<?xml version="1.0"?>
<rss version="2.0"><channel><title>Beginner Mode Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/95-beginner-mode/</link><description>Beginner Mode Latest Topics</description><language>en</language><item><title>Arcade Stick vs Controller</title><link>https://www.forums.dustloop.com/forums/topic/1758-arcade-stick-vs-controller/</link><description><![CDATA[
<p><strong>Disadvantages of using an Arcade Stick:</strong></p><p>
</p><p>
<span style="text-decoration:underline;">-Takes research and homework to figure out what you want</span></p><p>
Is this really a disadvantage? Some people don’t combine enjoyment and learning… you really shouldn’t be in this scene if this is too much for you.</p><p>
</p><p>
<span style="text-decoration:underline;">-Cost is greater than a controller</span></p><p>
It does cost more, and as poor college students I definitely understand there is a time and a place to shell out 150 some bucks on an arcade stick.</p><p>
 </p><p>
<span style="text-decoration:underline;">-Some will have to re-learn their game/character</span></p><p>
This is the biggest hurdle for most players. The question is: Did you REALLY KNOW your character to the fullest extent if you couldn’t do the Advanced Techniques listed below? I can only picture a small handful of Pad players which can say yes to the above statement.  Doren , Latiff, Kenji, Clayton, …</p><p>
</p><p>
</p><p>
</p><p>
<strong>Advantages of using an Arcade Stick:</strong></p><p>
</p><p>
<span style="text-decoration:underline;">-You get to choose your Pieces and parts</span></p><p>
This may seem intimidating, but the choices are endless for the consumer. What color buttons, what size buttons, what size case, what type of material for the case, a manufactured or custom arcade stick? Do your homework and choose what’s appealing and functional to your needs. </p><p>
</p><p>
<span style="text-decoration:underline;">-You get to put Artwork on it.</span></p><p>
This is too fun, choose pictures which represent who you are or who you are aspiring to become. Showcase your other talents/hobbies or pay homage to the game/character which got you involved in the scene. Do support your local Artist.</p><p>
</p><p>
<span style="text-decoration:underline;">-You get to choose how you want to carry it. </span></p><p>
Do you want a Gym bag , Fag-bag or a Go-Go-Gadget bag? Once again, size, color, fit: it’s all customizable for your needs. </p><p>
</p><p><span style="text-decoration:underline;">
-Lifespan is much greater than Pads.</span></p><p>
Sticks needs minimal repair and upkeep, while pads die in about 2 year and can’t really be modified or revived: They wear in specifically to the player and alleviate some kind of universal standard which help everyone. I remember playing pad, I remember playing ONLY MY pad because everyone elsess felt funny. =/ </p><p>
</p><p>
<span style="text-decoration:underline;">-Staying competitive at the Arcades.</span></p><p>
I've seen too many GREAT pad players avoid competitions and arcades because they are stuck using an XBOX pad. Time to step up and support your local arcade! </p><p>
</p><p>
<span style="text-decoration:underline;">-Advanced Techniques which using an arcade stick amplifies</span></p><p>
</p><p>
<strong>1: “Kara cancels”</strong>- (SFIII &amp; BB) This trick cancels start-up of a move and goes straight into another move. The result requires the inputs to be FAST &amp; PRECISE (Literally 3-4 frames). Has anyone else tried Makoto’s (Cr. HK) Kara~ Fukaige on pad compared to stick? What about Chun-li’s S. MK into throw or Carl’s 6B~B+C, Carls J.66~3C~BB. Take my word, It’s MUCH easier on an arcade stick.</p><p>
 </p><p>
<strong>2: “P-Linking”</strong>- (SFIV &amp; SSFIV) This trick uses input priority and multiple inputs to increase the windows of links. Button priority states that when multiple buttons and press at the same time, the highest priority move comes out. For instance: Pressing all three of Ryu’s kicks button makes a roundhouse kick come out. To consistently combo Ryu’s Cr. LP into Cr. RH (a 1-frame link) the “P-link” input makes it a 3-frame link. : Cr.LP, [C.HK]~[Cr.MK]~[Cr.LK] : You have successfully input Cr.HK (3) times.</p><p>
</p><p>
<strong>3: “Multiple Inputs”</strong>- (GG &amp; SFIII) This trick is for special moves which can be input by different buttons. Sol w/GG can do VulcanicViper with (4) different input. 623S, 623HS, 623]S[, 623]HS[. You can use this to aid in your reversal windows. On wake-up input: 623[HS]~<span style="text-decoration:line-through;">~]HS[~]S[ and notice you’ve turned a 1-frame reversal into a 4-frame reversal: Same example with Ryu = 623 [HP]~[MP]~[LP]~]HP[~]MP[~]LP[, Ryu has created a 6-frame reversal window. You see my point here? Also think about Darkstalkers and “tech hits” you barely have access to (6) buttons to effectively do this on a pad. </span></p><p><span style="text-decoration:line-through;">
</span></p><p><span style="text-decoration:line-through;">
</span><strong><span style="text-decoration:line-through;">4: “Unique Button Buffers”</span></strong><span style="text-decoration:line-through;"> – (SF:A, GG, BB, Battle Fantasia) Birdie, Boxer, Eddie, May, Bridget, Carl, Arakune, Cedrix… The idea is holding buttons in while allowing access to the rest of your characters arsenal. It’s 1000x easier on the player to use a stick for these types of inputs.</span></p><p><span style="text-decoration:line-through;">
</span></p><p><span style="text-decoration:line-through;">
</span><strong><span style="text-decoration:line-through;">5: “Advanced Inputs”</span></strong><span style="text-decoration:line-through;"> (GG…) Bridget’s Yo-Yo glitch &amp; Dash splitting combos. This is just (2) examples, I’m sure there’s more elsewhere. Bridget’s yo-yo glitch is a (2) frame re-buffer, the best way to utilize this is off of close slash, so the repetitions are fast and numerous. 66, S~]HS[~[HS], on frames 2-3 of the yo-yo return. Dash split combo is EXACTLY 2146[K]~4</span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">~]K[]S[6P, I dare anyone to do these on a pad.  Other examples include “I-no’s” TigerKnee’d Chemical love BnB’s, Charge partitioning with Urien/Remy…</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span><strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">6: “First Frame FRC’S”</span></span></strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"> (GG) Ky’s stun edge, FRC, 6HS. Slayer’s DeadOnTime, FRC, J.HS… exact inputs are Ky: 236S~P+K+S~6HS: Slayer: 63246S~P+K+S~HS.= By inputting the FRC with different button combinations, the ability to follow up with the fourth button on the first frame afterward is available.</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span><strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">7:”FRC Buffer Tricks”</span></span></strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"> (GG) inputting another move prior to the FRC/RC can cause instant specials/supers to appear: The trick is to input with other combination besides KS&amp;HS. This is exceedingly difficult with a pad. With “May” we can input 66, K, 63214P, 41236PKS, [P]. This will buffer an OHK out of the FRC than re-buffer the punch button on her hoop set. If the FRC was with KS&amp;HS &amp; “May” has 50% tension a super will buffer out of this set-up. Explore your characters and see what’s available.</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="qwerty" data-cite="qwerty"><div><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">the infamous </span></span><a href="" rel="external nofollow"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">stick tier list</span></span></a><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"> is a useful guideline for deciding what stick to get. just don't get anything below B rank and you should be fine...</span></span></div></blockquote>
]]></description><guid isPermaLink="false">1758</guid><pubDate>Wed, 31 Mar 2010 17:06:13 +0000</pubDate></item><item><title>Helpful Japanese for our DUSTLOOP community</title><link>https://www.forums.dustloop.com/forums/topic/1890-helpful-japanese-for-our-dustloop-community/</link><description><![CDATA[
<p>Hey guys,</p><p>
</p><p>
I'd like this to be a go-to place for basic Japanese Question/Answers, Script viewing, Players References &amp; Video viewing.</p><p>
</p><p>
I've got my hands around most of this stuff (after loads of time) and hopefully, consolidating all this information will aid newcomers struggling with the same questions all of us once had.</p><p>
</p><p>
<strong>WHY ALL THE JAPANESE?:</strong></p><p>
Because the strongest media, players base and tournaments are located there. Don't forget the titles were created in Japanese as well.</p><p>
</p><p>
<strong>VIEWING JAPANESE SCRIPT:</strong></p><p>
If you see loads of "question Marks" and "Funny Squares": It means you haven't enabled Japanese Script for your operating system.</p><p>
</p><p>
I found success with this site's suggestions to enable my Script:</p><p>
<a href="" rel="external nofollow">http://www.wikihow.com/Get-Japanese-Characters-(Kanji,-Hiragana,-Katakana)-on-Firefox</a></p><p>
</p><p>
If anyone else has reliable resources, please post up and I will append. =)</p><p>
</p><p>
</p><p>
<strong>VIDEO VIEWING:</strong></p><p>
The major hub for Japanese videos is a site called NicoVideo. It is VERY similar to our Youtube.</p><p>
</p><p>
I have found this resource to help me register @NicoVideo:</p><p>
<a href="" rel="external nofollow">http://moemania.org/internet-story/how-to-register-a-user-on-nicovideojp/</a></p><p>
</p><p>
I found this to help me download NicoVideos:</p><p>
<a href="" rel="external nofollow">http://answers.yahoo.com/question/index?qid=20080122163016AAl8IfC</a></p><p>
</p><p>
Here is the Redirect to avoid signing in to NicoVideo:</p><p>
<a href="" rel="external nofollow">http://www.mmcafe.com/nico.html</a></p><p>
</p><p>
I'm also under the impression, there is a generic Login &amp; password established for Dustloop members. If anyone has this info, please post up and I will append. =)</p><p>
</p><p>
This is really good for searching certain players. many times a player will write his name in katakana one day and hiragana the next. never miss a vid from your favorite player!:</p><p>
<a href="" rel="external nofollow">http://www.whiteagle.net/jap/</a>.</p><p>
</p><p>
<strong>JAPANESE PLAYER BASE:</strong></p><p>
I will be using this section to create a list of common Japanese characters throughout each title, as well as strong players for each character. This will take time &amp; I do need help, everyone please contribute and I will keep this updated.</p><p>
</p><p>
English/Phonics: Japanese Scripts</p><p>
</p><p>
Super Battle Opera Tougeki (闘劇)</p><p>
Acho (Acho)</p><p>
Ko-Hatsu (コーハツ)</p><p>
Mikado (ミカド)</p><p>
</p><p>
</p><p>
<img src="http://fightersfury.net/wp-content/uploads/2011/04/gg_logo-300x211.jpg" alt="gg_logo-300x211.jpg"></p><p>
</p><p>
<strong>Guilty Gear</strong> (ギルティギア)</p><p>
<strong>A.B.A</strong> (officially A.B.A, but informally/in practice アバ)</p><p>
Dio (Dio)</p><p>
DIE-Chan (DIE-ちゃん)</p><p>
Fumo (ふも)</p><p>
Tsubu (つぶ)</p><p>
</p><p>
<strong>Anji Mito</strong> (闇慈)</p><p>
Lime Key/Raimuki (ライムキー) 2nd place SBO 08'</p><p>
ANG (ANG) Super Flashy, From Acho</p><p>
Domi (ドミー) 2nd place SBO 06'</p><p>
DryAce (ドライエース)</p><p>
Son Makoto (村亮)</p><p>
</p><p>
<strong>Axl Low</strong> (アクセル)</p><p>
Shuuto (シュウト) 2nd place SBO 06'</p><p>
Niiyama (ニイヤマ)</p><p>
Woody / Uddi (ウッディ)</p><p>
Akira (明)</p><p>
Dennou (電脳)</p><p>
</p><p>
<strong>Baiken</strong> (梅喧)</p><p>
Maruken (マルケン) Destroyed Ogawa @ SBO 08'</p><p>
Sharon (シャロン) 1st place SBO 04'</p><p>
Lark / Lurk (ラーク)</p><p>
Koto (こと)</p><p>
Kazuna (かずな)</p><p>
Iroha (いろは)</p><p>
</p><p>
<strong>Bridget</strong> Buri (ブリジット)</p><p>
Ruu (るぅ)</p><p>
Mugen/Mocchi~ (夢幻)/(もっちー) 2nd place SBO 09', 2nd place SBO 08'</p><p>
Yukinose (ゆきのせ) 1st place SBO 03', 1st place SBO 04'</p><p>
Fio (フィオ)</p><p>
</p><p>
<strong>Chipp Zanuff</strong> (チップ)</p><p>
Samitto (サミット)</p><p>
Minami (南)</p><p>
Susumu (ススム)</p><p>
</p><p>
<strong>Dizzy</strong> (ディズィー)</p><p>
Kazuki　(カズキ) Longest winning streak 23v23 09'</p><p>
Ruki (るき)</p><p>
H.H (H.H)</p><p>
</p><p>
<strong>Eddie</strong> (エディ)</p><p>
Ogawa (小川) 1st place SBO 05', 1st place SBO 07'</p><p>
Isa (いさ)</p><p>
Shadow (Shadow)</p><p>
</p><p>
<strong>Faust</strong> (ファウスト)</p><p>
RF (RF)</p><p>
Osaka B (大坂B) Developed a very funny Anti-Eddie strategy.</p><p>
Nage (ナゲ)</p><p>
ElvenShadow (ElvenShadow) Originally from Chicago, IL.</p><p>
Pachi (パチ) 1st place SBO 05'</p><p>
Nemo (ネモ) 2nd place SBO 05', 2nd place SBO 04'</p><p>
</p><p>
<strong>I-no</strong> (イノ)</p><p>
Koichi (コイチ)</p><p>
Ten (てん)</p><p>
Yossan (よっさん)</p><p>
Attsun (あっつん)</p><p>
</p><p>
<strong>Jam</strong> (紗夢 / ジャム)</p><p>
KA2 (KA2, read "ka-ni" / "kah-nee") 1st place SBO 06'</p><p>
Kazu (かず)</p><p>
mike (mike) 2nd place SBO 07'</p><p>
Karun/Yayoi (かるん)/(やよい)</p><p>
Kaqn (かきゅん) 2nd place SBO 04'</p><p>
</p><p>
<strong>Johnny</strong> (ジョニー)</p><p>
BLEED (BLEED) 2nd place SBO 06'</p><p>
Kabegiwa no DC (壁際のDC) Spends all his money. Great laughs.</p><p>
Omito (おみと)</p><p>
Satu~ (usually さとぅー, likely comes from "Satou" 佐藤) 2nd place SBO 09'</p><p>
Jonio (じょにお)</p><p>
Suzume/Chin (雀)/(ちん)</p><p>
MK (MK)</p><p>
</p><p>
<strong>Ky-Kiske</strong> (カイ)</p><p>
Machaboo (まちゃぼー)</p><p>
Buppa (ぶっぱ)</p><p>
Roz (ロズ) Flashy &amp; from Acho.</p><p>
Ain (あいん)</p><p>
Hayashi (ハヤシ)</p><p>
Mitsutoshi (充利)</p><p>
</p><p>
<strong>May</strong> (メイ)</p><p>
Kedako (けだこ) Flashy &amp; from Acho</p><p>
Moriyama (森山) Very effective simplistic play style.</p><p>
Efute (えふて) 1st place SBO 08'</p><p>
Endou (遠藤)</p><p>
Koinuma (鯉沼)</p><p>
M-nari (M也)</p><p>
