Why can't they offer that at CU ;_; it would be perfect for my degree...
@Ben: Download Scarlet Weather Rhapsody here:
http://stuff.mizuumi.net/swr/
I
think it's the file "SWR_GST-by-swedish.zip" (I got it from a random torrent I can't seem to find right now [only the demo shows up]). Let me know if that works, and if not, I'll bring mine on a CD. Or I could just bring mine on a CD.
For character and general info:
http://swr.mizuumi.net/index.php/Youmu_Konpaku
The basic descriptions of the characters seem to accurately reflect their playstyles, so you might be able to use that to find another character that would interest you.
Offensively, the game just takes practice learning the characters' hitboxes and priorities and such. Oh, and obviously connecting combos. Speaking of combos, these are probably a few useful things to know:
Every attack, as well as a damage value, has a limit value (I think that's the term). Limit only accumulates while in hitstun. Once it maxes out, that player can no longer move or be hit until they fall to the floor. This effectively prevents infinites. It's good to get a feel for chasing people and maxing out the limit whenever possible. When you find you are hitting a flying corpse and nothing is happening, it's this.
Every attack can cancel into certain other kinds of attacks (by cancel I mean bypass the cooldown animation/lag). One attack might be able to cancel into a special, while another might only be able to cancel into jabs. I still don't know too much about this as I haven't read up on it, only experienced it. The only real way to get used to it is, again, to experiment. But I do know this for sure, and it's extremely useful:
Any projectile attack can cancel into a graze jump (or D jump, or dash jump or whatever they call it), in which the dash jump can cancel into another projectile attack. I find this is most useful for characters like Remilia (bat girl) as she can use her 214 special to summon a hoard of slow projectiles, cancel into the air, shoot another, and approach inside/behind it.
Combos generally happen against the walls (of course, since you don't have to worry about knocking the target out of your range). In this case, it's always good to find a strong, high cooldown attack, and end your limit with it (like Remilia's 623 special). The website I sent you lists a bunch of these. Actually, the best time to a Spell Card is during a combo follow up, when they're stuck in hitstun (otherwise they can generally always block it). Just be careful not to use one when they are at max limit.
Defensively, this game is all about knowing when to graze, and when to block. Melee beats grazing, grazing beats projectiles, and projectiles pressure blocking. You can never block directly after grazing, but you can graze directly after blocking. When you are toe to toe with your opponent, a defensive graze will result in you getting hit, because they can strike you with a melee attack before you get out of range (character dependent). Most things seem to be able to cancel into either blocking or grazing.
I typed more than I expected. Hope it helps!
I probably missed some important stuff...
And this probably isn't the best place.
OH WELL EVERYONE DEAL WITH IT!