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Posted

After installing Japanese language pack (so you can see the characters).

Firefox plugin:

Rikaichan is your friend.

http://www.polarcloud.com/rikaichan

On the web:

http://www.csse.monash.edu.au/~jwb/wwwjdic.html

Translate words in Japanese Text

Search for words in the dictionary

Dictionary descriptions can be off sometimes, so it helps sometimes to take a look at how other people have translated the same word. Other than that, it's filling in the blanks between the dictionary words. To be honest, I cheat a lot, I generally have an expectation of what's going to be said, so plenty of leaps of logic, and possible errors. But eh, best effort right?

DANKE! :v: Now all I need is the site you get your stuff from and tomorrow I'll be ready to translateeeeeee.

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Posted

Hellmonkey:

Ditto. Yeah, I couldn't come up with a good word to describe 立ち回り. Help :P. As for why Bacon's counters are included in the category, it's because Bacon can counter back a lot of pokes, or characters that say rely on throwing out something that leaves you in blockstun, then follow it up, she can counter through that. Relying on jumpins to get in, if they throw it out high, counter in the face. Can't counter everything for sure, but at counters make the other guy think a bit, pares down their offensive options.

Perhaps it is best described as a measure of how powerful the general use of their strengths is. I say general because it seems like they are talking about the character's better options as they poke and move around the screen, encountering so many different situations where it can only really be described generally.

I think general is a more accurate description than neutral, in any case.

Posted

POscrub, is there a thread with the current character translations, or do they only appear throughout this post? I think it's awesome that you guys spend your time to get this information to us ^^b * secretly wants Baiken's translation *

Posted

during break (after tomorrow) I'll translate everything that hasn't been (or at least give it an attempt!)

OH MY GOD WE'RE DOOMED[/HALF-LIFE SCIENTIST]

Looking forward to it.

Posted

Venom:

Ok I give up lol. Too much effort, someone else fix it.

  • Average Damage D: Because his good stuff depends on having Balls set, situation specific.
  • Max Damage B+: Gatlings containing 5S, 6P, etc. can get the guard gauge flashing in a hurry, so big potential.
  • Pokes A-: f.S, 2S, Ball, Stinger Aim and Carcass Ride are all effective. Payoff for connected pokes is low though.
  • Pressure/Lockdown S: Although you could argue that Venom pressure/lockdown is a bit reliant on meter and that there's many opportunities to Slash Back, it's still the best in the game.
  • Mixup B+: Although he has no overheads you can't react to, it does leave you at frame advantage, so you can hit confirm -> combo off it. [Ed. note I think they're referring to Mad struggle, 5D is -12 on block]. Fuzzy guard mixups off Renkei are really useful.
  • Okizeme A: The different ball patterns alone already give a lot of options, the fact that the order the balls are placed in [order of Ball Seisei] also changes their position only adds to that.
  • Against ground C: j. HS is the mainstay, Mad struggle (dive) has poor priority. Pretty much average in this category.
  • Against air A: 6P, Carcass, 2H, 6H, rising j. D (jump and immediately D) all have their uses at depending on the range and particular situation.
  • Breaking out of Pressure E: Well, at least Venom has a good DAA but... you guessed it, Venom is worst in the game at this.
  • Defense C: Absolutely average
  • In general A: See Spirit juice's post below, and you decide :).
  • Overall Rank: B. Definitely not midtier. [Ed note: guess, I read it as meaning Venom is definitely above average]
  • Good matchup Johnny: Venom owns Johnny in general.
  • Bad matchup Slayer: Matchup is better in AC than it was in Slash, but Slayer still tops the list of characters you don't want to fight.

My take on Chipp post: (based heavily off of Greed's, thx Greed, corrected some move names, swapped out some terminology, made some guesses, etc.)

Chipp Zanuff

  • Average Damage D: Triple jump makes his air combos long, but not much damage despite that. CH antiair 6HS is the best combo starter.
  • Max Damage D: Even if you blow all your tension for RC into gatlings [Ed note: RC sushi -> run up combo], it still only does 50%. Get the feeling you might be better off going for overdrives.
  • Pokes A: Invisibility, Best mobility in the game, excellent priority on many of his close attacks, a far-reaching dust, and alpha/gamma blades are great at mid-distance.
  • Pressure/Lockdown A: Take advantage of his speed and strong pokes.
  • Mixup B: Genrouzan, Teleports are good for resetting pressure, 6K, j.HS, keep the pressure on, eventually something will get through.
  • Okizeme B+: j. HS has good priority, and if you drop it right on top of them, it's hard to see which way to block.
  • Against Ground A: j. HS has good priority, j. D. j. 2K can be used to alter his jump trajectory. Shuriken.
  • Against Air B: Beta blade, 6p, and good returns, good priority 6HS.
  • Breaking out of Pressure B: Teleports, Beta blade FRC, Triple jump, use Chipp's speed to create distance.
  • Defense E--: Dies very quickly. Don't relax until your opponent's HP is 0.
  • In general A: Use his unmatched mobility, great pokes, and pressure to win without taking any damage. ...actually, if you don't do that, you lose.
  • Overall Rank: C-
  • Good matchup(s): There are no opponents with a 6:4 matchup in Chipp's favor.
  • Bad matchups: Slayer, Potemkin, Jam. Anyone who deals high damage.
Posted