Tama (Tama)</p><p>
Tanbo (田んぱ)</p><p>
</p><p>
<strong>Millia Rage</strong> (ミリア)</p><p>
Woshige (ヲシゲ) 1st place SBO 09'</p><p>
Koichi (コイチ)</p><p>
Nakamura (中村)</p><p>
Ina (イナ)</p><p>
Rena (レナ)</p><p>
Matsu (マツ) 1st place SBO 04'</p><p>
GNT (GNT) 1st place SBO 06'</p><p>
</p><p>
<strong>Order-Sol</strong> (聖ソル)</p><p>
Kaqn (かきゅん) 1st place SBO 03', 1st place SBO 05'</p><p>
Inoue (イノウエ)</p><p>
0 (0)</p><p>
Sanma (さんま)</p><p>
SAGA (SAGA)</p><p>
</p><p>
<strong>Potemkin</strong> (ポチョムキン)</p><p>
FAB (FAB)</p><p>
Satoshi (サトシ) 2nd place SBO 07', </p><p>
Kawin/Akira (カヰン)/(アキラ)</p><p>
Haaken (ハーケン)</p><p>
Ochiai (オチアイ)</p><p>
</p><p>
<strong>Robo-Ky</strong> (ロボカイ)</p><p>
Dogura (どぐら) 1st place SBO 08'</p><p>
Nezu (ねず) Developed 278 hit Combo.</p><p>
Arisaka (ありさか) 2nd place SBO 05'</p><p>
</p><p>
<strong>Slayer</strong>- (スレイヤー)</p><p>
En (エン) 2nd place SBO 08'</p><p>
Niga (にが) 1st place SBO 07'</p><p>
Tsujikawa (辻川)</p><p>
Taku (タク)</p><p>
Sawa (さわ)</p><p>
Tanabata (七夕)</p><p>
Doubt (ダウト)</p><p>
Arisaka (ありさか) 2nd place SBO 07'</p><p>
</p><p>
<strong>Sol-Badguy</strong> (ソル)</p><p>
012 (012)</p><p>
PC (PC)</p><p>
Kishitaka (キシタカ)</p><p>
Roi (ロイ)</p><p>
Kusoru (クソル) LOL Sol. Mega Laughs, purposefully plays "Scrubby". </p><p>
</p><p>
<strong>Testament</strong> (テスタメント)</p><p>
Shounen (少年) 1st place SBO 09'</p><p>
Mint (Mint)</p><p>
Nemo (ネモ)</p><p>
Yukinose (ゆきのせ) 1st place SBO 06'</p><p>
Niku-Q (Niku-Q) 1st place SBO 07'</p><p>
</p><p>
<strong>Venom</strong> (ヴェノム)</p><p>
N-O (N男) 1st place SBO 08', 1st place SBO 09'</p><p>
Nanashi (ななし)</p><p>
HEVEN (HEVEN)</p><p>
Maddo (まっど)</p><p>
</p><p>
<strong>Zappa</strong> (ザッパ)</p><p>
Mitsurugi (ミツルギ) </p><p>
Chonari (ちょなり) 2nd place SBO 09'</p><p>
Eki-chan (ekiちゃん) Very flashy, from Acho.</p><p>
Batako (バタコ)</p><p>
Imo (いも) 2nd place SBO 05', 2nd place SBO 04'</p><p>
</p><p>
<strong>GG CHARACTER KANJI:</strong></p><p>
雷(kaminari/lightning) = Ky</p><p>
炎(honoo/fire) = Sol</p><p>
鯨(kujira/whale) = may</p><p>
髪(kami/hair) = Millia</p><p>
影(kage/shadow) = Eddie</p><p>
肉(niku/meat) = Potemkin</p><p>
紙(kami/paper lol) = Chipp</p><p>
医(i/doctor) = Faust</p><p>
梅(ume/plum) = Baiken</p><p>
紗(sa or ja in this case/gauze, often silk) = Jam</p><p>
霧(kiri/mist) = Johnny</p><p>
鎖(kusari/chain) = Axl</p><p>
闇(yami/darkness) = Anji</p><p>
玉(tama/ball) = Venom</p><p>
罠(wana/trap) = Testament</p><p>
翼(tsubasa/wings) = Dizzy</p><p>
髭(hige/beard) = Slayer</p><p>
音(oto/sound) = I-no</p><p>
霊(rei/spirit) = Zappa</p><p>
鰤(buri/type of fish, also used for "cutesy girl") = Bridget</p><p>
機(ki/machine) = Robo ky</p><p>
聖(saint) = Order-Sol</p><p>
鍵(key) = A.B.A</p><p>
</p><p>
<img src="http://t1.gstatic.com/images?q=tbn:ANd9GcT2YkwXsiw4do89daYAjH5F8SSkRiXYYdqXQI3X4Gk9f4TP0YWesl8nKmcObg" alt="images?q=tbn:ANd9GcT2YkwXsiw4do89daYAjH5F8SSkRiXYYdqXQI3X4Gk9f4TP0YWesl8nKmcObg"></p><p>
</p><p>
<strong>BlazBlue</strong> (ブレイブルー)</p><p>
<strong>Arakune</strong> (アラクネ)</p><p>
Souji (ソウジ)</p><p>
Fumo (ふも) 1st SBO 09'</p><p>
Hima (ヒマ)</p><p>
</p><p>
<strong>Bang Shishigami</strong> (usually バング, but the full name in kanji is 獅子神萬駆, just for reference)</p><p>
Dora (ドラ)</p><p>
Nezu (ねず) Developed Bumper loops, will attempt to use FRKZ every round!</p><p>
Satoshi (サトシ)</p><p>
ANG (ANG)</p><p>
Dennou (電脳)</p><p>
Masutani (マスタニ)</p><p>
</p><p>
<strong>Carl Clover</strong> (カルル)</p><p>
Kyaku (客) implemented Clap-Trap first. 2nd place SBO 09'.</p><p>
Dio (Dio)</p><p>
Eesuke (えーすけ)</p><p>
Ranrebo (乱レボ)</p><p>
Yuuki (ゆ-き) Christmas Colors from Acho</p><p>
</p><p>
<strong>Haku-men</strong> (白面　/ ハクメン)</p><p>
A-92 (A-92)</p><p>
Suzume/Chin (雀)/(ちん)</p><p>
Tenchi  (てんち) </p><p>
0 (0)</p><p>
Shadow (Shadow)</p><p>
</p><p>
<strong>Hazama</strong> (ハザマ)</p><p>
Artei (あーてぃ) [some say "Ertai", not 100% though]</p><p>
Zakiyama (ざきやま)</p><p>
Buppa (ぶっぱ)</p><p>
</p><p>
<strong>Iron Tager</strong> (テイガー)</p><p>
Galileo (ガリレオ)</p><p>
Bomb Hei (ボム兵)</p><p>
Yuumura (ゆーむら )</p><p>
Kawin/Akira (カヰン)/(アキラ)</p><p>
Loveless (ラブレス)</p><p>
Puu (プー)</p><p>
Nekonin (ねこにん)</p><p>
</p><p>
<strong>Jin Kisaragi</strong> (ジン)</p><p>
Buppa (勇者ぶっぱ)</p><p>
Ren / Len (レン)</p><p>
Konan (コナン)</p><p>
Tetsu (てつ)</p><p>
Dennou (電脳)</p><p>
</p><p>
<strong>Lambda11</strong> (ラムダ)</p><p>
Minori (みのり)</p><p>
Goro (ごろ@愛生命)</p><p>
Tsukasa (つかさ)</p><p>
Reria (れりあ)</p><p>
</p><p>
<strong>Litchi Faye Ling</strong> (ライチ)</p><p>
Inoue  (イノウエ)</p><p>
H.H (H.H)</p><p>
WHITE (WHITE)</p><p>
Kimura (木村)</p><p>
Kyaro (キャロ)</p><p>
BLEED (BLEED)</p><p>
Shounen (少年)</p><p>
Blacky (Blacky)</p><p>
Neronero (ネロネロ)</p><p>
Koichi (コイチ)</p><p>
Lucky (ラッキー)</p><p>
DIE-Chan (DIE-ちゃん)</p><p>
Fio (フィオ)</p><p>
</p><p>
<strong>Makoto Nanaya</strong> (マコト＝ナナヤ)</p><p>
Tsujikawa (つじかわ or 辻川)</p><p>
</p><p>
<strong>Mu12</strong> (ムー/μ－１２) or ( ミュー)</p><p>
Nao (凪緒)</p><p>
Susuki (すすき)</p><p>
0 (0)</p><p>
</p><p>
<strong>Noel Vermillion</strong> (ノエル)</p><p>
R-1 (R-1)</p><p>
Sakkaishi (殺界師)</p><p>
Kouya (紅也)</p><p>
</p><p>
<strong>Rachel Alucard CS</strong> (レイチェル)</p><p>
Matsu (マツ)</p><p>
Omitan (おみたん)</p><p>
Aoniku (青肉)</p><p>
Kusoru (クソル)</p><p>
</p><p>
<strong>Rachel Alucard CT</strong> (レイチェル)</p><p>
MSY (MSY)</p><p>
H.H (H.H)</p><p>
Eru (える)</p><p>
Kechan (けちゃん)</p><p>
N-O (N男)</p><p>
Yume (AKA Halloween/ハロウィン)</p><p>
Rise, Hatsune Piku (初音ピク)</p><p>
MASA8 (MASA8)</p><p>
Lark / Lurk (ラーク)</p><p>
Esukiu (えすきう)</p><p>
Tobari (とばり)</p><p>
Aoniku (青肉)</p><p>
Fio (フィオ)</p><p>
</p><p>
<strong>Ragna the Bloodedge</strong> (ラグナ)</p><p>
Kaqn (かきゅん)</p><p>
Reki (レキ)</p><p>
Tetsu (てつ)</p><p>
Naru (なる)</p><p>
</p><p>
<strong>Taokaka</strong> (タオカカ)</p><p>
Tsujikawa (辻川)</p><p>
Keita (けいた)</p><p>
Denpa (電波)</p><p>
Kazuhira (カズヒラ)</p><p>
Mepo (めぽ)</p><p>
</p><p>
<strong>Tsubaki Yayoi</strong> (ツバキ)</p><p>
Onii (鬼い)</p><p>
Ebi-Fry (エビフライ)</p><p>
</p><p>
<strong>V13</strong> (ニュー)</p><p>
Inoue (イノウエ)</p><p>
</p><p>
<strong>Valkenhayn</strong> (ヴァルケンハイン)</p><p>
Hima (ヒマ) </p><p>
</p><p>
<strong>BB CHARACTER KANJI:</strong></p><p>
兄(ani/Brother) = Ragna</p><p>
氷(hyou/Ice) = Jin</p><p>
銃(jyuu/Bullet) = Noel</p><p>
磁(ji/Magnet) = Tager</p><p>
猫(neko/cat) = Taokaka</p><p>
兎(usagi/Rabbit) = Rachel</p><p>
(∵）(;_;/Face) = Arakune</p><p>
乳(chichi/bUbs) = Litchi</p><p>
姉(nee/Sister) = Carl</p><p>
忍 (nin/Ninja) = Bang</p><p>
白 (haku/White) = Hakumen</p><p>
</p><p>
<img src="http://darkstalkers.files.wordpress.com/2010/04/vampire_savior_logo_1_a.png?w=584" alt="vampire_savior_logo_1_a.png?w=584"></p><p>
</p><p>
<strong>VAMPIRE SAVIOR</strong> (ヴァンパイア セイヴァ)</p><p>
<strong>Aulbath</strong> (オルバス) *English name changed to <strong>Rikuo</strong></p><p>
Bow </p><p>
Uminoko (海の子)</p><p>
Shou (しょう)</p><p>
Osakana (おさかな)</p><p>
</p><p>
<strong>Anakaris</strong> (アナカリス)</p><p>
Chikyuu (地球)</p><p>
</p><p>
<strong>Bishamoni</strong> (ビシャモン)</p><p>
Nuki (ヌキ)</p><p>
Nakanishi (ナカニシ)</p><p>
Shuu (修)</p><p>
</p><p>
<strong>Bulleta</strong> (バレッタ) *English name changed to <strong>B.B. Hood</strong></p><p>
SAKO</p><p>
Kosho (コショ)</p><p>
</p><p>
<strong>Demitri</strong> (デミトリ)</p><p>
Dara (だら)</p><p>
Megane (メガネ) *Also plays I-No in Guilty Gear</p><p>
Azuwan (アズワン)</p><p>
Shuu (修)</p><p>
</p><p>
<strong>Felicia</strong> (フェリシア)</p><p>
P</p><p>
Orecom (俺こん)</p><p>
Nekohashi (ねこはし)</p><p>
</p><p>
<strong>Gallon</strong> (ガロン) *English name changed to <strong>John Talbain</strong></p><p>
Takahashi (たかはし)</p><p>
Haneman (ハネマン)/(ロン ハネマン)</p><p>
BUZZ</p><p>
KEN</p><p>
</p><p>
<strong>Jedah</strong> (ジェダ)</p><p>
Oouchi (大内ジェダ)</p><p>
Shimatsuya (始末屋)</p><p>
Hoe (ほえ)</p><p>
</p><p>
<strong>LeiLei</strong> (レイレイ) *English name changed to <strong>Hsien-Ko</strong></p><p>
Ego (ふご)</p><p>
Sasazuka (笹塚)</p><p>
</p><p>
<strong>Lilith</strong> (リリス)</p><p>
Kaji</p><p>
Take (たけ)</p><p>
</p><p>
<strong>Morrigan</strong> (モリガン)</p><p>
Takepon (たけぽん)</p><p>
Nishiken (にしけん)</p><p>
</p><p>
<strong>Q-Bee</strong> (ランダム)</p><p>
Gyu-Bee (牛-bee)</p><p>
Yankii (ヤンキ)</p><p>
Oraora (おらおら)</p><p>
Sakamoto (さかもと)    *Often called Saka-Q</p><p>
Panpiina (パンピーナ)</p><p>
</p><p>
<strong>Sasquatch</strong> (サスカッチ)</p><p>
DD</p><p>
TKO</p><p>
Sasuni (サス兄)</p><p>
Nasu (ナス)</p><p>
Kuma (クマ)</p><p>
</p><p>
<strong>Victor</strong> (ビクトル)</p><p>
Oboro (オボロ)</p><p>
Kame (カメ)</p><p>
Sasazuka (笹塚)</p><p>
</p><p>
<strong>Zabel</strong> (ザベル) *English name changed to <strong>L.Raptor</strong></p><p>
T2ya                          *Sometimes named Tetsuya</p><p>
Yamakawa (やまかわ)</p><p>
Sakai (サカイ)</p><p>
Ogawa (オガワ)</p><p>
</p><p>
<img src="http://www.gamingexaminer.com/wp-content/uploads/p4a_logo2.jpg" alt="p4a_logo2.jpg"></p><p>
</p><p>
<strong>Persona 4: Arena</strong> (???)</p><p>
<strong>Aigis</strong> (アイギス)</p><p>
Koichi (コイチ)</p><p>
Yume (ユメ)</p><p>
</p><p>
<strong>Akihiko</strong> (真田) *"Sanada"</p><p>
Kubo (Kubo)</p><p>
Leo (Leo)/(P4UPlayer) (れお)</p><p>
</p><p>
<strong>Chie</strong> (千枝)</p><p>
SPINKING</p><p>
Hae-chan *SBO-2nd place</p><p>
Takken</p><p>
Tetsu</p><p>
STD</p><p>
Banbaban</p><p>
Dogura</p><p>
Kirisame (きりさめ) *NEC qual 1st place</p><p>
</p><p>
<strong>Elizabeth</strong> (エリザベス)</p><p>
Damosu </p><p>
kyou </p><p>
hazure metal</p><p>
abaren</p><p>
uchiyama</p><p>
</p><p>
<strong>Kanji</strong> (完二)</p><p>
FAB (FAB)</p><p>
PET (PET)</p><p>
Yamamura </p><p>
</p><p>
<strong>Labrys</strong> (ラビリス)</p><p>
Bobu (ぼぶ)</p><p>
Purepure (SBO Qualifier) </p><p>
Tomo </p><p>
Mshi </p><p>
Moonlight+5 </p><p>
E.K </p><p>
Mr. Lark </p><p>
</p><p>
<strong>Mitsuru</strong> (美鶴)</p><p>
Shuuto (シュウト)</p><p>
GO1 (GO1)</p><p>
DIE-Chan (DIEちゃん)</p><p>
P3U Player (P3U)</p><p>
Densetsu no Nsei (伝説のＮ井)</p><p>
Okami </p><p>
</p><p>
<strong>Naoto</strong> (直斗)</p><p>
Denpa (電波)</p><p>
Shadow (Shadow)</p><p>
</p><p>
<strong>Shadow Labrys</strong> (シャドウラビリス / シャビリス)</p><p>
Sazanami </p><p>
Reria </p><p>
Nashi </p><p>
Tomo (とも)</p><p>
</p><p>
<strong>Teddie</strong> (クマ) *Often refereed as <strong>Kuma</strong>*</p><p>
Souji (ソウジ) *SBO qualified</p><p>
Maddo (まっど) *SBO qualified</p><p>
Zombie (zombie) *SBO qualified</p><p>
P4U Player/edo (P4U)</p><p>
Hina (ヒナ)</p><p>
</p><p>
<strong>Yosuke</strong> (花村)</p><p>
Hayashi</p><p>
Nise Pachi (パチ)</p><p>
mo-co</p><p>
Whistler</p><p>
</p><p>
<strong>Yu Narukami</strong> (番長) *Often refereed as <strong>Narukami</strong>*</p><p>
Yu-Sama (ゆーさま)</p><p>
reinforce/kasumiLOVE</p><p>
</p><p>
<strong>Yukiko</strong> (雪子)</p><p>
Ho-chan/StunEdge (ほーちゃん）*SBO 2012 Qualified Player*</p><p>
Himajin (ひまじん）</p><p>
Shooting Sensu Obasan (シューティング扇子おばさん) this is the name on his nesica card / Kotsubu (こつぶ)</p><p>
Whistler (うぃすら）</p><p>
Erumo </p><p>
Kainuma (鯉沼)</p><p>
</p><p>
The P4U JBBS lists match ups like this</p><p>
</p><p>
＼|悠.||花.||雪.||千.||ア.||完.||直.||熊.||美.||明.||ラ.||エ.|| 影.|</p><p>
悠|-.-| -.-||-.-||-.-||-.-||-.-||-.-||-.-||-.-||-.-||-.-||-.-||-.-|</p><p>
</p><p>
For the most part, they just use the first character of the names listed above. But there are some exceptions.</p><p>
</p><p>
悠 = Narukami</p><p>
熊 = Teddie/Kuma</p><p>
明 = Akihiko</p><p>
影 = Shadow Labrys </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
Great or awesome (すごい, すげぇぇぇ-)</p><p>
Cool (かっけ, カッケ, かっこい-)</p><p>
Good (in the sense of "skillful") (うまい, or うめぇぇぇ-) -- also overlaps with "tsuyoi", below</p><p>
Strong (つよい, or つえぇぇぇ-)</p><p>
Skillful (上手)</p><p>
Weak (よわい)</p><p>
</p><p>
</p><p>
<strong>GENERAL VOCABULARY</strong></p><p>
詐欺跳び（さぎとび・Sagitobi） = Safe Jump</p><p>
直前ガード　Or　直ガ（Chokuzen Gaado/Chokuga for short） ＝　Instant block</p><p>
パンピー (Short for 一般ピープル）　＝ Literally, normal people, in games = Scrub or someone who doesn't REALLY play the game. </p><p>
</p><p>
</p><p>
</p><p>
<strong>JAPANESE QnA:</strong></p><p>
This section is for the more fluent speakers to give their 2-cents and possibly answer a few Frequently Asked Questions.</p><p>
</p><p>
</p><p>
<strong>Abare</strong> ("ah-bah-reh", 暴れ)</p><p>
"Abare", in the sense of fighting games, refers to the act of trying to interrupt the opponent's attacks when you are being pressured with an attack that is invincible and/or has very fast start-up.</p><p>
This is contrast with the more "dictionary" sense of the word, which means to "run rampage or riot", and also contrasts with the somewhat confused notion that "abare" refers to the average damage a character can do off of a random poke (although one can see where the confusion originally occurred in this explanation/translation).</p><p>
Thus, an example of abare would be something like a good "uppercut" (be it Sol's VV or Johnny's overdrive), or a very fast normal attack (like many characters' 2P or 2K or something), although since throws in GG are instant, throwing is also considered to be a form of abare.</p><p>
</p><p>
<strong>Okizeme</strong> ("o-kee-zeh-meh", 起き攻め)</p><p>
Okizeme refers to the act of attacking the opponent after they rise from a knocked down state, giving the attacker the opportunity to force a mix-up on the defender.</p><p>
</p><p>
</p><p>
I will keep this updated as the thread grows.</p><p>
</p><p>
Hope this helps everyone,</p><p>
Kyle</p>
]]></description><guid isPermaLink="false">1890</guid><pubDate>Tue, 15 Jun 2010 03:58:25 +0000</pubDate></item><item><title>Noob mechanics</title><link>https://www.forums.dustloop.com/forums/topic/13264-noob-mechanics/</link><description><![CDATA[
<p>
	Hi. I'm new in the forum, and I'd like some advice on BBCF. I'm not new to fighting games, but I only played some Soul Calibur and Tekken as a kid, and only just by button mashing. Now I want to get "good" at BB. My problem is this: I'm playing Ragna at the moment. I know his main commands (even though I can't pull every single move) and I know some easy combos. But the things is that I don't know how to approach the game. It feels like I'm just mashing. Is there a "standard way of playing", or should just play more until I get comfortable with the character and see how to play with it? 
</p>

