Rin_Penelope wrote...
Also, did anyone has this game,
幻想四å€å‰£ï½žå¤©åã®å¤§é€†è¥² - Fantasy Quadruple Sword~Tenshi's Counterattack? Since I lost mine, so help will be really appreciated.
I do have to admit that I am quite interested with this game. Can you upload it later whenever you have time, Chlor ?
Also, here is some update for Sky Arena's description :
1.01 Patch has been released.
http://www.oct.zaq.ne.jp/pandadanpa/file/TSA_patch_Ver101.zip
- Some balancing and bug fixes
- Boost Dashes track better and take more spirit now
- Mirage Slides also track better
- Every character except for Alice got modifications to spell charge up/discharge times.
★¢CAUTION★¢ WALL OF TEXT ★¢CAUTION★¢
Controls
Movement :
Directional keys: Movement. When locked on, you'll move horizontally relative to the target, so it doesn't take into account vertical height.
S: Ascend.
D: Descend.
Z + direction: Slide in a direction. This gives you a short period of invincibility and consumes 2 spirit orbs (the red dots under your life bar). You can input the command again during the slide to consume 2 more spirit orbs and extend the slide in the same direction.
Hold Z: (Tracking) Boost Dash. Sends you zooming in either the direction you're holding, or if you're locked on, towards your target. Costs 2 spirit orbs to activate and then rapidly drains them for the duration of the dash. Cannot be performed during Low Tension.
Attacks :
X: Normal danmaku shot. Consumes 1 shot ammo per.
Hold X until Shot gauge is filled and release: Charge shot. Takes the same amount of shot ammo as a regular shot.
A + X: Spell Card. Just a more powerful danmaku shot with a longer delay. Consumes 1 spell ammo per.
Hold A + X until Spell gauge is filled and release: Charge Spell Card. Most powerful regular attack with the longest delay. Takes the same amount of spell ammo as a regular spell.
A + V: EX Spell Card: Effect varies by character. Tends to be a support-like effect of some kind. The gauge for this starts off empty at the start of a match.
C: Melee attack. Close ranged, relatively weak attack that can interrupt an opponent's actions. Normally you can do up to a 3-hit combo, but in High Tension you can do a 5-hit combo and during Climax a 7-hit combo. There is a short cooldown for this as displayed by the second gauge on the right side of your screen.
C during a slide: Slide melee. On hit this sends an opponent spinning away for a couple seconds of stun. If you miss, however, YOU are vulnerable for slightly less amount of time as you're stuck in place.
A + C: High Tension Spell Card: Super attack. Large delay in the form of a pose. Can only be used during High Tension or Climax.
A + Z: Climax Spell Card: Ultra attack. After a pose and delay, you shoot a white orb that will trap an opponent if it successfully hits and automatically transition into the attack. Can only be used during Climax. If used during the last 20% of the last Climax section in your battle music, the attack will be an extended version that does even more damage.
Defense/Other:
Q: Toggle lock-on to a target. If there are multiple targets, press to cycle through targets and hold to remove lock.
V: Guard. 180 degrees in front of you for roughly 3 seconds. Fully blocks all damage for its duration. Using this right before an opponent melee attacks you stuns them for a few seconds ("Just Guard"). There is a short cooldown between shields as displayed by the first gauge on the right side of your screen.
A + S: Mirage Slide A. Sends you sliding to a point right in front of your target.
A + D: Mirage Slide B. Sends you sliding to a point right behind your target.
Both Mirage Slides consume 6 spirit orbs and cannot be performed during Low Tension. They still have the same invincibility properties as regular slides, but go for a much farther distance. Once started, they can only be canceled by removing your lock-on or with the following command.
C during Mirage Slide: Mirage Slide Attack. Apparently identical to the regular sliding melee, but consumes 2 spirit orbs.
Any three of Z + X + C + V while being hit: Spirit Spark. Consumes 1/10 of your max health and 5 spirit orbs to give a couple seconds of invincibility.
Spacebar: If you have AI teammates, this cycles their behavior between Attack Your Target/Attack Different Target/Evade/Act Freely.
W: Resets camera to look straight ahead of you when not locked on to anything.
Credit to Poosh users as the original informant.