You are currently browsing the monthly archive for April 2010.
While I’ve been talking about Tatsunoko VS Capcom, the rest of the world has been talking about Street Fighter IV. And lately, Super Street Fighter IV. Now, don’t get me wrong, I’m “super” excited about it. I just kinda wish it was coming out in 6 months. Or 12. I’m still in the middle of a huge TvC tear. I’m still not even that good at TvC. I’m still in a period of fairly rapid progress. I’ve barely scratched the surface of it…
I’ve really been thinking about this all day long.. I think I have to jump on SSF4. I mean, how could I not? Still, it’s gonna completely cut into TvC time to say the least. The problem is, while I’d love to be playing TvC, SF4, KOF, SF2, GG, etc, etc, if I did play all those games I would completely suck at all of them. Different games are like different characters, but on a macro level. If you play all characters equally, you will be ok with all of them. If you focus on 1 or 2 characters, you will become great with them. Speaking of which, there are still characters in TvC that I’ve never even tried…
Well, I am very excited about SSF4. I’m gonna send back my 360 tomorrow and hope they fix it. But it’s gonna be rough. Especially since I basically haven’t played SF4 at all yet and I’m gonna suuuuuuuck.
I’m pretty sick of chronicling my improvement in mechanical matters (arcade controls, combo proficiency), so this post I’m going to describe my general strategy with Ippatsuman.
My Ippatsuman game revolves around his combo that I never shut up about. I have three methods of getting them in (there is mixture, it’s not 3 completely distinct tactics). In order of commonality they are as follow. 1 Blocking my opponents’ attack strings, then punishing once they become vulnerable. This method is so nice because in this combo-centric game, people are constantly trying to start off their combos (like myself, for instance). Often you can see them coming a mile away. Then a little bit of blocking nearly ensures you’ll be able to start your own combo as soon as their attempt is finished. 2 Rushdown attack. This needs little explanation, a rushdown attack overloads some players to the point that they’re unable to defend themselves, much less launch a counter-offensive. Like all things, some characters and opponent strategies lend themselves more to this type of game than others. A specific I’ve learned is that with many players (particularly less skilled ones), when I accidentally lose my combo during the aerial rave portion (fairly common), I land behind them and often can immediately start them into a new combo before they can react. For some players, I can go back and forth doing perhaps 3 or 4 combos in a row this way. Better players will only fall for this once, if ever, as there’s no reason the new combo cannot be stopped (or preempted!). Another thing I’ve learned is that jumping in with light attacks seems to be a great way to start chains off. This applies to most characters, not just Ippatsuman. 3 Miscellaneous openings. This is a lot looser than the other methods; it includes things like punishing whiffed attacks, catching the opponent off guard, and footsies.
Beyond setting up combos, Ippatsuman does, of course, have some other tricks up his sleeve. At a long distance, Ippatsuman’s baseball projectiles can really drive someone crazy. Between the 3 different trajectories, which each have somewhat alternate trajectories when thrown from the air, he’s able to hit a target in just about any position. They’re not terribly powerful, but can take a bit of life off someone while annoying them and teaching them that they can’t just keep away from Ippatsuman and think they’ll be safe. His straight fly has some good uses as well. It can be used to quickly close distance, punish blocked or whiffed long-range attacks, or simply to catch an opponent off guard. Better yet, this can be comboed (2 hit combo) into a final reversal breaker hyper move, so the damage done is greatly improved. Speaking of the final reversal breaker hyper, it’s an unblockable anti-air attack, so it of course has value on its own for opponents trying to jump in on me (very common, as mentioned in point 2 above). Ippatsuman’s grand slam attack is fairly limited in its usefulness. The power is ok at close or medium range, but nothing to write home about and the screen freeze before it makes it easy to see coming. I mostly use this either when the opponent has very little life and chip damage is useful or fatal, when an opponent just seems off guard, or when I’m desperate. His come forth, gyakkuten-oh hyper is total garbage. I call it the “hyper waster” as 80% of the time I use it, it’s by accident (not happening much anymore with the arcade controls). It requires at least 3 meters, drains your entire meter, does very little damage, and is fairly easy to avoid. I only use this for fanciful finishes or in rare incidents where it’s advantageous (usually when we’re both super low on life and the invincibility it provides is a huge boon). Ippatsuman’s assist is pretty lame and nearly the only time I use it is when I whiff Saki’s positron storm (in which case it’s very helpful). Come to think of it, with Saki’s limited close-range skills, I bet there are a few more cases where his assist can help relieve the pressure. I should look into that.
Originally I was planning on writing up my strategy for Saki as well as well as anti-Ippatsuman and anti-Saki strategies, but this ended up being a pretty long post so I’ll leave that for the future.
The other day I played OOA for an hour and a half straight trying to beat nZero’s time for Goal B and only managed to marginally improve my own record. With one run in Time Attack lasting about four and a half minutes, that’s a whole lotta gaming where you need to stay focused at all times. So I was feeling a bit annoyed with the game, or more appropriately, my lack of progress.