I think it's trying to say "bend over", as in you're screwed, if you don't try and master your keepaway and lockdown. But if you're good, you take control. I'm pretty sure I'm wrong, but at least I'm improving.

Posted

[*]In general A: 地上で優位に立てないキャラは飛ばされて落される [shruuuugs, I suck at grammar. If I had to guess, Characters who don't have a good ground game are forced to jump/take to the air, where they get shot down.

Its prolly the opposite of what youve said, maybe it should be "characters who have a bad air game should be forced to jump(via balls)"?

Posted

[19:40] <A> venom has some very strong anti-air [19:40] <A> so [19:40] <B> yes [19:41] <A> you'll get advantages if the opponent is in the air even though venom doesn't have advantage of grand battle [19:41] <A> but if this sentence is passive voice [19:41] <B> So maybe they mean Venom's grand battle (pool ball zoning everywhere on the screen) wants to force them into the air so he can AA them or force them to the ground with AA. [19:42] <A> then that means venom has to be in the air [19:42] <B> Hm true. [19:42] <A> coz you can't win grand battle [19:43] <B> Odd worded sentence. ww [19:43] <A> nn~ [19:43] <A> i don't know venom well [19:43] <B> Yeah, me too. :( [19:43] <B> So it is diffuclt to say what the author is saying. [19:43] <A> but i often see jumping venom [19:43] <A> so it can be both meaning Part of a chat log between me and a Japanese friend. His English isn't the best (but very decent), so it may be difficult for him to word it in English. However, I think we got the general idea the sentence is trying to say. BTW, my friend is A and I am B, in case you get confused. I hope this helps. EDIT: "grand battle" is a typo on my friend's part. It's supposed to be "ground battle".

Posted

Makes sense I guess Spirit Juice. After all, I'm just a dude with a dictionary and not much else. Figuring how particles mesh together is not something I have the patience to sort through carefully.

One for the road. You're up Hellmonkey :P.

Testament:

  • Average damage B: A hit from anywhere with 25% ends up in a 30-40% Badlands loop. Actual damage from Badlands loop varies widely in different situations over different characters, average rating = B.
  • Max damage B: Badlands loop starting from Nightmare Circular CH -> Master of Puppet is 70% damage + the knockdown.
  • Pokes A: Nets, Trees, Skull (phantom Soul), Forward/back EXE Beast, f. S, 6K, 6H, are all really effective, but have enough recovery to be less than safe. Traps require good placement as well.
  • Breaking out of pressure B: forward EXE Beast is guaranteed after frame 2, on trade or if FRC'd, Testament can followup with a combo. And there's nothing 2HS can't do.
  • Mixups A+: Fast and gatling cancelable overhead 6P, even harder to see behind a net or tree.
  • Pressure/Lockdown B+: In the corner, Testament has an absolutely brutal lockdown. Midscreen however, they can IB Testament's gatlings, and jump out of the EXE Beast.
  • Okizeme S: Net + 6P or low hit is easy and effective. Any hit ends up in a Badlands Loop. Although it uses tension, Back EXE Beast FRC -> Tree results in a meaty Tree hit which is quite difficult to counter.
  • Against ground C: Other than laying nets for extra hang time, Testament doesn't really have anything special. j. HS is probably his best.
  • Against air C: 6K, 6H. Random Badlands is also worthy of mention.
  • Defense C: Normal defensive modifier, but seems to be somewhat easy to combo.
  • In general S+: Strongest zoning/control, effective at all ranges, close, mid and far. Extremely stable. [Ed note: Best lead holder in the game]
  • Overall Rank: S
  • Good matchups: Testament goes even or better against pretty much everyone.
  • Bad matchups: NONE [Ed note: Because they took out his Daddy, Kliff]
Posted

buppa is short for buppanasu which very roughly translates to "reckless", kinda the way we say scrubs "mash" on attacks. i guess "buppa-lands" is like "scrub-badlands"? edit: to qualify where i'm getting this from, my girlfriend's example was: "if a guy goes into a room with a machine gun and fires at random all over the place, that's 'buppanasu'."

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