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Posted
I actually intended on learning Lunathia first, because she seemed so interesting, but when I actually tried her first I felt really put off by her playstyle. For a while I was afraid I would only feel comfortable with Sabe until I suddenly liked Sasari, now I can say I put at least a little effort into doing damage.

If you're looking for a zoning character with interesting combos, I would reccomend trying out Duna a bit. She has really cool zoning tools as well as interesting combo flow IMO (TK blue line loop, and a thousand situational ways to set up and extend air combos / tk loop, she also has some outdated technology with j.214K loops).

  • 1 month later...
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Posted

Steve, do not correct me...and yes, I waited a month to reply. As is the Tales way. We should get some Wan Wan in soon, Steve. I'm sick of your magic bullshit in Worms Reloaded.

Edit: I might be playing Alicephia now. Sabe got boring. He doesn't really do anything, except damage. I mean, yeah, he's manly enough that being in his mere presence makes your life bar disappear, but meh. Little girls are win.

Posted
Steve, do not correct me...and yes, I waited a month to reply.

Actually, it was closer to a month and a half. :kitty:

As is the Tales way. We should get some Wan Wan in soon, Steve. I'm sick of your magic bullshit in Worms Reloaded.

... we haven't even played Worms recently. :v:

And yes, more WanWan is necessary.

... on that note, I should probably hit up the IRC sometime.

Edit: I might be playing Alicephia now. Sabe got boring. He doesn't really do anything, except damage. I mean, yeah, he's manly enough that being in his mere presence makes your life bar disappear, but meh. Little girls are win.

I dunno. I think Alicephia might take effort. And we all know how much you take to putting forth effort.

(Not to say I'm any different >__> )

Posted

We haven't played Worms recently because of your bullshit. Stop being Steve. I'm afraid I'll try to shoot you, and you'll just reversal VV it somehow. As for effort, I put effort into fighting games. Only problem is, nobody wants to play those fighting games. :( *Goes back to practicing JoJo's*

  • 3 weeks later...
Posted
UPDATE 0.55 Test is now out! The new character is in, and there's a lot of system changes and balance tweaks.

http://page.freett.com/oinusama/test.html

http://poverty.mizuumi.net/wiki/Wonderful_World_Changes

OSHI~! Downloading now.

I'll see if I can get some info up on our new character (Fride, right? Probably spelled differently in game, but I'll get to that later ...) up on the wiki.

Lunathia

hell's rain, increased recovery

... dammit!

Posted

Friede is incomplete (mostly seems to be lacking BRK points and some sprites), but already has some combos up on the JP wiki, lol.

Posted (edited)
Friede is incomplete (mostly seems to be lacking BRK points and some sprites), but already has some combos up on the JP wiki, lol.

Yeah, noticed the lack of BRKs. Also, she seems to have no high jump. Might be intentional, though.

Also noticed that 236236HS is awesome damage. Hitconfirm it for 50% on Ryuza.

I went ahead and created a page for her on the poverty wiki, and added in movelist info.

Also, O color is mine. :v:

(PS - Hell's Rain doesn't seem all that different, tbh. Guess the nerf was less than I was expecting.)

EDIT:

Already found a full-kill combo vs. Aiwhen. Yay?

Also, one more interesting fact: 4S gives you her close S at any range.

Edited by Nuclear Cheese
Posted

I knew I had to try Friede for her animations and shit, but.....I might be in love.

Posted
Friede seems like she has a lot of potential, what with eye juggles and all.

Yeah, I kinda feel it too. though, eye juggles feel a tad hard to keep going. Doesn't make it any easier when actually trying to get in to use them. Still, she's pretty fun. I'm still trying to get used to her movement though.

Another thing I've noticed, dunno if anyone else has (I'll put this on the wiki as well if no one else has yet), but the direction the eye is facing also causes pushback in that direction, if it wasn't obvious. So you could try and sandwich someone between you and an eye, or have an eye facing downward as a means of knockdown, or one facing upward as a launcher. Just mild speculation I suppose.

I'm somewhat enjoying airthrows. Makes it easier to punish certain characters (like Aiwhen, who before could just airteleport after a tech to get to the ground safely to avoid an air-unblock). Kinda sad about the j.236HS Lynia nerf, but then again, I never really used it for that purpose as often as I should have anyways. :V

Posted

I have problem running the game. The game closes as fast as I open it (this happens with both version 0.5 and 0.55).

I use Windows 7 professional. I tried running it in XP mode, but with no luck. I also tried restarting my PC, which also didn´t help.

It run well the first time I tried it, but after closing it, I can´t make it run properly again.

Posted (edited)

Question, does 0.55 work with lunaport r49? Or should I keep my 0.50 files in case I start playing this game again?

Also, Alicephia's dash jHS -> jHS is a fuzzy guard right? Hard time testing this.

Edited by Delrian
Posted
I have problem running the game. The game closes as fast as I open it (this happens with both version 0.5 and 0.55).

I use Windows 7 professional. I tried running it in XP mode, but with no luck. I also tried restarting my PC, which also didn´t help.

It run well the first time I tried it, but after closing it, I can´t make it run properly again.

I have it running on Win7 64bit just fine ... only thing that might be different is that I (might) have my system set to Japanese, rather than English. I know that helps with some games.

