
>tfw all i did in soku was beat the story mode
>can only remember that cirno got me the farthest when playing hard ;;) though I wanted to master reisen the most
It was fun!
In terms of activity, the Soku community is smaller than years ago, but I can still get a match during the peak hours each day. There's also the weekly tourneys run by the community.
The IaMP community is separate so I don't know how active they are today.
In terms of gameplay, IaMP has much more challenging strings and combos, especially considering how your moves change from melee to bullet at mid distance. Pressure is very strong and is favorable to the aggressor.
Soku has a bit more variety with weather constantly changing mid match, a large number of cards to equip/use, and a larger cast of characters. There are far more tools for the defender making it easier to change the momentum midgame.
I'd personally recommend Soku just because I've been part of that community for so long and have had many good experiences with them
Daily Soku thread died 7 or so months ago.
The Age of Ethanols group declined a couple months before then. Only a couple of those guys even have Touhou Empire.
Currently the /v/ touhou threads are in a bad spot as the dedicated shitposting autists that accelerated the death of the Soku threads are still around, and recently got off of a range ban, along with the atmosphere in general having gotten worse since LoLK hype buzzed off with an increase of people who would rather shitpost than discuss, with one of them being a moderator. A different moderator just flings the threads to /jp/ where they die.
They deleted posts complaining about shitposting and the thread continued for half an hour until it hit bump limit.
Being a mod doesn't magically make them unable to shitpost or be wrong. They are a human, just as same as me and you.