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Hecatom

Yatagarasu

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Weird, i remember that there was a thread dedicated to this game here on dustloop

oh well

Website:

http://yatagarasuinfo.web.fc2.com/

Dev Blogs:

http://styleos.blog.shinobi.jp/

http://umzn2.blog41.fc2.com/

http://hotapen.blog111.fc2.com/

Demo Videos:

http://www.youtube.com/user/SFU3540

http://www.youtube.com/watch?v=wuGk_HJtPRE&feature=player_embedded

AtTheGates write up of game engine and characters from the demo here:

i did a write up for www.hardedge.org a while ago, here's what i got:

- 6 buttons, 2 punches, 2 kicks, 2 parries (high and low).

- parry has no whiff anim. pseudo option selects should be possible. mashing parry doesn't help ot seems.

- EX moves, that often juggle or allow super juggles

- there are super jumps

- dashes are extremely slow and cannot be canceled at all.

- there are chain combos, but only with light hits. didn't find any major links into heavy attacks so far.

- throw is LP+LK

- HP+HK is a slow unblockable.

Hanzo:

Normals:

- 6LK = step kick. 6LK~LP for kara throw.

- 3HK = sweep.

- 2HK = "c.mk"

- 6HK = kick with high range.

- j.LK = crossup, but low hit stun.

Moves:

- 41236LP/HP/PP: command dash. EX version goes through enemy.

- 214LK/HK/KK: a launcher. Juggling with a super is possible, but sucks, damage-wise.

- [2].8+LP/HP/PP - Command Throw. because of the D,U charge, best used after command dash.

- 23623K: Rush Super.

combos:

- heavy hits combo into everything

- all light hits combo into LK launcher or super.

- combos into super:

- any heavy hit

- 2LP, 2LP, 23623K

- 5LP/2LP, 5LK, 23623K <- kann man einfach buffern: 2LP, 36LK, 23K.

pseudo fei long:

normals:

- j.LK - crossup, only little hit-stun

- 5A,5A - auto chain. the 2nd 5A has a different animation. special & super cancel.

- 5B, 5B. auto chain. the 2nd 5B has a different animation. super cancel only.

- 5C(f) - super cancel only

- 5D(f) - no cancel, but good range

- 3C - sweep

- 2C - "c.mk"

specials:

236LP/HP/PP x 3: rekkas. EX-Rekkas have up to 5 Hits, have to be done fast. normal rekkas do NOT combo after light hits.

623LK/HK/KK: dragonkick (anti air). Combos from light hits, eg. 5A,5A or 2B.

23623K: 3-Hit Rush Super. juggles rather badly.

Combos:

- 2HK, LP or HP Rekkas

- any close heavy hit into Super / Rekkas / dragonkick

- any light hit into dragonkick

- 2A,2B, EX Rekkas / Super

-5A,5A, EX Rekkas / Super

- 5B,5B, Super

- LK, LP, LK-LK, Super

- 5C(f), Super

- anti air 623K, super. only 1 Hit of the super connects.

Gou AKA Ryu/Ken chara no.1

6HK - jumping kick, probably invulnerable to throws, can be canceled into specials during its recovery. less damage than HP/HK, therefore probably only good for traps or hit confirm.

j.HK - good Crossup (!)

236LP/HP/PP: projectile.

214LK/HK/KK: Ken's Tatsumaki. EX-Version Knocks down & initiates Juggle State, but deals the same damage as the HK-Version. combos reliably from light hits.

623LP/HP/PP: SRK.

23623P: Shinku Hadoken

Combos:

- all heavy hits into Hado / tatsu / srk

- 6HK, SRK or Super

- crossup j.HK as a combo starter.

- 236PP combos into Super

example: j.HK, \/, 5HP©, 236PP, link super

- 214KK combos into super, but hardly worth the damage.

- 2LK, 2LK is a chain (only goh and crow can chain 2LK into 2LK)

2LK, 2LK, 214LK

2LK, 2LK, super

3x2LK, Super is also possible (without crossup). deals as much damage as 2HP into super.

3x2LK, 623HP combos against crow (didn't test against other charas yet)

- max range 2LK,Super combos.

from dizlord:

Crow:

Normals:

j.HK - Crossup

2HK - ist auch hier "c.mk"

3HK - Sweep

6HK - Overhead, chained in 623P or 236236K

Moves:

236LP/HP/PP - projectile, LP is slower than HP, EX has juggle property

623LP/HP/PP - SHORYUKEN!!

214LK/HK/KK - LK seems to be the best verison, juggles and can be juggled after.