You might be able to try Applocale if you want to just run the game itself in Japanese.

Question, does 0.55 work with lunaport r49? Or should I keep my 0.50 files in case I start playing this game again?

Also, Alicephia's dash jHS -> jHS is a fuzzy guard right? Hard time testing this.

Lunaport r49b works just fine with 0.55 test version.

For Alicephia's j.HS - I don't see anything about this on the wiki (to be fair, only skimmed the page), and I kinda doubt the move is fast enough to be used like you describe. I could be wrong, though.

If needed, I can set up a test with modified replays.

Posted
For Alicephia's j.HS - I don't see anything about this on the wiki (to be fair, only skimmed the page), and I kinda doubt the move is fast enough to be used like you describe. I could be wrong, though.

If needed, I can set up a test with modified replays.

If you could, it'd be appreciated. Considering it can combo into itself when jump cancelled (provided the first hit is very close to the ground, like off a dash), and I think the frame data suggests otherwise (36 frames of recovery that can be jump cancelled out of, even if it's -11 that means you have 25 frames to jump and hit with j.HS's 17th frame), I think it's highly likely..

Posted
If you could, it'd be appreciated. Considering it can combo into itself when jump cancelled (provided the first hit is very close to the ground, like off a dash), and I think the frame data suggests otherwise (36 frames of recovery that can be jump cancelled out of, even if it's -11 that means you have 25 frames to jump and hit with j.HS's 17th frame), I think it's highly likely..

WARNING: INCOMING SCIENCE! :eng101:

The quick version is - it is entirely possible to jHS, jump cancel into jHS to fuzzy guard with Alicephia. After confirming this, I played around with it for a bit, and came up with this corner combo vs Lemius:

66 jHS jc jHS214K BRK jHS214S <land> 5PS <aircombo>

Delay a bit between the last jHS and the 214S, or the combo drops.

I have no idea if this is a good combo or not. I don't play Alicephia. :v:

Details

Be sure to note that, unlike most FTGs, WanWan runs at 100 FPS. One frame = 10 ms.

You can hit jHS as early as 8 frames after hitting the second 6 for your dash, and jHS will come out. I also found that you can hit it as late as 18 frames after and still have the jHS come out as early as possible (see footnote 1).

The opponent must start guarding no later than 16 frames after jHS starts. Just checked, and this concurs with the frame data on the wiki.

The earliest you can jump cancel jHS (assuming it hits on the first frame) is 27 frames after hitting the button, or 11 frames after it connects. This delay appears to be caused by hitstop.

After jump canceling, you can enter the second jHS as soon as 2 frames after hitting 8. You can hit it as many as 13 frames after hitting 8 and still get it out as early as possible (again, see footnote 1).

The latest you can enter the second jHS and still have it keep the "guard chain" from the first jHS is 49 frames after the first jHS (See footnote 2). This is 22 frames after hitting 8 for the jump cancel, assuming you jump cancel on the first frame possible.

Conclusions

It shouldn't be too hard to do with a bit of practice. From the numbers above, you have about 20 frames (1/5 second) of leeway to do the jump cancel and the second jHS.

If you want to mix them up, you could go straight into j214K after the first jHS for the low. This yields a high/low with less than 0.3 seconds for the opponent to react (meaning they will likely need to guess). Unfortunately, without meter this is probably unsafe if they manage to guard it.

Finally, even if you're a bit slow with the second jHS, honestly Alicephia's jHS is freaking huge. I wouldn't be surprised if you catch some people with it even if they do have the chance to get out of guardstun and crouch.

Footnotes:

  1. It appears that WanWan gives a generous 10-12 frame buffer window for hitting inputs early, based on this data.
  2. By "guard chain" I mean the opponent is hit again while still in guard stun. Do note that this number does include hitstop, though, and is therefore not an accurate indication of the actual guardstun duration.
Posted
I have it running on Win7 64bit just fine ... only thing that might be different is that I (might) have my system set to Japanese, rather than English. I know that helps with some games.

You might be able to try Applocale if you want to just run the game itself in Japanese.

I tried doing both, but it didn´t help me.

Posted

:O FINALLY! hey all, new here. been looking around for a active Wonderful World thread on some other sites and a firend sent me a link to here. so...anyone here from NC?

  • 3 months later...
Posted

So apparently I found a weird bug/change in .55t

In previous versions (according to Greats), Corona could not immediately cancel her charge into a 236P/214P without manually cancelling the special first.

Though rather inconsistently, I've managed to pull off cancelling chant immediately into 236P/214P with a single input multiple times.

Posted

I'm trying to get my TE and SE to work with this game. So far, I have only managed to get the buttons configured, but I cannot get the joystick to work. So I'm playing half on keyboard and half on stick, lol.

-Rotendo

Posted

Is it a PS3 SE/TE? I know that PS3 controllers typically have more problems with PCs...

Not that I know how to fix it, but it might help for some one else who can.

Posted
Is it a PS3 SE/TE? I know that PS3 controllers typically have more problems with PCs...

Not that I know how to fix it, but it might help for some one else who can.

Nah. I know that the PS3 versions aren't completely PC compatible unless you download the custom driver for them, but I'm using my XBox360 sticks. Tried both my TE and SE and am only able to see the buttons change while the directions are greyed out.

- Rotendo

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