Scarlet Weather Rhapsody Exhibition — Power of Courage
August 23rd, 2007
Â
Re: WIP — SWR Yuuki no Chikara
<AceyDeeCee82> The power of snow?
<Aroduc> … I hate you.
Link to a somewhat larger version:
http://rapidshare.com/files/50707741/scarletcombo_-_yuuki_no_chikara.avi.htmlÂ
The song is Yuuki no CHIKARA (POWER of Courage… not snow (yuki), dammit) by Aiko Kayo. If anything, you’d recognize it as the OP from the Kenichi PS2 game.
So, Scarlet Weather Rhapsody. I’ll spare you the sordid details, but here’s what I’ve learned/decided so far.
- When in doubt j.6A j.B 66, repeat ad nauseum.
- Aya’s and Reimu’s supers combo off of almost everything.
- Alice’s supers combo off of almost nothing.Â
- I suck even more at Instant Air Dashing in SWR than usual.
- Alice still seems pretty bad, but the fact that her 6A doesn’t alter the limit gauge is pretty funny.
- Marisa is an absolute brute, and that you can late-combo her Super Stardust Reverie off a 623C is kind of nuts.
- It’s fun to taunt your opponent with Aya by flying into the air and just using 22B/C to fire shots downward from the top of the screen.
- Almost everybody has a weird cancel from their j.A j.B (well, just j.A for Alice) if you hit the ground at the perfect time. So you could combo j.A j.B (land) 5A IAD j.A j.B back into whatever you were doing before. I managed to do it a few times with Marisa and Reimu, and relatively frequently with Aya, but the timing required seems to be literally only a couple frames.
- SWR deals with recording devices very strangely. It blithely continues on, but instead of slowdown, it’ll just drop frames.
Enough talk though, on to the video! Many of the combos are your relatively normal and short basic BnB chains. I did try to mix things up a bit though, and limited myself to not using any of the powered up specials, mostly out of fear of being overwhelmed. One of Reimu’s for example, has almost no wind up, so you can actually use it as a whiff cancel in certain combos. The SWR wiki was also a great help when my creative juices started to run dry and I admit to swiping a few right from them. I’m sure many of the combos can also be improved or I’m downright wrong in my comments a couple times. I apologize for nothing!
Blow by blow of the combos:
- Intro – Just some IaMP footage blended into SWR
- Alice (0:17) – It’s all about placement with Alice. Too close and her 6C/j.6C miss, too far away and her j.2A whiffs.
- Aya (0:25) – A pretty basic corner BnB for Aya. Her j.C pretty much brings an end to whatever you’re doing, especially charged.
- Marisa (0:30) – A positional combo for Marisa. The [C] setup to then get into position and a tap to keep them airborn long enough to combo.
- Aya (0:36) – Very nice little anti-air combo. You can also cancel that second j.B into another j.A j.B before finishing if you’re quick enough. I’m usually not. :-P
- Reimu (0:40) – A pretty powerful Reimu corner beatdown. Not too much to say really, but lookit the Limit meter… 196%.
- Bridge! (0:48) – I find both the mirror Alice 214C and the mirror Marisa 6A to be quite funny personally.
- Alice (0:52) – Alice’s 236B is very useful for extending her basic AAAA combo. And you can even bounce the enemy of them to relaunch them for more hits. Very nice.
- Marisa (0:58) – 6[A] near, but not in, the corner makes a surprisingly good combo starter, though probably not so good in an actual match.
- Aya (1:02) -Aya’s basic ground BnB can have her tornado super tacked on, which launches them for a few air hits. I’m honestly not sure why I kept this with kind of the shoddy ending to it (whiffed j.A and could have easily done a j.A j.B 66 j.A j.B 236C or something), but by the time I noticed, I was already putting stuff together. :shame:
- Reimu (1:10) – I actually like this combo, just because it’s made of almost nothing but charged attacks.
- Marisa (1:14) – Marisa’s basic corner pressure combo. *shrug* There’s all sorts of ways you can go once you’ve got them bouncing on the ground.
- Alice (1:21) – I was bound and determined to use Alice’s [C] laser dolls in a combo somewhere, so here they are. Otherwise, it’s just her normal 6C B (repeat) combo
- Aya (1:30) – A midrange Aya combo. You can do more damage by ending with a special instead of j.2C, but I like her standing triumphantly on air above the enemy’s body.
- Reimu (1:37) – Reimu’s B attacks don’t make all that great of a move in her combos since they suck up the limit gauge like you wouldn’t believe, but they are viable, and keep her on the ground in case the opponent blocks. This probably should have been ended with a dash cancel into a j.6A, oops.