<p>
	PS: This question is not about playing Ragna well. I'm refering to the game in general, using whatever character.
</p>
]]></description><guid isPermaLink="false">13264</guid><pubDate>Fri, 22 Dec 2017 17:45:03 +0000</pubDate></item><item><title>I want to play Potemkin at a high level but I need help</title><link>https://www.forums.dustloop.com/forums/topic/13261-i-want-to-play-potemkin-at-a-high-level-but-i-need-help/</link><description><![CDATA[<p>
	I want to play Potemkin at a competitive level and none of the guys at my locals no anything about him. I can’t get 6k to hit multiple times in a combo. I’ve been watching fab videoes and the combos don’t combo for me. I just need help in all directions. 
</p>]]></description><guid isPermaLink="false">13261</guid><pubDate>Tue, 05 Dec 2017 10:18:15 +0000</pubDate></item><item><title>I want to play Potemkin at a high level but I need help</title><link>https://www.forums.dustloop.com/forums/topic/13260-i-want-to-play-potemkin-at-a-high-level-but-i-need-help/</link><description><![CDATA[<p>
	I want to play Potemkin at a competitive level and none of the guys at my locals no anything about him. I can’t get 6k to hit multiple times in a combo. I’ve been watching fab videoes and the combos don’t combo for me. I just need help in all directions. 
</p>]]></description><guid isPermaLink="false">13260</guid><pubDate>Tue, 05 Dec 2017 09:17:26 +0000</pubDate></item><item><title>Coming From Street Fighter to GGXXAC+R</title><link>https://www.forums.dustloop.com/forums/topic/13201-coming-from-street-fighter-to-ggxxacr/</link><description><![CDATA[
<p>
	Hi there! I'm new to this forum and somewhat new to GGXXAC+R. After having basically lost faith in Street Fighter after SFV I decided, after much deliberation, to move to AC+R. I have dabbled in and out of AC+R over the years but haven't really took the time to learn it yet. The general idea of the thread I'm creating is to help me (and hopefully others like me) that have previously practiced a lot of other fighting games learn/unlearn whatever we need to to learn AC+R. 
</p>

