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Posted
Can anyone tell me about the book girl? She looks nice, but Mizuumi doesn't have anything on her, and I can't watch Youtube right now.

Her dash, where she hops, puts her into a temporary stance that gives her different normals. You can even hold the dash and hop left and right. A lot of her normals in the stance have float properties. She's a very unique character when it comes to her movement and normals. Her book throws have a nice anti air arc with a great splash effect when it hits the opponent or the ground. Her bookcase super is damn near safe or is safe even on block. That's pretty much what I can say of her for the time I spent playing around with her for my cmv.

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Posted

Sounds cool, she may fit my style well. I suppose that there are no characters that are similar to Faust or Teddie, with long-ranged normals and unorthodox projectiles? Arawn seems a bit too straightforward to fit the bill.

Posted
Sounds cool, she may fit my style well. I suppose that there are no characters that are similar to Faust or Teddie, with long-ranged normals and unorthodox projectiles? Arawn seems a bit too straightforward to fit the bill.

Sasara is long range, no weird projectiles though. You can always pick an assist with projectiles like Ma-Ryan.

Posted
So yeah, since I'll have to order Project Diva on Vita by myself (I was expecting to buy it from my friend), I might as well buy some water-flavored pizza. Too bad that I have no idea about who to play as other than Tama-nee. Can anyone tell me about the book girl? She looks nice, but Mizuumi doesn't have anything on her, and I can't watch Youtube right now.

Bookuma is the truth. I use Tamgief and Bookuma so we are cut from the same cloth.

Special Abilities

Double Jump

Preformed by jumping again while in mid-air, this is a great mobility tool, especially considering how limited aerial movement is in Aquapazza.

It's gonna get crazy~

Manaka's front step (66) is unique as she'll actually begin stumbling ahead backwards. Depending on the attack you press during this action you can preform different actions;

A standing kick that hits low.

B is a "hip press", in which Manaka will ram her lower backside into her opponent. It's an overhead!

C she lifts up her heel and does a reverse kick. This move causes a wall bounce.

I'm sorry

Manaka's 2B has Guard Point properties, so if an opponent's attack should land while 2B is active the move will go throw the attack uninterrupted. So it is possible to counter your opponent's attack string if you time it right in between guarding.

Movement note: Back dash (44), warning subtracts from your Emotion gauge rapidly, make sure to maintain the distance gained.

Specials

W-wait a minute~ (214+X)

A bookcase suddenly appears and you collapse into it, knocking it over, depending on the button pressed power and reach will alter (A having the least and C the most).

I didn't mean to... (236+X)

Fire a stack of books in an arch at your opponent, the button pressed determines the range (A being the shortest and C the farthest). Arguably the best projectile in the game because of it's arch trajectory, ease of spamming, and it's "shrapnel" effect (on impact the books will scatter and retain hitboxes). Air OK. If preformed in the air you will fall to the ground with a stack of books falling slightly in front of you. 

R-retreat (623+X)

A bookcase will appear and you will slowly inch toward it, it will protect you from enemy attacks while active, duration is determined by the button pressed (A being the shortest and C the longest).

Supers

Clumsiness! (214214+AB)

An enhanced version of W-wait a minute~, collapse into a bookshelf and set off a chain reaction of multiple falling shelves. Hit or guard, this move has massive push back and forces the opponent to the edge of the screen from anywhere, you could say it's Manaka's "lifeblood" as it put opponents right where you want them.

That wasn't my intention (236236+AB)

An enhanced version of I didn't meant to..., launch a box of books in a wide arch, on impact each individual book has a "shrapnel" effect. Air OK. If preformed in the air you will to the ground with a box of books raining down with you.

Splash Art

Please don't call the Chairmen! (641236+BC)

Causes a multitude of books to rain down a decent distance in front of her.

Posted

Splash Art

Please don't call the Chairmen! (641236+BC)

Causes a multitude of books to rain down a decent distance in front of her.

Something the wiki doesn't mention is that this also activates as a counter if Manaka is hit during the startup- She'll immediately drop all the books. At point-blank, this is as damaging as any other Splash Art.

Posted

I just got Aquapazza and I'm really terrible, but if anyone wants to play online my PSN ID is Ceiyne.

BTW, when I say I'm really terrible I mean it. I'm not even very good at fighting games in general, lol.

Posted
I'm having too much fun with this character.

lol nice. How much damage in Emotion High?

Posted (edited)

I'm going to have to get back to you on that one, I didn't try it in Emotion High for some reason.

Edit: Just got it and it's 17494 in Emotion High. Also found out in the process of this that apparently you can do a second DP after the assist since you launch them higher in Emotion High. Gonna see if I can make anything happen with it.

Edited by RagnellBlue
Posted
I'm going to have to get back to you on that one, I didn't try it in Emotion High for some reason.

Since it uses a Splash Art, it'll probably be even higher if the opponent is in Emotion Low- probably 18K+. With both Karula in Emotion High and the opponent in Low, I imagine you'll be somewhere around 23K.

