-
Posts
196 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Greats
-
#poverty has been pretty active lately, you guys need to get back in here
-
@cheese Getting the hitboxes isn't too hard, and ideally I think they should be there as a resource because. You can see them all side by side, it's a little easier than in game where quite a few moves with low active frames can be hard to see well without slowing down the game (that's actually what I've been doing for hitbox capture). I'm still working on organizing them in a way that's not super obtrusive and space consuming. Personally I just avoid the in-game joystick detection altogether because of basically the reasons you mentioned... 1) Directions don't get detected properly 2) Can't choose which player side you're on (necessary for netplay) Between these 2 things I pretty much am unable to use the built-in joystick detection. My arrows don't work and I can press player 2 buttons only, really useful. @.saftey and shara Yeah drop by #poverty on mizuumi, can't garuntee someone will be there to play at all times but stay around for awhile and someone should show up
-
http://poverty.mizuumi.net/index.php/Wonderful_World_FAQ#Button_Notation If you're actually having issues setting the buttons at all, I reccomend using either Joy2Key or Xpadder to bind your controls to keyboard inputs. Remember that if you're using keyboard inputs the "Joystick" option in the game menu must be disabled. If the game menu does not load, you can still change options via the Game.ini file (do it while the game is closed). http://poverty.mizuumi.net/index.php/Lunaport Here's a guide on setting up Lunaport, if you're having trouble with this you can download my wanwan folder here: http://www.mediafire.com/?vkm4cbvhev9e9ph I didn't include j2k/xpad though.
-
Actually there is. While she may not be my best character, I feel that the Orphe wiki is currently the most complete, and I would like to make it the target of my new formatting. So if you could do her frame data next that would be great. I'm not going to be doing it right away or anything so no rush. Hmm, but actually whether you choose to gather it on your own or just copy from the JP wiki is sort of up to you. Precise values are nice for some things but I don't feel it matters THAT much. I'd sort of just like to have usable values there, lol. It seemed like your tests from before lined up with values from JP wiki so that's good. BTW, 22F startup in 100FPS or 60FPS? It wasn't very clear just want to make sure.
-
Hm I wasn't aware that any moves were left in the game with that bug. It works just fine from [1], so just input it from crouch block and you should be fine (tested it just now). It definitely doesn't work from [4] though, if a bug like that is still in the game it will probably get fixed in the next version when it comes out. 236S is safe on block unless you Fatal Switch. You can't really FS it unless she does it point blank so generally she doesn't do it until after a blockstring that pushes her back making it completely safe. And this is how it's normally used because it does good chip damage. 236S is also useful in the corner where your opponent isn't able to backdash out of range, and can catch people really late into a jump. That being said I probably meant that it's incredibly unsafe to WIFF, meaning it's a dangerous move to use randomly unless you know it will hit or be blocked. If you want to bait a random 236S midscreen, you can jump or super jump forward, then double jump straight up. If you're on the ground and she's using it you can backdash. Whether or not you can actually punish it after one of these though depends on positioning and your character, for example anyone could punish a backdashed 236S in the corner if she did it close enough.
-
http://www.youtube.com/view_play_list?p=91B9E6CC6F4C1151 massive playlist of gameplay
-
http://poverty.mizuumi.net/index.php/Orphe Doing a little bit of experimenting with overall page layout on the Orphe page. What do you guys think?
-
That's correct, you just SP cancel normally but with stricter timing (still using the SP button). For movelist related stuff you can just check the HTML description that comes with the game in the 説明書 folder.
-
I found Bach's blog on the internets: http://roroliocu.blog134.fc2.com/blog-entry-11.html#more In this post he talks about his tier list, and gives his opinion on all of Neva's matchups. He also gives character descriptions for newbies so if someone wanted to translate those they could go up here. For those of you who don't know Bach was an old IaMP player and he's one of the most seen players on the videos uploaded to Nico. ------------ Bach's tier list: A: Sassari B: Neva, Linear B-: Corona, Duna, Remiusu, Orpheus C +: Arisufia, Servais C: Ryuuza, Aiuen, Runashia C-: Cielo Bach's Neva matchups: Sasari:3.5 - disadvantage Lynia:5.0 - even Corona:5.5 - advantage Duna:5.5 - advantage Lemius:4.5 - disadvantage Orphe:4.0 - disadvantage Alicephia:5.5 - advantage Sabe:5.5 - advantage Ryuuza:5.5 - advantage Aiwhen:5.5 - advantage Lunathia:6.0 - advantage Cielo:6.0 - advantage ------------ While this is all just his opinion, I can't really argue against most of it since my experience with this game is actually much more limited. But if this is anywhere close to accurate it also means the game is incredibly balanced with Sasari being the only one standing out.