<p>
	In summation what should I start learning and unlearning if I'm coming from Ultra Street Fighter IV?
</p>
]]></description><guid isPermaLink="false">13201</guid><pubDate>Mon, 24 Jul 2017 16:33:12 +0000</pubDate></item><item><title>The "Picking a Main" thread</title><link>https://www.forums.dustloop.com/forums/topic/1648-the-picking-a-main-thread/</link><description><![CDATA[
<p>This topic gets made like every 2 weeks, so I'm making it now save everyone the trouble. GENERAL ADVICE FOR PICKING A MAIN:</p>
<p>1. watch videos of good players using a character, see if the general gameplan they use is what you want to do.</p>
<p>2. look up combos for the character, and try them out in training mode.</p>
<p>3. play with the character yourself, see if you like using him/her/it.</p>
]]></description><guid isPermaLink="false">1648</guid><pubDate>Mon, 22 Feb 2010 06:43:02 +0000</pubDate></item><item><title>Going To/Running My First Gathering/Tournament</title><link>https://www.forums.dustloop.com/forums/topic/1677-going-torunning-my-first-gatheringtournament/</link><description><![CDATA[
<p>I'm going to try my best to give a brief run down of what you should expect from going to your first gathering and/or tournament.</p><p>
</p><p>
Before you go to anything, tournament or a gathering, <strong>you really need to ask yourself what are your intentions?</strong></p><p>
</p><p>
1. I'm looking forward to playing some real people and see how I fare against people locally.</p><p>
2. I'm not that great of a player but would like to gain some input from other players.</p><p>
Obviously, everyone's intentions might vary a bit, but don't feel like you can't just go to a persons gathering and not talk and learn about the game. Of course playing is really good too! </p><p>
</p><p>
<strong>Some silly things to note before going to gatherings:</strong></p><p>
0. DID I SHOWER AND DO I SMELL NICE?</p><p>
1. You should probably consider eating before hand.</p><p>
2. Also, doesn't hurt to have the hosts # just in case.</p><p>
3. May also want to see if anyone is carpooling, this is a great way to make friends in the community (look at SD, it is entirely powered by Shtkn's death trap mobile)</p><p>
4. You should really find out if the host needs another setup because it is always sweet if you bring one and helps you get people to play with you. (Bring a stickkkkkk atleastttttt)</p><p>
5. May also want to find out if it is cool to crash the night there, especially if you are traveling an hour or so to your destination.</p><p>
</p><p>
<strong>Alright, you get to the gathering now what!?</strong></p><p>
Well two things can happen.</p><p>
1. No one is there but the host (Envi)</p><p>
2. There is a ton of people and they are gaming</p><p>
</p><p>
If scenario (1) happens, you better befriend the hell out of the host because he is going to know who you are because you were the first one there! Also, If the host is a formidable opponent, get in a few games in. This is another great time to improve yourself. Take into consideration if the host hosted once, he'll probably host twice so you really wanna be on his good side!</p><p>
</p><p>
If scenario (2) happens, be <strong>POLITE</strong> I can't stress this man, no one wants to play with a douche bag. In all of my years of gaming with Socal, I have never experienced anyone being an asshole ever (Well New York Kevin...) Okay, now get active! Talk to people get in some games. This is so important, so many people come to my gatherings and never speak a word except for like, "where is food" If you go to a gathering grow some balls and socialize. </p><p>
</p><p>
<strong>Gaming Etiquette</strong></p><p>
Okay, this will obviously vary depending on where you are at, but something to really take into consideration is being generally polite in a fighting game. By this, I mean don't act like are an XBL player. No shit talking, no being ass hat. You are at a persons house who just wants to have people over and game with a good vibe. Some people are notoriously loud while playing (TheSadder) and that is cool and all as long as it is honest and cool with your surroundings. Try to avoid calling people a scrub to their face, the community is always trying to get stronger and doesn't need people trying to destroy it. If your opponent is god awful, I don't know how, but CREATIVELY tell them their flaws.</p><p>
</p><p>
<strong>After it is all over...</strong></p><p>
Help clean up! You'd be surprise how many times it is always the same 3-4 people helping me clean up after having 20-40 people at my house. </p><p>
</p><p>
Here's probably the most <em>important advice</em> I can honestly and truthfully give to the Dustloop community. After a gathering/tournament seriously take a moment to reflect on how you played. Don't ever put yourself in the mindset that "Oh I lost because the player was better" To me that is the equivalent of mentally giving up. So, really spend time thinking about where your game needs improvement and if you can't really figure out what you did wrong, or what needs improvement... ASK PEOPLE. They should know how they beat you or why did, get engaged find out what to do! Don't just go home and say I need whacky ass gimmicks to win. You need to make your game stable. </p><p>
</p><p>
</p><p>-Le Pulsr</p>
]]></description><guid isPermaLink="false">1677</guid><pubDate>Wed, 24 Feb 2010 23:51:24 +0000</pubDate></item><item><title>Guilty Gear anti reset mechanics</title><link>https://www.forums.dustloop.com/forums/topic/13165-guilty-gear-anti-reset-mechanics/</link><description><![CDATA[
<p>
	Hello I am new to guilty gear though I have experience in other fighters like street fighter, marvel vs capcom, king of fighters, and skull girls. I am curious about the defensive options in guilty gear (rev or rev 2) against resets, specifically this one I made with I-no <a href="https://www.youtube.com/watch?v=_fb5ANZyi2g&amp;feature=youtu.be" rel="external nofollow">here</a>.
</p>