- Aya (1:45) – Most of Aya’s combos, as you’ve noticed, tend to be pretty short. She can start them from pretty much any angle though, so it all works out. I love the ending to this combo using Aya’s j.22B/C7. Just felt like saying.
- Alice (1:49) – One of the few ways you can combo into Alice’s supers, though by the time it ends, they’re so high up that only a 236C can hit them.
- Bridge! (1:56)Â – Zammo!
- Remiu (1:59) – This combo may actually get some decent play in a real game. It has to be blocked low (though can be started with a variation of Reimu’s normal A combo too), and isn’t reliant on a wall bounce except for that last little hit and throws your opponent from pressuring you into trapped in the corner themself.
- Marisa (2:04) – Silly Marisa beams.
- Reimu (2:11) – I suck at IADs, but Reimu can use them extremely effectively to combo and then put herself back on the ground to perform a super… so… nasty business.
- Alice (2:18) – Silly Alice spellcards that chain off eachother.
- Aya (2:26) – Another way for Aya to start her combos and more stuff she can do in the air. Unlike the other three, her j.6A (or j.2A for that matter) isn’t really a staple of her air combo arsenal, but it can still be used with decent results. Her combos may be short, but you can pretty much button mash your way to anything.
- Marisa (2:33) – Basic Marisa BnB. *shrug*
- Reimu (2:39) – Reimu corner bounciness. Nice for anti air mainly.
- Alice (2:45) – It’s actually possible to dash cancel her j.B at a certain point and follow up with a j.6A. It requires crazy good timing and placement with her j.2A though, and then the same with the dash cancel… so… I’m lame and settled for the longer j.B.
- Aya (2:52) – Aya’s basic ground combo with a follow up off a wall bounce. *shrug*
- Marisa (2:58) – How unfair is it that Marisa can combo Final Spark off of a 623B?
- Aya (3:06) – Aya really doesn’t have too many options on the ground and in the middle of the stage. This is about the best that they get. I’d say get used to using and seeing this combo from her in real play.
- Reimu (3:09) – It’s hard to use Reimu’s 214B/C particularly effectively since it increases the limit immensely. Still, it sometimes has its uses to let you get a few more hits in when you’re a bit too far out from the corner.
- Alice (3:17) – Never try this combo in normal play. j.2A 4A is really really tetchy and will just as often miss completely as pop them up to continue the combo. I hit with the last j.6A when I was practicing, but then when I went to record, spent about 20 minutes trying to get it to connect, and got nothing… *sigh* This was the best of the lot, so I took it and ran.
- Aya (3:24) – Like I said… Aya’s supers combo off of almost anything. I do like this because all it is… is [B] [C] BC. The simplicity and total reversal of positions on the field makes me laugh.
- Alice (3:30) – My favorite of the Alice combos. Her 2B is actually a pretty decent move and can be canceled into a lot of stuff, it just requires good placement to work out correctly.
- Marisa (3:37) – A very positional Marisa combo. If your j.2C hits slightly away from the corner, then the opponent will bounce on it three times instead of taking the hits all at once. You can do all sorts of things to them during that, but I like Super Stardust Reverie personally.
- Reimu (3:43) – Remember how Marisa’s 623B can be cancelled into a super? So can Reimu’s. And you can even combo after her’s. Well, if you don’t smack them around too much before it.
- Credits! (3:53) – It’s Marisa! And here! All done!
AÂ few things that didn’t make it:
- Reimu’s Fantasy Orb supers (the big colorful balls) can be comboed into, but only one or two tend to hit, so it’s usually kind of a waste. Likewise, her Scattering of the Yin-Yang (bouncing balls) can be comboed into, but it’s pretty pathetic as well.
- Reimu’s Sacrificer Orb (giant white orb) is pretty nice for escaping corners, and since it moves forward, can be used for some decent combos, but they’re pretty lame looking… and rely on you opening a combo with it anyway.
- I really wanted to show Marisa’s late 623C cancel into Super Stardust Reverie, but ran out of time. Try it for yourself.
- I also cut a kind of silly Marisa combo opening with a 2C jug toss at the opponent’s feet. It’s slow enough to let you chase after them and air combo them off the wall bounce. It wasn’t bad, but since that 2C comes with a price tag of about 50 limit, it was a really short (for Marisa) and lame combo.
Posted in Touhou | 1 Comment »
Wow. Aroduc, it ended up being pretty good. Kudos to you.
Oh well, back to work…