-
you new guys need to try to get online at the same time so you can play someone not way better than you, work out a time you're generally free or something
-
Neva 236S is extremely slow startup and extremely slow recovery, 214S is the superior move at 7F startup and not quite as bad of recovery. As long as you're playing a tight neutral game where you're mostly staying low to the ground with low airdashes and ground movement 236S should never matter to you outside of tech traps. As for tech traps they are what they are, delay your air tech or don't air tech depending on which one it is and you may even be able to punish it. I don't reccomend ever teching after one of Neva's OTGs, since if you are that low to the ground she can actually 214S your airtech on reaction. tl dr; Stop jumping when you shouldn't jump and teching when you shouldn't tech, scrub.
-
I thought the values on the JP wiki were for a 60FPS environment? At least that's what I was under the impression of; since the values seemed much more accurate and there was some sort of note I couldn't really read on one of the frame data pages talking about conversion. I'm a little curious as to rather 6P is really 13F, because in 0.47 it was much faster at blatantly unreactable, but now it's quite a bit slower, but it retains the subtle startup.
-
http://poverty.mizuumi.net/index.php/Lunaport Is the wiki page for Lunaport, hopefully you don't have LunaportMT unless you grabbed it before i redid the wiki a bit less than a week ago. And in fact, Lunaport .49b does support lobbies, they just don't have a GUI interface. No, no one uses the lobbies. In the OP you'll see I said that you can go to the #poverty channel on irc.mizuumi.net, or alternatively you could try to contact someone thru this thread. About jump startup... relatively positive it's 1 frame, meaning if you hold up back on wakeup against a meaty you should get hit. Btw Orphe 6P is a great meaty, 10F active in addition to throw inv. Also holding up back against good players all the time will get you blown up really easily because in addition to hard countering with an air unblockable move, chaining into a low while you are still in blockstun pretty much beats that for free anyways. ---------------------------- More on the topic of changes I've made to the wiki... The most obvious change is that I've tweaked around the main page and quick links to hopefully make it a little more acessible. I've also messed around with the FAQ section and Mechanics section. If you see anything missing from those pages please feel free to add it on your own (i check my watchlist from time to time). As you may or may not noticed before, there is an empty matchup chart on the FAQ page that needs to be filled out! I have played a lot more matchups than I actually have there at the moment... but I plan to try to come up with some values there by discussing with other players sooner or later. If you guys have a matchup you feel you're familiar with please add it. Also, you'll see at the very bottom a rather junky summarization of the completion level on the character pages. Don't feel offended if it says "lacking a strategy section", It's hard to consider a 1 paragraph summary an in-dept of the character's variety of strategies. Strategy section is actually very open ended in my opinion and depending on the type of chara we're talking about what actually goes there can vary (I think my entry for Orphe is looking pretty good if you want an example, feel free to tell me otherwise). On a less abstract note, frame data still needs to be copied over. I was thinking of using a JP proxy to make an account and copy their tables. I'm not sure if they use HTML tables or the wiki style tables you see I've pasted examples of onto the character pages, but I'll see when I get to it hopefully this coming weekend. @NuclearCheese I saw you added Lunathia's frame data with translations that's awesome. If I got the rest of the frame data copied over could you do translations for the notes/moves and such on those as well? Also some of the pages are still empty! If you like the game I would love it if you could spend some of your free time one day and fill your character's page out if it's not already. You have plenty of examples to go from. I think that having a completed wiki makes it easier for people to get into the game and is good for the community in general.