<p>
	Any and all help from more experienced players is greatly appreciated. Thank you
</p>
]]></description><guid isPermaLink="false">13165</guid><pubDate>Mon, 22 May 2017 19:22:02 +0000</pubDate></item><item><title>A Beginner's Guide to Training Mode</title><link>https://www.forums.dustloop.com/forums/topic/5719-a-beginners-guide-to-training-mode/</link><description><![CDATA[
<p>So!  You've just bought the latest Arcsys fighter on the block.  Maybe you're excited to play as your favorite Persona characters; maybe you want to see for yourself what all the hubbub about this "Guilty Gear" is.  Who knows?  But in any case, you wind up on Dustloop because you're not a <em>filthy casual</em> and you want your game to have a little substance.  That's good!  You're on the right track.</p><p>
</p><p>
But all these Dustloop members keep talking about doing stuff in Training Mode - mostly combos, but also some other things.  That seems boring to you!  You bought the game because you wanted to fight people, not beat up on a standing opponent for hours on end.  Why should that be so important?</p><p>
</p><p>
I had that exact thought when I first got into Guilty Gear.  GG was the first fighter I tried to learn competitively, and I heard some pretty crazy-sounding things: "80% of your time with the game should be in training mode" was the most extreme advice I got.  But I've come to learn that it's not that Training Mode is the most important part of a fighting game - after all, there are lots of things you can't practically train without a human opponent - but that unless your name is Tokido or something, it <em>is</em> crucial to your success as a competitive-minded player.</p><p>
</p><p>
<strong>Why is Training Mode Important?</strong></p><p>
</p><p>
At any fighting game's most basic level, playing the game is about being able to consistently perform the action that you want.  Sure, you can mash buttons and dash around like a newborn, but that won't win you very many matches after a while; eventually, you'll want to be able to do the right move at the right time in the right place.  Anything else is essentially wild flailing, and wild flailing gets you killed.</p><p>
</p><p>
The kinds of things you'll want to be able to do consistently include:</p><p>
</p><p>
1) Poking (at what range is each attack optimal?  Which moves are always good and which are situational?)</p><p>
2) Movement (doing the <em>right</em> jump, the perfectly-timed airdash, etc. - in general, not being "out of position")</p><p>
3) Combos (which combos work all the time?  Which are situational?  How can I best optimize my meter usage in combos?)</p><p>
4) Pressure and hitconfirming out of pressure (how do I keep the opponent blocking?  How do I mix them up?  What do I do when I hit them?)</p><p>
5) Reacting to and punishing your opponent's actions (my opponent likes to do -action-.  How can I make him/her feel bad for doing that?)</p><p>
</p><p>
While number 2 is a little bit difficult to practice without having someone to fight, numbers 1, 3, 4, and 5 can all be honed with the magic of Training Mode - and you don't even need another meatbag to do it with you!</p><p>
</p><p>
<strong>The Basic Settings</strong></p><p>
</p><p>
The first time you visit Training Mode, there are a few settings you'll want to immediately adjust.  Those settings are:</p><p>
</p><p>
Information display: set the game to display as much information as possible.  This will include damage, overall combo damage, and inputs, as well as maybe some other stats.  These might be on by default, but if not make sure you fix that.</p><p>
</p><p>
Ground recovery: turn on ground recovery.  If you're playing Blazblue, don't make the opponent ground-roll, just set them to get up.  You might want to mess around with this setting later for more situational practice, but this should be your default.</p><p>
</p><p>
Air recovery: set air recovery to "back."  I actually don't know how it works in P4A or BB, but in GG neutral air recovery is a couple of frames slower than backward or forward air recovery, so make sure your "opponent" is teching at the earliest possible time.  I prefer setting this to "back" rather than "forward" because back recovery tends to put the training dummy in a good spot to keep doing whatever I was doing before.  Again, you may want to change this for situational stuff (mostly tech traps) later.</p><p>
</p><p>
Any other miscellaneous recovery settings: turn these on.  In general, you'll want to pretend that your "opponent" is as good at getting out of combos as possible.</p><p>
</p><p>
Meter: set this to max.  You don't want to be dashing around trying to gain meter every time you want to practice a combo that involves a super.</p><p>
</p><p>
Character-specific settings: check these out and turn on the ones you want.  For example, when practicing Aigis in P4A, I find it useful to set "Orgia Mode" to "Fast recovery."</p><p>
</p><p>
<strong>Practicing Poking</strong></p><p>
</p><p>
This is actually the simplest thing you can practice in Training Mode, but it is also the one you'll use the least.  Any time I'm picking up a character for the first time, I like to pull them up in Training Mode and run through all of their normals and specials until I feel like I have a decent grasp on their ranges and what they do when they hit.  I cannot emphasize this enough: since <em>attacking</em> is among the most basic actions one can perform in a fighter, it is critical to know what all of your attacks <em>do</em>.</p><p>
</p><p>
But as I noted above, this kind of practice is actually pretty limited - a lot of being good at poking is match-up- and feel-dependent, so you'll get most of your practice poking when you're fighting real people.</p><p>
</p><p>
<em>Recommended settings for this kind of practice:</em> Just the basic ones.  If you're feeling adventurous, check out what all of your moves do on counter-hit as well - there will be a setting for counter hits that has options like "None," "First Hit," and "All."  I recommend "First Hit."</p><p>
</p><p>
<strong>Practicing Combos</strong></p><p>
</p><p>
Now we get to the meat of Training Mode.  While combos are <em>not,</em> in fact, the most important part of playing a fighting game - no matter how good you are at combos, if you can't set them up properly you're still boned - it is nevertheless an incredibly good idea to practice them constantly, since they net you so much extra advantage.  If this sounds overwhelming, don't worry!  Most characters only have one to three "bread-and-butter," or B&amp;B, combos that you'll have to rehearse.  There are often many variants of B&amp;Bs, but they're just that: slight changes in how you start the combo, different endings, etc.</p><p>
</p><p>
The best way to practice combos is to just do them, over and over and over again.  You'll probably mess up a lot, but don't get discouraged - eventually, they'll be so ingrained into your muscle memory that you won't even have to think about them.  Every character subforum on Dustloop should have a list of introductory combos - start there and/or check out Challenge Mode if there's one available.</p><p>
</p><p>
<em>Recommended settings for this kind of practice:</em> Go to the guard setting and set the opponent to guard after the first hit.  This will keep you from dropping a link in the combo, then picking the combo back up again - you'll be able to tell when your timing needs to be tighter.</p><p>
</p><p>
<strong>Practicing Pressure</strong></p><p>
</p><p>
In the course of your exploration of your new fighting game, you might notice that sometimes your opponent blocks your attack.  What happens next?  When a character's attack is blocked, most of the time, that character can start some kind of <em>pressure</em>; in other words, the character can keep attacking the person who blocked in the hopes that they'll eventually mess up and eat an attack or throw.  This is a critical part of basically every character's game plan, and it's just as important as learning combos.</p><p>
</p><p>
Pressure strings (strings of attacks that force the opponent to keep blocking or take significant risks to stop) are like combos in that they often have some highly repetitive component from which the interesting parts of the pressure - the <em>mix-ups</em> - are deviations.  For example, when I play Axl Low in Guilty Gear and put pressure on my opponent, it always involves doing some chain of normal attacks into Rensengeki, FRCing the Rensengeki, then running up and doing it all over again.  This is what you should (at least initially) be practicing; if you're not sure what a good string is, ask around in the character's subforum or take a look at videos.  Make sure you also ask about how to mix up the opponent within the pressure string, because otherwise, your opponent will just learn to block the pattern.</p><p>
</p><p>
For more on mix-ups, check out <a href="" rel="external nofollow">Henaki's primer on them</a>.</p><p>
</p><p>
<em>Recommended settings for this kind of practice:</em> Set the opponent to always guard.</p><p>
</p><p>
<strong>Practicing Hitconfirming</strong></p><p>
</p><p>
<em>Hitconfirming</em>, in fighting game jargon, is the act of realizing that you've successfully hit your opponent and beginning a combo from there (or, conversely, recognizing that you <em>didn't</em> hit your opponent and acting appropriately, either by starting pressure or by backing off).  It should be clear by now why hitconfirming would be a good thing to know how to do: if you want to actually combo after a mix-up (or not get punished when your mix-up fails), can you really hope to rely on pure intuition and reaction time?  Probably not.</p><p>
</p><p>
There are a couple of different ways to practice hitconfirming.  The first is more of a rote memorization kind of thing: whatever the point from which you want to hitconfirm into a combo is, record the opponent blocking incorrectly (for example, if you're trying to practice going into a combo off of an overhead, record the opponent blocking low for a number of seconds).  The second is setting the opponent to block randomly and practicing recognizing when your opponent took the hit ("oh, now I combo!") and when they blocked ("keep pressuring!").  I find the second method useful more often, but the first one is good if you want to practice a specific mix-up.</p><p>
</p><p>
<em>Recommended settings for this kind of practice:</em> I mostly covered this above.  If you want to practice hitconfirming from counter hits, and I recommend you eventually do so, just set counter hits to "First Hit."</p><p>
</p><p>
<strong>Practicing Reactions and Punishes</strong></p><p>
</p><p>
Unfortunately, you don't exactly have a monopoly on doing things.  Opponents will try to pressure your character or mix them up, or you may just notice them doing the same action over and over.  As the player on the other end, it's your job to react appropriately and make your opponent get off of you or stop what they're doing - hopefully inflicting some damage to him or her in the process.  This is called "punishing" your opponent, for obvious reasons.</p><p>
</p><p>
This one's straightforward to practice in theory but sometimes difficult to actually do, since you'll need to be able to record your opponent doing the action you want to punish, and for pressure strings that can sometimes be technically nontrivial.  However, it's simple to practice punishing things like DPs or throws, and you shouldn't have any problem recording the training dummy doing those.  EDIT: nstalkie points out that in some games, you may have the ability to record multiple things for your opponent to do, then have them play randomly.  This is awesome practice for if, say, you're learning to react to an overhead - record two different pressure strings, one with the overhead and one without, and let the computer go to town.</p><p>
</p><p>
<em>Recommended settings for this kind of practice:</em> Just record your opponent doing whatever you want to punish.</p>
]]></description><guid isPermaLink="false">5719</guid><pubDate>Fri, 05 Oct 2012 19:29:07 +0000</pubDate></item><item><title>The "Help Using a Joystick" Thread</title><link>https://www.forums.dustloop.com/forums/topic/1651-the-help-using-a-joystick-thread/</link><description><![CDATA[
<p>This thread gets made every two weeks, so I'll save you guys the trouble and make one for you.<br>
Guilty Gear button Layout (for XX, #R, Slash, and AC)<br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_k.gif" alt=":k:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_s.gif" alt=":s:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_h.gif" alt=":h:"><br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_p.gif" alt=":p:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_n.gif" alt=":n:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_du.gif" alt=":du:"><br><br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_p.gif" alt=":p:"> = punch, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_k.gif" alt=":k:"> = kick, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_s.gif" alt=":s:"> = slash, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_h.gif" alt=":h:"> = heavy slash, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_du.gif" alt=":du:"> = dust, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_n.gif" alt=":n:"> = nothing<br><br>
BlazBlue button layout<br>
Type A:<br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" alt=":bbt:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" alt=":cbt:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_dbutton.gif" alt=":dbt:"><br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" alt=":abt:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_n.gif" alt=":n:">  <img src="https://www.forums.dustloop.com/uploads/emoticons/default_n.gif" alt=":n:"> <br><br>
Type B:<br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" alt=":abt:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" alt=":bbt:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" alt=":cbt:"><br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_dbutton.gif" alt=":dbt:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_n.gif" alt=":n:"> :n: <br><img src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" alt=":abt:"> = A, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" alt=":bbt:"> = B, etc, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_n.gif" alt=":n:"> = nothing<br>
In the arcades, you pick either one of the configurations before you pick your character. In CS there is also an easy mode option, but no one who plays seriously uses it.</p>
<p> </p>
<p>Persona button layout:</p>
<p> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" alt=":abt:">  <img src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" alt=":cbt:">  </p>
<p> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" alt=":bbt:">  <img src="https://www.forums.dustloop.com/uploads/emoticons/default_dbutton.gif" alt=":dbt:"></p>
<p> </p>
<p>for all games, the taunt/respect doesn't have a real defined location, since it varies depending on what type of arcade cabinet you play on. So people who play on consoles with an arcade stick just put taunt/respect anywhere or don't even assign it to a button if they know they don't ever want to press it on accident.<br><br>
General advice:<br>
1. go into training mode and practice combos, setups, moving around (running, instant air dashing, super jumping, etc)<br>
2. if you're having problems doing certain things (like say performing a <img src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" alt=":f:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" alt=":d:"><img src="https://www.forums.dustloop.com/uploads/emoticons/default_df.gif" alt=":df:"> motion), then set training mode to show your inputs (trust me it's there) and look at what you're doing wrong. Then practice doing the motion correctly.<br>
3. PRACTICE. PLAY OTHER PEOPLE. DON'T GIVE UP<br><br>
Buying a Joystick:<br><a class="bbc_url" href="%22http://www.dustloop.com/forums/showthread.php?t=3428%22" rel="external nofollow">http://www.dustloop.com/forums/showthread.php?t=3428</a><br>
shoryuken.com also has a lot of resources involving stick buying/building/modding.<br><br>
Holding a Joystick:<br><a class="bbc_url" href="%22http://www.youtube.com/watch?v=PsME37GrqjY%22" rel="external nofollow">http://www.youtube.com/watch?v=PsME37GrqjY</a><br>
this isn't an definitive guide, it just shows some common ways people hold joysticks. Find (or develop) a way to grip the joystick that's comfortable and usable for you.</p>
]]></description><guid isPermaLink="false">1651</guid><pubDate>Mon, 22 Feb 2010 18:20:02 +0000</pubDate></item><item><title>Any tips for improving my self-analysis on my replays with YouTube annotations?</title><link>https://www.forums.dustloop.com/forums/topic/13128-any-tips-for-improving-my-self-analysis-on-my-replays-with-youtube-annotations/</link><description><![CDATA[
<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/ln8RYO4xuY8?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13128</guid><pubDate>Sun, 05 Feb 2017 21:14:05 +0000</pubDate></item><item><title>charged characters</title><link>https://www.forums.dustloop.com/forums/topic/13119-charged-characters/</link><description><![CDATA[
<p>
	are there any general hints. I cannot play them worth shit, and must be doing something wrong.
</p>