Also, for more fun (and even less meter), I'd see if you can land the 214214+AB Critical Hit (Emotion High only) instead of the SA by walking forward after the assist into 5B>214B ~ 214214+AB. If it hits in the right spot, that super will do 8K before scaling- once you factor in the additional bonus for Emotion High, that's nearly as much damage as her SA but for only 1-bar (although I believe supers get scaled more heavily than SA's).

Posted

I'll have to try that for sure, I haven't done much with Critical Hit as of now, but I'm trying to implement it. In the mean time, I ended up with this:

Posted
I'll have to try that for sure, I haven't done much with Critical Hit as of now, but I'm trying to implement it.

The most reliable way I've come up with to land it is off of any 623X hit- walk forward, 5B or 2B cancel into 214B. If you're not in Emotion High, the best you'll do is a Clean Hit (which is still 5000 damage). If you time it incorrectly, you'll get the usual 2000. You just have to hit them with the outer arc of the blade dead center during a fall to get the extra damage- if they're too close or too far, too low or too high, you won't get the bonus. I'm pretty sure I've landed it off of something other than 214B but I think it was an assist attack because the rest of Karula's ground moves either don't pop them up high enough or force an air tech.

Posted

Im pretty much over Tekken tag 2. Time to build a good country again genghis khan! Those Rina assist combos in the video have me thinking its time for an assist change.

Posted

Still fooling around with Karulau, trying out some different assists and such now (inbetween playing Borderlands 2, Castlevania HoDespair AND SotN, and League, and-- the list goes on). Ended up with this.

Posted

If anyone is in NYC tomorrow we'll be running AP as a side tourney. If enough people show up we may be able to get it on the regular roster.

Posted
If anyone is in NYC tomorrow we'll be running AP as a side tourney. If enough people show up we may be able to get it on the regular roster.

What time, and whats the buy in?

Posted
What time, and whats the buy in?

Since AP is a side tourney the time hasn't been announced yet. The first game that will start is P4U at 2PM. Tourney is at Next Level; venue fee is $10, tourneys are $5. Entry price hasn't been decided for AP, at the most it will be $5 entry.

Thread for tourney: http://www.dustloop.com/forums/showthread.php?15032-Team-St1ckbug-Blesses-the-Ring-9-22-Brooklyn-NY-P4-BB-GG-SG-VF-VS!

Posted
Since AP is a side tourney the time hasn't been announced yet. The first game that will start is P4U at 2PM. Tourney is at Next Level; venue fee is $10, tourneys are $5. Entry price hasn't been decided for AP, at the most it will be $5 entry.

Thread for tourney: http://www.dustloop.com/forums/showthread.php?15032-Team-St1ckbug-Blesses-the-Ring-9-22-Brooklyn-NY-P4-BB-GG-SG-VF-VS!

i showed up, but i left before aquapazza. Drank too much and had places to be. Im going to the next tourney at The Break.

Posted

My water pizza was finally delivered.

So who's still playing? Haven't tried online yet, might give it a shot tonight.

I'm liking it so far, but I gotta wonder, what the hell were Examu thinking when they made the supers have both a complex motion *and* a double button press? It seems pointless and overkill, supers in a fighting game should be either a simple motion with 2 buttons (Marvel style), or a complex motion with a single button (most other games). There's really no need to have both. Arcana Heart was Marvel-style, and it worked well...

Posted
My water pizza was finally delivered.

So who's still playing? Haven't tried online yet, might give it a shot tonight.

I'm liking it so far, but I gotta wonder, what the hell were Examu thinking when they made the supers have both a complex motion *and* a double button press? It seems pointless and overkill, supers in a fighting game should be either a simple motion with 2 buttons (Marvel style), or a complex motion with a single button (most other games). There's really no need to have both. Arcana Heart was Marvel-style, and it worked well...

I completely agree. I set my A+B button where B would normally be. Since B will always have more priority over A, it always comes out as B. This includes the B version of specials as well. I haven't dropped a combo into air super since ^_^

Also i just got DOA5 so i'm probably going to be playing it locally tonight. But i'll sign on to Aquapazza tomorrow night. Add me.

Posted
...supers in a fighting game should be either a simple motion with 2 buttons (Marvel style), or a complex motion with a single button (most other games). There's really no need to have both. Arcana Heart was Marvel-style, and it worked well...

Most of the time, the input doesn't ruin my supers- the timing does. I'm used to being able to TK a qcf>hcb input to get air supers like in KoF but that usually doesn't work in AP for some reason. Ground supers don't really give me trouble though (except maybe Obouro and Chizuru's Splash Art).

I think the input buffer stores a certain number of inputs rather than all inputs within a particular timeframe like other games seem to. That's the only way I'm able to get qcf inputs instead of dp's from 6D cancels and whatnot- do the 6D then quickly 32141236X.

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