But then there was some talk about the game and the different cars in it in the irc channel. It reminded me that I’ve never actually driven all the available cars. When I started with the game I just looked at the leaderboards, saw the F40 was a pretty popular choice and went with that. So I figured giving the other cars a test drive might be a good way to refreshen the game. That was an excellent decision. After mere few runs I already improved my Goal B record a bit and with multiple cars to boot (still not enough to top nZero, though). There are very subtle differences in how the cars behave, though they all have the same top speed. Meaning the differences are in acceleration, turning speed, drifting control, and so forth.
In all honesty, in most cases I couldn’t tell what was different compared to the F40. But in two cars’ cases I could: The Dino 246 GTS recovers from a drift very quickly. This of course allows it to start building up speed again faster and lessens the chance of fishtailing. But this can also work against the driver, since it’s easier to accidentally end a drift when you’re supposed to do a counter direction drift. Dino is also narrower than most other cars, which I felt made it harder to grip through corners as effectively.
The other car is the Testarossa. Compared to the F40 it turns very slightly faster. This means easier time gripping through some corners and thanks to Testarossa I even managed to improve my time in Sunny Beach, for the first time in quite a while. I can’t tell if the car’s acceleration is any slower than the F40′s or if it has any other “flaws”. But because I’m so used to the F40′s turning speed I occasionally find myself turning too fast into a counter direction drift (in the last S-curve in National Park, for example) and lose some speed due to hitting the rougher terrain.
In any case, today I was running Goal B again and managed to beat nZero’s time not once, but twice with the Testarossa. And it took me only 30 minutes or so. The latter time beating his by a whooping quarter of a second. I also improved my course times here and there. Speaking of, in order to better see my progress through the game I created a spreadsheet with all my best course times, calculated my theoretical best route times from those (and display my actual best route times as well) and compare it to the #1 time on the leaderboards. The resulting chart can be viewed here.
From that it’s easy to see that I’m doing my best on Goals B and C (for which I’m currently in leaderboard positions #18 and #15 respectively) and worst on Goal E. I was however glad to see the differences between my theoretical and actual times aren’t that terrible (aside from Goal E) after all. I thought I was way more inconsistent. I think I’ll work on my Goal C times next, as I’m already doing pretty good there. Would be nice to break into the Top 10 leaderboards for one route.
I’m on the brink of finally 1CCing Homura for the PS2, and I’ve been thinking if it would be better to wait for a special treat from fellow Jonatas aka third_strike in the shmups forum.
I say this because recently there’s been some collective enthusiasm from shmupper friends about a superplay third_strike is about to record for this game. He now holds the highest score in the boards with over 2,2 billion, and seeing how he does it would be nothing less than awesome, as well as instructive for all Homura players out there.
For those wondering what this game is about, imagine a play style like Giga Wing but with a design that resembles Shikigami No Shiro. My current status is around 1,1 ~1,2 billion points as I reach the final boss. I’m confident enough to get a x55 multiplier in the 1st stage, but I still struggle a bit with the most dense pattern of the 3rd boss and some parts of the 4th stage.
If the weather remains this pleasant for the next couple of days and I have some spare time available I’ll certainly resume my journey on Homura. In any case, I recommend those interested to stay tuned on that shmups forum thread.
What I said was “I’m not going to just do a post to declare what I’m playing now. I’ll wait until I have something interesting to say about it.” Well, I’m about to stop playing it, and I don’t think I’ve generated anything interesting yet, so nevermind. I’ve gone far too long without a post (blame childbirth), so interesting be damned: I’m playing the Game Boy version of Bionic Commando.
Playing through the first few stages, you could get the impression that it’s a straightforward port of the NES game. Starting around stage 6, however, the cruddy NES level design mostly disappears and the stages get vastly more challenging than anything seen there.
Even more improved than the stage design is the responsiveness of the controls. The capabilities of the wire are basically unchanged, but it’s about twice as fast, without the big delays between actions.
This gives you two main techniques to work with when swinging. The holdover from the NES is the forward swing. Release at the far end of a swing, fly to the right, fire the wire at 45 degrees for another swing.
The new technique is the drop swing. Reel in the wire so you’re just hanging right below the ceiling, hit down to drop, then fire a 45 degree wire to start a swing. This technique never worked on the NES because Rad wasn’t agile enough for it. What it opens up is the ability to reach successively higher tiered ceilings, plus changing your range for nearby grapple points.
Traversing stages requires mixing the two techniques. The main source of difficulty is that you often have only one shot at getting it right. If you reel in for a drop swing when another forward swing was called for, you might be hosed. That’s fairly simple, but there’s a decent amount of fun to wring out of that one dynamic, and the stages exploit it well.
The newfound agility opens up a few minor techniques. Nothing that’s really demanded to pass stages, but stuff you can do to move faster. You can drop out of swings early to get short bursts of speed in places where there’s no room for a full swing. And you can slingshot: start reeling in the wire, then immediately release laterally. Never required, but often fun.
Thanks are due to Ghegs for recommending it. The obvious disclaimer is that Umihara Kawase Kanzenban is the much better game, and now that I’m starting to emerge from the newborn haze, it’s time I returned to that.