<p>
	I learned ignis in Nitroplus Blasterz because she has both normal and charged moves, but can never use her charged move in combos. and 1/2 the time it doesnt come out. possibly since i havent charged long enough, but i know some people throw out specials easily. I'm thinking of learning Anna as well because she also uses charged, and normals.
</p>

<p>
	I have not attempted charged characters in any other game. I fooled with ah3lm Saki in training mode, and can do some combos, but hold the direction for too long. tried Mitsuru a little back in P4U days, but gave up.
</p>
]]></description><guid isPermaLink="false">13119</guid><pubDate>Thu, 26 Jan 2017 22:28:29 +0000</pubDate></item><item><title>Xrd knockdown question</title><link>https://www.forums.dustloop.com/forums/topic/13123-xrd-knockdown-question/</link><description><![CDATA[<p>
	In Xrd Revelator does how long wake up takes after knockdown depend on the attack level/hitstun of the attack that caused the knockdown? Sorry if this was answered elsewhere, I couldn't find it.
</p>]]></description><guid isPermaLink="false">13123</guid><pubDate>Mon, 30 Jan 2017 03:42:53 +0000</pubDate></item><item><title>starting from zero again</title><link>https://www.forums.dustloop.com/forums/topic/13102-starting-from-zero-again/</link><description><![CDATA[
<p>
	Hi
</p>

<p>
	Due some issues I stopped playing fighting games a year or so ago. I can't enjoy fighting games because of certain motivation killers e.g.:
</p>

<p>
	- non-existent local/region fgcs (although I live in a European metropolis... sigh)<br />
	- there is only a handful fg players in my city and all of them are street fighter fanboys. None of them are playing anime fgs<br />
	- some small online fgcs in my country do exist, however they are nowadays: shut down, abandoned or toxic
</p>

<p>
	I even tried focusing solely on netplay. It felt somewhat discouraging. Well, inaction! I guess, without really involved in a community, I probably won't play with passion again. My wish is to learn fgs from the scratch again. Also to get to know the dustloop community too. Therefore I would like to start from zero.
</p>

<p>
	I'm looking for friends, chit-chat m8s, long session onl/offl play opponents, sparring partners, rivals, teacher.
</p>

<p>
	main -  bbcf | second - mbaa
</p>

<p>
	I do have a lot of fgs pc/ps4 and don't mind playing them occasionally. Just ask me <img alt=":)" data-emoticon="" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15" /></p>
]]></description><guid isPermaLink="false">13102</guid><pubDate>Thu, 12 Jan 2017 00:13:40 +0000</pubDate></item><item><title>feels like I'm hitting a brick wall</title><link>https://www.forums.dustloop.com/forums/topic/13099-feels-like-im-hitting-a-brick-wall/</link><description><![CDATA[
<p>
	doesnt seem like I'm improving much anymore but still getting bodied by the same players in multiple games or bodying beginners. I know I would get better results if i focus on 1 game/character for awhile instead of jumping.
</p>

<p>
	I know not being able to do executions at times is normal.
</p>
]]></description><guid isPermaLink="false">13099</guid><pubDate>Mon, 09 Jan 2017 23:25:04 +0000</pubDate></item><item><title>noob with stick, any specific games i should try training with</title><link>https://www.forums.dustloop.com/forums/topic/13074-noob-with-stick-any-specific-games-i-should-try-training-with/</link><description><![CDATA[
<p>
	just been practicing with a stick for 2 days, after playing with a pad for years. mainly played bbcf, nitroplus blasters, arcana heart, which all seem really execution heavy, or really fast to the point that i have trouble pulling off regular moves.  I find I have trouble doing things like simple 236 motions while air dashing. often push the wrong button during a match.
</p>

<p>
	should I try some slower games or something else for awhile, or just grind till I can do moves consistently pull off moves and cancels. also is it easier to use short cuts that I can set with those extra buttons. since most airdashers really only use 4-5 buttons, while there are 6 on the stick. it doesnt seem natural to use the button between D and E. I just tend to cover 4 buttons with fungers. not sure if this is how most people play.
</p>

<p>
	if all fails, i might just go back to pad, or alternate
</p>
]]></description><guid isPermaLink="false">13074</guid><pubDate>Mon, 28 Nov 2016 12:58:46 +0000</pubDate></item><item><title>CPU Sparing: What to look for?</title><link>https://www.forums.dustloop.com/forums/topic/13080-cpu-sparing-what-to-look-for/</link><description><![CDATA[
<p>
	I'm a noob to BlazBlue, but I've picked up Hakumen and have been able to get combos consistency on a training dummy.  I've also managed to start picking up on spacing a little bit but I'm still trash in that area.
</p>

<p>
	I've heard that training against a CPU is a great way to get better at the game.
</p>

<p>
	So my question is, what should I be focusing on when training against a CPU?  From my limited research, spacing and hit-confirming are two of the main things to look out for.  But what else?
</p>
]]></description><guid isPermaLink="false">13080</guid><pubDate>Wed, 07 Dec 2016 07:34:20 +0000</pubDate></item><item><title>Looking For Advice on Finding Good Controller</title><link>https://www.forums.dustloop.com/forums/topic/12977-looking-for-advice-on-finding-good-controller/</link><description><![CDATA[
<p>
	One of these days I'll just stump up for a stick.  Today is not that day.  That day may never come.
</p>

<p>
	Anyways, I'm looking for advice on getting a good PS4 controller for ASW fighters (and for the shooters I play as well).  I usually play with analog stick, not the D-pad, so I'm looking for an Xbox style controller.  I own a Power-A Tournament Controller and a Tier 1 FPS controller (the latter is my favorite due to its amazing stick feel), both for PS3.  For their own reasons, neither works for PS4 Revelator.
</p>

<ul><li>
		The Power-A works, but the sticks are non-operational, and being an Xbox type controller the D-pad is ass.  Also, it disables any other controllers for some reason.
	</li>
	<li>
		The Tier 1 fails to work at all, since it falsely ID's itself as a DualShock3 and gets blocked by the PS4.
	</li>
</ul><p>
	I looked at the Hori FPS+ controller as a possibility, but a lot of reviews said they didn't like the feel of the sticks.  I'm looking for something like the Tier 1 in feel, where the analog sticks are sensitive, but also really stable (not loose feeling like the DualShock).  Any advice and opinions are welcome.
</p>
]]></description><guid isPermaLink="false">12977</guid><pubDate>Sat, 01 Oct 2016 23:24:21 +0000</pubDate></item><item><title>What is your favorite type of input buffer?</title><link>https://www.forums.dustloop.com/forums/topic/13077-what-is-your-favorite-type-of-input-buffer/</link><description><![CDATA[
<p>
	Okay, so I've noticed a few different types of input buffers, and want to know what one I should focus on implementing in my fighting game input library - <a href="https://github.com/CyanPrime/blitzpad" rel="external nofollow">BlitzPad </a>- if I want it to be useful to the majority.<br /><br />
	Here are the kinds of buffers I've noticed. (C is a button input, and numbers are directions)<br /><br />
	1) input matches the end of the buffer<br />
	You could do 6626236C and throw a hadoken.<br /><br />
	2) input match anywhere in the buffer in the proper order (within reason)<br />
	You could do 2233996C and throw a hadoken.<br /><br />
	3) exact.<br />
	you must put in 236C to throw a hadoken. 2366C, or 2336C  would not work.<br /><br /></p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents"><p>I perfer 2 as I can put in 6321478C and do a jumping 214C low to the ground.</p></div>
</div>
<p><br />
	 
