So, Tasogare Frontier (aka Tasofro) released an expansion to Scarlet Weather Rhapsody. The game is literally an add-on. They added five characters (spoilers lol yeah right: Cirno, Hong, Sanae, Suwako, and Utsuho), revamped the HUD and menu, and added some music.
Last time around when I played SWR it was mostly with Alice and I had a poor opinion of it. This time around I decided to play as many different characters as I could stomach and treat it as if I was starting from scratch. However, it turns out there's still some good/bad/ugly, just like last time. For example, on the ugly side they never really fixed Reisen and Sakuya's bogus sprites, and Sanae's sprites also look rather awkward.
I will say that they did fix a handful of issues that I had with the game (such as added pushback on wrongblock), but then they went and added another handful of other issues. So, in a way it kind of balances out. Except that I just don't like the core gameplay at all in the first place, which hasn't changed.
It occurred to me that throwing bullets puts you at a disadvantage unless it's airtight. If the opponent grazes and you cancel the bullet with a movement then the opponent will invariably be able to attack before you can. Be it a; high jump, back dash, airdash, or fly to cancel the bullets on the ground or in the air it will put you at disadvantage. They will hit you before you can even attack, and it's because HJ cancels and airdash cancels are so incredibly slow. That means whenever you throw a bullet the only way you can maintain advantage is to cancel into a special move and pray it works, preferably a melee special move.
Your other option is to throw extremely slow moving bullets from a safe distance so that you can move into the bullets and use it for cover, but this accomplishes nothing due to the extremely huge stage in SWR. Wherever you throw bullets and follow them to, the opponent can just avoid your setup entirely. So what if you can cover the entire bottom half of the stage when the opponent can just fly to the top and opposite side of the stage, completely avoiding you and your bullets?
Additionally, there's really very little penalty or risk in airblocking. It's extremely hard to guardbreak some one with a melee anti-air when there's 8-way flight. A good cautious player will never be afraid of melee anti-airs.
Speaking of anti-airs, the best anti-airs in the game are all bullet moves. The majority of melee anti-airs suck horrifically or are prone to whiffing due to 8-way flight or just flat out losing to fast air bullet attacks. I mean literally, if some one on the opposite side of the screen does hj9 d[6] and flies across the screen at you then you better hope to have a bullet anti-air because there's practically no point trying to melee anti-air them, even when you see them coming at you from two miles away and know exactly what they are doing and where they are going. Because as soon as they are within range of your melee anti-air they can 8-way flight with the second airdash in any direction, or throw a bullet right in your face to beat your melee anti-airs.
However, that brings us back to the previous issue of throwing bullets putting you at disadvantage. If the opponent predicts that you'll attempt a bullet anti-air and just grazes through it then yeah you're at disadvantage. Once again the best option is to throw a projectile then cancel into a melee special move, which characters like Alice don't even have without alt.skill cards. And even then it's no guarantee since the melee special could whiff if they fly right over you or backwards out of range.
The best characters in the game have really fast movement and good melee. In SWR1 it was Youmu, Aya, Marisa, etc. I can see Cirno and Hong being added to that list simply by virtue of good movement and melee alone. They don't even need bullets or supers, but certainly having ridiculously powerful supers helps (which they do have).
In retrospect, it really feels like they made the entire rest of the cast feel more sluggish and slow in HisoutenSoku. Playing Iku Nagae or Komachi for a few rounds then switching to any of the aforementioned characters makes me cringe, they and so many others in the cast simply feel like molasses by comparison.
That being said, the new weather types aren't that big of a deal really, but the existing weather types are now either the same or even more problematic than they were before. Mountain Vapor randomizing cards in addition to hiding them is ridiculous. River Mist is even more obnoxious since it's random and stronger. And my personal favorite Spring Haze now lets you graze both melee and projectile, which means you can just wavedash graze indefinitely for the entire duration of the weather and you won't be hit by anything. And yeah, Typhoon is still just like it was before, superarmor for all. Oh and if you can't read Japanese; that weather in the image is Typhoon, so you probably wouldn't know both players had super armor until some one got hit.
The new system cards are ridiculous. The most stupid ones are the ones that grant super armor or absolute invulnerability for a duration. The invulnerability cards requirements are pretty steep, but if you get it off then the opponent can't really do anything at all except run away. And run away is exactly what most players do, further illustrating how easy it is to just run and turtle in the air on such a huge stage with the flight ability. I hear some players complaining about the low damage for certain supers, but casting 3 cards for invulnerability only to get maybe 700 damage out of it if you're lucky is quite a waste. I think the other cards are for the most part benign and only marginally useful, but the magic potion card that refills your spirit almost instantly is just one more thing that makes having broken spirit orbs kind of meaningless; since yeah it not only fills empty orbs but also broken orbs, and you can act almost immediately after casting it. So even if you manage to crush a bunch of orbs, a 1-stock card that puts them all back instantly is available that reverses all your efforts. Which also makes the penalty for Border Escape (guard cancel dash/jump) even less important.
In closing, I'm not saying it's a bad game. But it's definitely not a serious fighting game. Tasofro has clearly stated in their blog that they designed it to be more of a casual game, and it shows plain as day. That being said, I'm personally really not into multi-playing in casual games. If I play against other people there is going to be some competitiveness inevitably, and trying to force any amount of seriousness into a casual game will just end in total failure.
- Copyright © Xenozip.


Simple things like: Attacking first doesn't always win, height superiority has it's advantages and disadvantages, not beating bullets with melee or visa versa, moving backwards can be stronger than moving forwards, using cover for advantage, and how the mixup and pressure games actually work. They sound simple, but if you don't "get it" it can be a real chore to learn it during a round or even multiple sets of games.
Indeed, this was my experience. I first started playing with Hong Meirin, the inarguably bottom tier character -- and my first real opponent was Bellreisa, one of the top 3 players outside of Japan who is probably very capable of doing well in tournaments in Japan. And that kind of noob hazing is actually a bit common in the scene, I wasn't the first or the last to get demolished on a debut.



All in all, I want this game to be something I can enjoy, and I will keep hope that some future patches will fix some of the bad points to it. In the mean time I think I'll continue to play both IaMP and SWR.
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