-
PS - for those who are interested, I turned on debug mode to see the damage. Looks like every hit does 1 point of damage minimum, no matter how bad the scaling gets. I calculated it out, and the infinite I found will kill Ryuza in somewhere around 450 hits (I forget the exact number). Unfortunately, I have yet to get a recording of it actually getting that far, since my input scripting program doesn't stay quite in-sync with the game, and eventually a frame hiccups one way or the other and the combo drops. Maybe I'll go look for the Lunaport source code and see if how they do it would work better. lol If you didn't know already, WW runs at 100 fps, but is generally displayed at 60fps because of refresh rate; this means all frame data is actually calculated and such with 100fps. So in this game it's possible to have links that are less than "1 standard frame".
-
It looks like the JP Wonderful World Wiki has completed the initial stage of their character page revamps! All character pages now have complete frame data tables, looks like they are still working on updating combos and move descriptions for a few characters. They've also started to add match-up info, very informative! (if you can somehow read it) I try to keep the English character pages for Neva / Orphe up to date (actually there's a bit of work to be done on the Orphe page). And I think I'm going to maybe reorganize the front page and/or general information pages on the English wiki so it's more accessible.
-
Yeah it doesn't work for me either lol. It must have gotten broken in 0.50 or something, that move was pretty garbage anyway though.
-
I don't really have as much matchup XP with Sabe (at least a good one) as I would like to have, but I think he's a viable character. He controls some really weird angles with his unique normals/specials that can make him hard to get used to fighting against, and probably really strong in the right hands too. His weakness is probably that his projectile is too slow to be useful very often and he can probably get controlled by a careful zoning character. Also he doesn't seem to have a strong rush-down game, not that he needs it. I'd put him around mid tier. I think most charas in the game are mid tier, with exception of 2 who i would put as definitively above them (not saying). p.s. why would you anti air with anything other than Sabe 2HS... that has to be one of the better anti airs in the game, maybe the second or tied for second best lol
-
For starters you might want to make your approach a bit less obvious if you're getting hit by 6HS anti air, 6HS is slow enough on every character to be highly baitable and thus highly punishable. In my experience, Duna isn't really much of an "approaching" character anyways. This game has no timer (the standard is to play with unlimited time), she's free to turtle up and be as gay as she likes. Furthermore, as of 0.50, Duna's j.214K loop has been nerfed quite a bit. If you want to still do good damage with her, you might want to learn her tk j.236P loop. The general flow is xx > 2HS > 214HS SPC (timed so that the projectile portion still hits) > [[Dash 2S 5HS > TK j.236P]]xN > Dash 5HS > 214HS or SPC Exender Or at least I believe that's how it goes. http://www.youtube.com/watch?v=vd7qquQbRTI Combo video showing several j.236P loop variations including some more flashy stuff with her uppercut and 5O set/activate. Note that she can link her special overhead into 5P in the corner. -- Unfortunately I haven't played in some time . When I saw this video, I tried out a few of the combos that looked really good, namely the j.236P loop and the corner combo with 214HS(2) SPC into 214K 5O set. I think all of these combos can be practically done with some practice, as I was able to get them with some level of consistency with little practice. Also Orphe has sort of become my primary alt probably about the same level as my Neva at this point only really lacking a few matchup experiences. -- At any rate, I think between putting a bigger focus on careful zoning and keepaway (which is Duna's specialty, IMO), and learning her new combos that allow her to get the same damage she used to get in 0.47 can help you level up your game considerably. p.s. I personally think it's a good idea to drop Duna's meterless combos at 2HS, it lets her set up one of her many 2 way okizeme setups with 5O or j.O set that can lead into a meterless loop, or extended blockstrings. She can also use 214K as a DP save okizeme option (wait until the block, as it goes away when you get hit). 214K can still be set up off a 214HS, but normally anyone who is used to her blockstrings will be able to block just fine, still it's alright, I guess.
-
My bad I just copypasta'd assuming I had fixed the old post. Fixed the new one though.
-
updated a poor post in a broke thread
-
http://www.youtube.com/watch?v=_IOMsFv4NfU hells rain is the least of your problems
-
super jump timing is tight, mash harder
-
i fell asleep ; ;