</p>
]]></description><guid isPermaLink="false">13077</guid><pubDate>Sat, 03 Dec 2016 21:09:34 +0000</pubDate></item><item><title>Lack of basic BBCF info?</title><link>https://www.forums.dustloop.com/forums/topic/13072-lack-of-basic-bbcf-info/</link><description><![CDATA[
<p>
	I'm relatively new to Blaz Blue and I purchased BBCF yesterday, but not at all new to playing competitively with fighting games (basically I compete at majors for other games). I've found that this is pretty much the only forum that supports Blaz Blue, but there is a lot of information missing that would make learning to find the way to play this game at a high level incredibly difficult. The only consistent information I find is combos and move by move frame data, but there is so much more information to a fighting game that isn't easy to find here. A lot of the character forums are wastelands where barely anyone says anything, and the few info posts are mostly placeholders. I can't find anything on match ups, basic string defense, or even punishment for my character and the game has been out for almost a month. Am I just not looking in the right places for this information? I've even looked at the wiki and its basically just the same info in the forums just in a different package (at least for the character I am interested in playing). I am a member to other fighting game forums and would love to contribute to these forums, but as a beginner there is an overwhelming amount of information I don't have that I need to even try to play this game. 
</p>

<p>
	 
</p>

<p>
	Edit: To provide even more information, the character I have chosen to play is Naoto. In the forums all I can find are his combos. Other than that, his forum is empty as far as info goes. His wiki is even worse where there is pretty much no info for him other than his overview page which is overly basic stuff such as all of his movelist with very few pieces of info about each move. I get that he is not considered to be one of the better characters in the game, but I didn't think that this little information was available for him. Why is it there are tier lists I can find on here, but the information available for characters is so bare, there shouldn't even be enough to form a tier list?
</p>
]]></description><guid isPermaLink="false">13072</guid><pubDate>Sat, 26 Nov 2016 05:07:56 +0000</pubDate></item><item><title>New player looking for friends/people to play with</title><link>https://www.forums.dustloop.com/forums/topic/12902-new-player-looking-for-friendspeople-to-play-with/</link><description><![CDATA[<p>
	Hey everyone I'm new to Guilty Gear and have decided to make an effort to learn it after watching Evo 2016. I'm from the UK and would love to have others to play against! I am not new to competitive gaming, I was previously a Counterstrike player and currently play Melee to a high standard however Guilty Gear and other traditional fighters are a new experience for me. If you fancy playing any games or think you can help me out at improving in this game I'm playing Xrd Sign on Steam <a href="http://steamcommunity.com/id/alexis2pro" rel="external nofollow">here</a>. I understand Revelator is the newest version of the game but I don't own a modern console to play it on.
</p>]]></description><guid isPermaLink="false">12902</guid><pubDate>Tue, 26 Jul 2016 18:31:34 +0000</pubDate></item><item><title>BlazBlue Kik Group</title><link>https://www.forums.dustloop.com/forums/topic/12823-blazblue-kik-group/</link><description><![CDATA[
<p>
	Hi, my friend and i are looking for players to join our kik group to discuss blazblue and guilty gear related stuff for when you're not on dustloop
</p>

<p>
	If anyone wants to join just add iTzPuNk on kik and i will bring you right to the group. We're also looking for active to semi active players. Thanks
</p>
]]></description><guid isPermaLink="false">12823</guid><pubDate>Thu, 30 Jun 2016 17:16:31 +0000</pubDate></item><item><title>Froom noob to pro: a mini-guide</title><link>https://www.forums.dustloop.com/forums/topic/12929-froom-noob-to-pro-a-mini-guide/</link><description><![CDATA[
<p>
	Hi everyone, I don't know if this is the proper location because this is general for FGs. Maybe obvious things but I hope it helps.
</p>

<p>
	There is always a gap (usually big) between noobs and pros in FGs. However, the gap can be minimized and actually it remains bigger than what it should be because of many aspects but we will focus here on the abstract ones that everyone can acheive. Stuff like training, some game specifics, muscle memory and practical aspects will not be included.<br />
	Instead of what everyone tells you and the "get good" or whatever they say, I'll try to tell you how to improve yourself by having some abstract understanding. Instead of giving you a tremendous amount of  technical "parts" like frame data, I'll try to give a whole image. Some of what I'll say will look obvious but its important to know.<br />
	Please also note, this may helps everyone not only noobs.
</p>

<p>
	<br />
	1 - What is the game?<br />
	Usually, you have two characters fighting each others and your goal is usually to reduce your opponent HP to zero. You will have a specific time limit for rounds or matches and a certain space to move within it.<br />
	You have specific tools "Attacks" that has a certain space(usually called hitbox) to achieve that and you have defensive options to stop your opponent's attempts. To reduce your opponent health, you must hit them with your attacks.
</p>

<p>
	So here what we have:<br />
	* Time limit<br />
	* Stage or Arena space<br />
	* Two characters (or more) which occupies a space within the stage<br />
	* Attacks that hit the opponent to reduce damage (by making the hitbox contacts with the opponent)
</p>

<p>
	Why I'm saying this when its very obvious?<br />
	Because many new players don't know whats happening. They just press buttons and don't know what to do. Stay calm and try to hit your opponent. When a new player whiffs random normals without looking at his opponent, this is a big mistake that can be avoided from the beginning and will give a big improvement. Mental preparation is always a good thing. If your opponent is in the air, hit them with anti-air ....etc
</p>

<p>
	 
</p>

<p>
	<br />
	2 - The whole technical image:<br />
	They always tell you this frame and that pixel but they don't tell you the whole image and that may confuse you or make your play looks strange somehow, you are doing whatever you want then in specific situations, you are hunting those details like frames.<br />
	If you keep in your mind that those details are always there you may improve (mid-level and high level specially).<br />
	So for beginners: You have Time limit, lets say 60 seconds and if your game is 60fps then you have 3600 frames per round. You are going to fill those frames or lets say "time intervals" with your actions (moving, attacking..etc)
</p>

<p>
	Imagine it as a video and in the following we use SF Ryu as an example:
</p>

<p>
	<img alt="Time.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2857" src="https://www.forums.dustloop.com/uploads/monthly_2016_08/Time.png.67c6a0983b760c1a02d9c7f570383f18.png" /><br />
	and of course the space is also there, so we have two interrelated aspects which are time and space (Frames and pixels).
</p>

<p>
	Why I'm saying this?<br />
	Because most people tend to think about technical details for specific situations while its much deeper than that and its actually for the whole match. Of course you can approximate because its almost impossible for a human to play a frame/pixel perfect game. However, you can create well-timed scenarios with correct timing and spacing without them being setups, combos or other common things.<br />
	For begginers: The importance of this will come in the next points.
</p>

<p>
	<br />
	3 - Humans vs machines<br />
	Fighting games can be dull for machines, when the machines block everything, attack at exact ranges and can do impossible things (Like a complicated motion in one frame). But for humans, its different, you will have errors and you will not block everything so thats why FGs is more about human errors. Mixups for example will work on humans but will not work on a strong AI.
</p>

<p>
	Why I'm saying this?<br />
	To know what to learn or avoid when you play against a cpu and when you play against a human. Many things also like tier-lists are debatable because of this concept. Machines(On-paper) will give you very different tier-list than Humans(which is practically variable also)
</p>

<p>
	<br />
	4- The new players and pressing buttons:<br />
	New players usually are in two categories, the ones who mash as much as possible and the ones who hardly press any button. The first one thinks he will land attacks all the time and the second one don't know when to press.<br />
	If we tell those two players about frames and intervals we may have two better players using normals at better times.
</p>

<p>
	So If we say: Move X has 30 frames. Usually the players will have a gap after inputting Move X like in the following scenarios:<br />
	* New player not pressing anything: Move X(30 Frames)-&gt; Gap(200 Frames) -&gt;Move Y<br />
	* New player mashing: Move X(30 Frames) -&gt; Gap (Variable but can be very hight) -&gt; Move Y<br />
	* Good mid-player: Move X(30 Frames) -&gt; Gap(20 Frames) -&gt; Move Y<br />
	* But if the player knows the correct timing: Move X(30 Frames) -&gt; Gap(0~2 Frames) -&gt; Move Y
</p>

<p>
	Notice the difference and how you properly "Fill the gap".
</p>

<p>
	Examples:<br />
	*Ryu cr.mp(whiffs)-&gt;Gap(0~2)-&gt;cr.mp<br />
	*Ryu cr.mp(whiffs)-&gt;Gap(0~2)-&gt;cr.mk-&gt;Gap(0~2)-&gt;Hadouken<br />
	*Ryu st.lp(whiffs)-&gt;Gap(0~2)-&gt;st.mp(whiffs)-&gt;Gap(0~2)-&gt;Shoryuken
</p>

<p>
	Notice how more scary the new player will be if he knew when to press buttons and making true sequences by filling the gaps.
</p>

<p>
	<br />
	Why I'm saying this?<br />
	Note than you can delay your hits on purpose. Generally, for a beginner or even a higher players, if they knew they could hit directly after certain intervals(and of course despite the visuals sometimes and according to frame data), they will do more stuff and can be much more stronger.<br />
	As we said before, its like a video and you are filling it with your actions. You have for example 3600 frames for actions, why not utilize as much as possible of them?
</p>

<p>
	<br />
	5- Forming blocks/strings:<br />
	Usually after hitting the opponent in some games, you can do special additions like cancelling or chaining, whatever it is, you make a big block of actions together instead of one. However, the timing will be different than whiffing and you may be at disadvantage sometimes.<br />
	 New players usually don't know about difference between intervals in whiffing/hitting scenarios and what to do next.
</p>

<p>
	 
</p>

<p>
	6- Know your options and what you can do next:<br />
	You did something and you can do many things after that as sequence. Keep every option in your mind.
</p>

<p>
	This is an example of some of ryu possible sequences (Actually there are many many options to do). Sequences are not limited to any number, you whiff for example 10 moves and you can add the 11:
</p>

<p>
	<img alt="sequence.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2858" src="https://www.forums.dustloop.com/uploads/monthly_2016_08/sequence.png.da509b6a2399cbc9c4df32c4e8a74a90.png" /></p>

<p>
	<br />
	You have many options available and if you keep in your mind the different possibilites, you can deal with a variety of situations and can be unpredictable.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12929</guid><pubDate>Sat, 27 Aug 2016 12:56:20 +0000</pubDate></item><item><title>Arcade sticks guide</title><link>https://www.forums.dustloop.com/forums/topic/12930-arcade-sticks-guide/</link><description><![CDATA[
<p>
	Hi everyone, I'll put a guide showing how to solve the common problems using an arcade stick and how to use special techniques...etc
</p>

<p>
	Stick mastery road is endless as the combinations are unlimited and you may look for some examples like Sako or Desk as being true Arcade stick masters. You don't have to be like them, you can have your own way and you can be proficient with what you need only.
</p>

<p>
	 
</p>

<p>
	<strong>Direction and buttons notations:</strong>
</p>

<p>
	I'll use numeric for directions and SF normals for buttons
</p>

<p>
	789    <br />
	456    lp  mp  hp<br />
	123    lk  mk  hk
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>What grip should I use?</strong>
</p>