236236K - Shoryureppa super

Combos:

6HK, 236236K

2LKx2, 236236K

j.HK, 5HP, 214LK, 214LK, 236236K

any strong move in 214LK, 236PP, 236236K

2LKx2, 2LP, 214PP, 236236K

my tier list so far:

slight edge: Gou & Crow

normal: Hanzo & pseudo fei long

gou & crow both have a heavy hit as a crossup (with a generous hitbox), can chain c.LK into itself and have strong combos from various ranges, including easy hit confirms.

demo(Thanks to Zero3K on SRK btw i dont know if its the last demo avaible or not):

http://www.mediafire.com/?2z2wz1jmguz

now why do i bring this old doujin project?

well it seems that after a long wait the project is alive again

http://www.youtube.com/watch?v=wZn2V-sIaFg

And suddenly this shit is alive and kickin', more chars, redefined gameplay... even DAT ANIMU SONG.

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Oh man, I remember being so hyped when the demos first came out (it's still on my PC, as a matter of fact).

Now I am all hype again. The refinement to the game's look is incredibly sexy. And do I see Juzumaru with a shoulder move? Too hot.

Jet and Chadha seem like solid editions as well.

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Honestly, I'd say it's closer to Third Strike. Of course, you can't tell that from the opening, but that's really what it is. The speed is similar. The animation style is similar. There are universal overheads. There is parrying (though assigned to buttons in this game, one high and one low). I think this current version actually has you select your super as well.

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well, is not like it was a big lost, the posts of the old thred were more about moderate hype about the game, the post of ATG, some observations on how the parry systme allowed the charge charcters to keep their down charge and be able to parry high, and then a dead on the hype metter because the lack of news for like a year :P

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Hmmm i think it could be good but this really is a lot like Third Strike, more so than ever with this newest video.

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third strike doesnt have hanzo or swords, though(but yes, 3s is generally more interesting due to characters like oro)

also, i noticed that it looks like parries dont work very well against jabs in this

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The game has a lot in common with 3rd Strike in both visuals and game play.

The boxer character has normals, specials, and combos that look almost identical to Dudley's.

The grappler's fighting stance is similar to Hugo's, his parry is Hugo's, has Gief's SPD animation, similar normals, etc...

The overall animations are 3rd Strike-ish with lots of details animations. I don't mind visual presentations and minor game play mechanics being similar to 3rd Strike though I am a bit disappointed that some characters are just carbon copies of other characters. The first 4 character's of the game were really interesting but the latest batch lacks creativity. I'll still get this game when it gets released because I do like where it's going.

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One thing about this game that I definitely like over 3S is the music. That's some good stuff.

And I'm really looking forward to this precisely because it's basically doujin third strike. I like the mechanics and characters shown off (even if they aren't particularly original), and I really like seeings this kind of fighting game being released in the doujin scene.

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very cool game, will have to give this one a try, need something to tide me over til melty blood comes out

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I'm sold.

EDIT: On a second thought, it looks pretty slow :/.

The artstyle is GORGEOUS and the character designs are very interesting.

EDIT2: Why is it that Crow and Kou have the same moveset? Clones in such a small roster, really?

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Does anyone even know what all the unlocks do? Obviously there's the Japanese hype commentary and the commentary assists, but then there's like 8 other features and I have no idea what they do.

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Why is it that Crow and Kou have the same moveset? Clones in such a small roster, really?

Hina and Shimo have the same movesets as well.

But, there are small differences between the two clone sets.

Also, in case you guys hadn't noticed. Kou's Fireball super will always juggle. So you can combo 3 of them together (though damage sucks). Also, on Kou/Crow's qcbx2 super, the first hit breaks guard.

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Hina and Shimo have the same movesets as well.

But, there are small differences between the two clone sets.

Also, in case you guys hadn't noticed. Kou's Fireball super will always juggle. So you can combo 3 of them together (though damage sucks). Also, on Kou/Crow's qcbx2 super, the first hit breaks guard.

I didn't really pay attention to the sword girls. Honestly, there are always differences between clones but in the end, they are clones which bothers me :/. Also, asking here again, anybody else having issues with the demo version? I try to run it and there's only a small popup coming out, telling me god knows what.

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Have a problem when using Hina

According to the move list in the manual she has 3 normal skills as following:

←タメ→+P

←タメ→+K

↓タメ↑+P

but I pressed ←→+P and did not get the skill preformed so as the other two

What's the meaning of "タメ" here and how I can do these skills right?

Please help me if somebody knew the exact process

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タメ "means" charge in this case

do it like if you would do a sonic boom or a flash kick with guile

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