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Posted

I use rhythm to help me IB. You can feel the hits coming after blocking most people's blockstrings and can use that to tap back to the rhythm for IBing.

Posted
I thought of a concept to try to get the opponent off balance by basing your gameplay movement, (maybe even footsies on odd number beats, syncopation and irregular time signatures (5/8, 7/8, 11/8 etc. etc.) I can't really describe it in detail and since I'm not a top player it's relevancy is small. Something like showing your opponent some 4/4, common time repetition than adding half a beat or subtracting. I would assume most people do this type of stuff naturally and on autopilot but how many conceive of doing it. Maybe it's my keep away/poking CT litchi making me think in weird ways. Some chastise me if I'm too out of the thread's topic. (YLOD has me with too much idle thinking)

A rhythmic thought or internal pulsation helps a lot on combos with delays and odd timing.

You can see this a lot with poking. People will vary timings to provoke an attack that nets them a counterhit. I doubt anyone has gone as far as time signatures though lol.

Posted
You can see this a lot with poking. People will vary timings to provoke an attack that nets them a counterhit. I doubt anyone has gone as far as time signatures though lol.

I'm really thinking too hard because I'm really sure players don't have tendencies like that are predetermined strategies, it's mostly a feel thing. But perhaps there could be things that can irritate people. I have heard of perfect pitch individuals getting annoyed when people don't resolve scales or something is a sliver out of tune (but not enough to be easily recognizable). I have ylod and an untouched BBCS case so I have too much idle time.

I remember getting destroyed by Nineball Infinite in two matches. Oddly, my best round was when I started screwing up my litchi strings (in CT with my 2 month Litchi or so) and had random hitches and drops. It was odd gimmicky pressure but worked in that instance. (reminds me of Sirlin's book a lil)

i guess a way off explaining could be like imagine a consistent drummer fast hitting a snare/or metronome in straight eighth notes and then another person hitting a bass every 2, 3 or 4 eighth notes. Now the person hitting the snare will have trouble guessing that subtle difference or entrances. Then you can train the snare player to hear certain pulses (3/4, 2/4, 4/4, 5/8, 6/8, 7/8 some odd 9/8 composite like 2+3+2+2) etc. I don't know how that relates to a fighting game.

With Litchi, I used to experiment before a match by doing some loop and jumping with her J.C. (in CT) to show my air to air in a loop about 3 times if my opponent doesn't advance. Then i would try to use a slight augmentation or diminution rhythmic variance throughout the rest of the match.

Posted

If you're serous about making a program to help aid people with their combos using rhythm, you shouldn't be adding silly, unnecessary little addons like Vocaloid stuff.

Posted

Unless the program is the vocaloid! Ah-ha!

Anyhow, tried something earlier today - converted a 5-second clip of someone (Minori?) looping Lambda's 6a 214d to mp3, put it on endless loop while I was at the gym. Surprisingly relaxing to listen to Noel complaining about being hit. And honestly? I think it helped my timing a bit, considering after a few minutes I got an extra rep pretty reliably. Unfortunately, I doubt that will continue (if 2 hours of listening to combo sounds = extra rep of a loop ad infinitum..interesting grinding system?) indefinitely...still handy, though.

Posted

Both the audio and the visuals get delayed online, so this wont to squat for online play, interesting idea if you only play offline though.

Posted

Here are my issues:

1. BlazBlue has a 5 frame buffer, so overall, it is "easier" to get the rhythm in this game, because you can be off by as much as 1/12th of a second and still get the majority of combos.

2. A number of combos are spacing dependant. For example, Noel's Haida loop can only be done from a certain distance, and against certain characters for a certain number of times. The timing is the easy part IMO for this loop.

3. Combos are not the meat of the game. All players will eventually learn good combos by just playing this game for a long time. However, learning spacing, strategies, pressure strings and so forth are the real difficulty of this game. Focusing so much energy on Combos misrepresents what you should be practicing.

Posted

Fun Fact: The Space Loop is in 9/8 , I sometimes sing "Blue Rondo a la Turk" while I do it.

  • 2 weeks later...
Posted

I've recorded button and stick clacks to help teach new players combo timing and I think it really works.

Posted

I play carl...........most of the time i play with my headphones in............thus i hear nothing from the tv

I can see how this could help some people though..... i guess :toot:

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