<p>
	Different hand sizes and physics matters, and personal preference plays a role also so there is no certain grip for the stick. If you are comfortable with a grip or if you like a certain grip, choose those (The comfortable one will be easier for you and the one you like will push you to the limit even if its hard). Try going to each direction with your grip and do clockwise/counterclockwise full circles to check your grip. You can use any grip with practice, so if you really like a certain grip but feel its hard, stick with it and keep practicing.
</p>

<p>
	 
</p>

<p>
	<strong>How many fingers should I use?</strong>
</p>

<p>
	Actually its depending on the game and if the game is not demanding, one finger actually is more than enough. However, additional fingers will help you. So, again, its all about your preference and the game you are playing. For singular presses, you can use one finger or more to divide the buttons. For multiple presses, you must use multiple fingers.
</p>

<p>
	You can use whatever fingers you want but the most common one for singular presses is the Index, Middle and Ring are for mediums and heavies usually and thumb for lower parts(lk,mk usually). Little finger is not common but can be used if you are ok with it.
</p>

<p>
	<u>Examples: </u>
</p>

<p>
	Single finger:  hitting the six buttons for non-demanding games
</p>

<p>
	Two fingers:  To divide the buttons (ex:lights and mediums for index and heavies for the other finger) and for multiple presses (ex:lp+mp)
</p>

<p>
	Three fingers: To divide the buttons (lights,mediums,heavies for seperate fingers) and for multiple presses(ex:lp+mp+lk)
</p>

<p>
	 
</p>

<p>
	<u>Multiple presses examples:</u>
</p>

<p>
	(lp+mp+hp): Index+Middle+Ring
</p>

<p>
	(lp+hp): Index+Ring
</p>

<p>
	(lp+hk): Index+Little
</p>

<p>
	(lp+lk): Index+Thumb
</p>

<p>
	(lp+mk): Index+Thumb
</p>

<p>
	(lk+mp):Middle+Thumb
</p>

<p>
	(mp+mk): Index+Middle
</p>

<p>
	(mp+hk): Middle+Ring
</p>

<p>
	(lk+lp+mp): Thumb+Index+Middle
</p>

<p>
	(lp+mp+lk+mk): make your fingers close to each other and press by the whole fingers not only the tip
</p>

<p>
	 
</p>

<p>
	<strong>How should I press the buttons?</strong>
</p>

<p>
	Pressing the buttons should be swift and not hard. Hard pressing will not give you any advantage while swift one will give you more time and you will utilize this time (combos,reactions...etc). Practice hitting the buttons swiftly instead of hitting hard or wasting time on unnecessary delay. You will get faster with time but keep in your mind to be as swift as possible.
</p>

<p>
	This is an example for Sako hands (very advanced but will give you an idea):
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/oC_1ZWLOPJc?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Hovering your hand:</strong>
</p>

<p>
	Many players put their hand on the empty area of the controller and just move little to press with their fingers. Thats not wrong, but hovering your hands and moving your hand in the air while it seems tiring specially when you are not used to it (Like the way done by Sako in the previous video) will give you more time and that will improve your reactions and make your button presses and sequences faster.
</p>

<p>
	 
</p>

<p>
	<strong>Double Tapping:</strong>
</p>

<p>
	A special technique used to minimize input drops. Start with middle then index in the singular motion (may be tiring at the beginning until you get used to it). For a succesful fastest double tap you get one frame gap only between the two inputs (ex: lp,1 frame gap,lp). Keep practicing to make it faster and this is a video showing how to do it.
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/9bSrI0GZv48?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>I can't double tap lp:</strong>
</p>

<p>
	A common problem for double tapping. Know and keep in your mind the location of the lp button, then start at a higher point when starting to press so you don't hit other buttons.
</p>

<p>
	 
</p>

<p>
	<strong>Piano:</strong>
</p>

<p>
	Not used much but still a special technique used previously for minimizing some combo drops or for certain inputs (like SF4 chun-li). You press successive buttons with different fingers just like the piano. It needs long time to master the different combinations and its not used much nowadays so mostly it will be skipped.
</p>

<p>
	 
</p>

<p>
	<strong>Holding:</strong>
</p>

<p>
	Holding a button can be required for some games/characters. Its very easy to do but need practice if you want to use other buttons. Usually Little and Thumb are used to hold while hitting the other buttons with the other three fingers.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	-----------
</p>

<p>
	 
</p>

<p>
	Now we will talk about Directions and how they frustrate players, I'll try to cover common problems as much as possible. Note that most of those barriers like "I can't do it" or "I'm not fast" are usually just mental illusions and you just need to practice to do them.
</p>

<p>
	 
</p>

<p>
	<strong>Directions:</strong>
</p>

<p>
	Try to imagine the square-gate or any other type as buttons that you must hit by moving the stick. So if you do 236lp you get a hadouken, you are hitting 2&gt;3&gt;6&gt;lp. Its never a true circle so dont decieve your mind by that. Focus on getting motions right first then speed up little by litte. Don't rush things because the stick (specially square-gate) is sensitive and an error can be very costly. Remember also that you must press buttons after completing the motion.
</p>

<p>
	 
</p>

<p>
	<strong>Charging:</strong>
</p>

<p>
	Moves that require charge are not hard at all in stick but you may get mistimings and not do a complete charge/drop the charge. So focus on the point that you start charging. For fast charging you need to start charging at the moment you start the previous move (jump,attack...etc).
</p>

<p>
	 example: 1(charge)&gt;7lk(Flash Kick)&gt;1(immediately after 7lk press). So you go from 7&gt;1 very fast. You may not be very fast at the beginning and drop the charge but do a special practice by going up/down, left/right. Start slowly, then speed up little by little. Also focus to get the full charge because sometimes its only your timing mistake.
</p>

<p>
	 
</p>

<p>
	<strong>I can't do a Hadouken:</strong>
</p>

<p>
	Maybe you are very slow or you drop some directions. If you are slow, don't worry, just keep doing it right and it will speed up. But if you drop some directions:
</p>

<p>
	23 instead of 236: You are not going up enough, try doing  2369 to eliminate the error of not getting 6 and fixing it with time
</p>

<p>
	36 instead of 236: You are not starting from the usual starting point, try doing 1236
</p>

<p>
	26 instead of 236:You are moving diagonally without hitting the direction, remember that I said think about them as buttons, Focus on hitting 3
</p>

<p>
	 
</p>

<p>
	<strong>26 and 236 general problem:</strong>
</p>

<p>
	In some games like GG, you have do a crouching normal then chaining it with a forward normal. To not get mixed with a hadouken motion,  Try doing this 2&gt;5(neutral)&gt;6 instead of going directly.
</p>

<p>
	 
</p>

<p>
	<strong>I can't do a dp:</strong>
</p>

<p>
	Same concept as hadouken, but you mostly don't do it as it should be, try doing 623 and holding 3 so it not go anywhere else and mess with your input.
</p>

<p>
	23 instead of 623: Focus on hitting 6 first
</p>

<p>
	63 instead of 623: try doing 6123 to eliminate the error
</p>

<p>
	62 instead of 623: Focus on ending it with 3(your holding point)
</p>

<p>
	 
</p>

<p>
	<strong>I can't do something (supers...etc) on one side but I can do it on the other one:</strong>
</p>

<p>
	Doing it on one side is way better than not doing it at all. Try to learn from and imitate your working side. Don't forget that its an illusion saying you can't do, just do it slowly and practice until you speed up. It might be frustrating but be patient and you can overcome it. Mostly you are not doing it in a match because you are not calm and want to do it as fast as possible which is mostly not necessary.
</p>

<p>
	 
</p>

<p>
	<strong>I can't do circular motion (command grab usually):</strong>
</p>

<p>
	You are not doing a full circle, you are only hitting 6 or 7 directions (depending on the game). So you start from 6 or 4 and hit the following directions until you reach 7 or 9 for 6 directions and 8 for 7 directions (632147[8] or 412369[8]). Practice by warming up as mentioned in the beginning by doing full circular motions, this both ensure you are hitting all the possible directions and make you practice the motion itself.
</p>

<p>
	 
</p>

<p>
	<strong>I'm confident with my execution but moves not showing:</strong>
</p>

<p>
	Your execution is perfect but the problem is something else (most probably timing)
</p>

<p>
	 
</p>

<p>
	<strong>I can't dash/airdash ..etc but I'm sure of my input:</strong>
</p>

<p>
	Directions are like buttons but you must hit and hold in the correct timing to make it come out. Dash(66) is usually fast and Instant airdash for example (96) in games like GG needs specific timing, you hold 9 very shortly then hit and hold 6.
</p>

<p>
	 
</p>

<p>
	<strong>I can't do Instant air stuff:</strong>
</p>

<p>
	Usually instant air is just adding 9 or 8 after completing the motion. Simple talk but needs practice and don't forget timing is the main problem (button press and jump).
</p>

<p>
	so for example 2369, you can do it correctly but if you hit the attacking button early you will get grounded version 236, if you delayed it slightly, you will get the aerial one. If you delayed it too much, you will get a higher aerial version.
</p>

<p>
	Its all about hitting 9 or 8, if you can't hit those directions, practice hitting all the directions and doing circular motions..etc
</p>

<p>
	 
</p>

<p>
	<strong>My super 236236/214214 is not fast enough and I can't get it by cancelling a normal:</strong>
</p>

<p>
	For some demanding games, you must or have option to cancel the normal to a super very fastly. However, you think you are slow while you probably not. Its because of being a tiny area and you are traversing it repeatedly. If you are confident with your speed add some extra input like "2361236". Alternatively, you can physically move your hand and enclose the quarter circle stick area so it be like a little circle "2365", and after that you can do two fast mini-circles and get the super.
</p>

<p>
	 
</p>

<p>
	-----------
</p>

<p>
	 
</p>

<p>
	So generally directions are simple on paper but just need practice and practice, and don't let your mind fool you by saying you are slow or can't do certain stuff because you actually can overcome those.
</p>

<p>
	To overcome any situation:
</p>

<p>
	1- If you are missing any direction, try hitting one or more adjacent direction to ensure hitting it and eleminating the error eventually.
</p>

<p>
	2- Try to hold the final direction briefly so you don't mess your input.
</p>

<p>
	3- For complicated motions, break them down and practice the parts first. 4123641236 can be acheived more easily if you mastered the single 41236.
</p>

<p>
	4 - Sometimes, you must focus on the direction so you don't miss it instead of adding adjacent inputs.
</p>

<p>
	5 - Sometimes its not your motion problem, timing and button pressing timing ...etc may be the problem
</p>

<p>
	6 - Go for the longer way to ensure the shorter one or even make it faster if you are still slow (example:41236 instead of 236, even some top players do this technique)
</p>

<p>
	7 - Remember that most of the barriers are only illusions that you can get rid of by being patient and practicing.
</p>

<p>
	8 - Practice simple stuff, you may not miss 236 but why not improving it.
</p>

<p>
	9 - Practice different combination of movements even if not practical. It will make your movement more smooth and precise.
</p>

<p>
	10 - No need to be very fast and miss if you have time to do it slower. Try to do things slowly then go faster little by little.
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12930</guid><pubDate>Sat, 27 Aug 2016 18:34:00 +0000</pubDate></item></channel></rss>
