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shtkn

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Everything posted by shtkn

  1. why did you make this thread twice? closing this one. http://www.dustloop.com/forums/showthread.php?17293-NRS-player-new-to-GG
  2. if you need a terminology guide check the wiki: http://www.dustloop.com/wiki/index.php?title=Notation
  3. according to teh frame data, second hit of ice car does not freeze in OD. only first hit does
  4. Final Ultima: i'm getting very strange results with testing the guard bar. with your way, i get a GB-20 for sol's 5D, and with my way i get GB-22... i don't know why this is or which way is more accurate. only 5D has this problem, all other attacks seem to be consistent between your method and mine. edit: just checked an there's additonal GB- added in combos, try testing it out my way with using -1 as a reference point and you'll see it too. rules for it are very... hard to discern at flashing guard bar first hit got extra -10, second hit -12, third -15 at a little over even, first hit got no extra gb-, second and third hits got extra -1 or -2 it's very strange, i'll have to test more later if i've got the time
  5. in the usa blue revo qualifiers, they banned pads because the japanese tournament was played on arcade cabs. i don't recall any ruling on macros on sticks
  6. if you are going to argue that we need to follow japanese arcade conventions, shouldn't pads be banned in general?
  7. according to the moderator logs: 10:24, 17th Sep 2013: kurushii locks chubaki thread 11:16, 17th Sep 2013 Chaoschao222 deletes the thread, then un-deletes it literally 1 minute later at 11:17 followed by posts of nsfw images in a ragna combo thread, a new thread in zepp with nsfw images, and this thread converted into a complaint thread about the chubaki thread being deleted. also, the last post in the chubaki thread was approximately 10 months ago and the thread remains locked. do you really think spamming NSFW images (not chubaki images) is a valid form of protest? let me tell you a poorly kept secret about dustloop: we are not a standard fan site! our primary concern is about competitive gameplay. debating about who should be added to the playable roster backed by storyline reasons is the equivalent of debating fantasy fights between goku and superman. if you want to do that kind of stuff, do it in irc, skype, groups, etc. do not do it in the GAMEPLAY SECTION. we clamp down on these "general discussions" because forums are a TERRIBLE MEDIUM for this type of watercooler talk. then when actual info and relevant disucission happens, it gets lost almost immediately in wave of hype posts and watercooler talk, thus making the thread useless for its intended purpose of discussing new + gameplay. again, if you want a blazblue/guilty gear themed watercooler discussion, go to the aforementioned places. do not use the gameplay sections for this.
  8. most of your questions can be answered by common sense... where is info on the tournament posted? likely on dustloop's events section or on their website. they hsould include start times, signup times, console versions, and rules. read them. most major tournaments require signups days or weeks in advance of the tournament. for locals, you should be able to sign up the day of. if they're missing some info, ask them! when should you get out of your seat? after you're done with your match since others need to play their matches too! what if your opponent starts acting unsportsman-like? take the high ground, behave responsibly, and talk to the guys in charge as for hecklers in the crowd... you cna't do anything about that, just deal with it and grow a tough skin or wear headphones or whatever. you can't control their behavior but if it truly does get bad, then talk to the hecklers and to the ppl in charge. really though, just use common sense and standard interpersonal skills and you should be fine
  9. yeah, nice to see you again haki. also, ryan might be looking to sell off his ps3s since evo runs 360s now for capcom games. you and chen should talk to him about it, can probably get one for a cheap-ish price!
  10. stick with the average character for starters (the poster boy character like sol/ranga/etc), then change it if you're looking to test mixups/combos etc. against big/small/oddball characters
  11. are we done with this part of the "new character discussion cycle"? too bad. stop this pointless "char x should/should not be in teh game because reason y" stuff or i start infracting.
  12. i'm able to use tapatalk today, are you guys still having issues? i tried fixing this last night, but didn't update this thread since i came down with food poisoning
  13. so apparantly this art is from a GG pachinko/slot machine? http://pachinkopachisro.com/archives/31919669.html
  14. cool, i'll be sure ot buy 2 or 3 of them for hte saltmines
  15. my immediate thought to this is how i felt about mvc3's "block both ways at one with a hit box" controversy: tough shit, play to win whether this is what TOs will agree to... who knows? PS: did they ban hit boxes for marvel? i don't remember
  16. i updated the tapatalk plugin on sunday when i fixed the hacking problem... maybe something broke when i did that. i'll look at it tonight
  17. skeletal minion: anyone can edit the wiki, no account is needed. you just need to answer a captcha each time you make an edit, and your ip will be recorded. also, did some testing with flashing guard bar, and i think it works as follows: if your guard bar is flashing, then any hit takes an additional GB- 10. an exception to this is throws that do not CH on flashing guard bar (ex sol's ground throw, ky's air throw). throws that can CH (ky's ground throw, sol's air throw) do the additional GB- 10. as far as the inconsistencies kaizen noted: i tested 5D my way and found that most dusts have a GB- of 22 which would line up with this rule perfectly. i also got different numbers for sol's air normals and they are consistent with the GB- 10 rule as well. tested in Vanilla AC... sol's 5D is GB-22 there as well... maybe the frame data is just plain wrong across the board for 5Ds... the inconsitencies i found was Ky's 6H (it took only an additional GB-9 instead of 10) and ky's 222H is taking an extra GB-11... anyways, the GB-10 thing seems mostly consistent when you account for the strange way that only some throws can be CH.
  18. it should now be fixed
  19. After Kaizen's post about guard bar and getting some free time, i've finally done some experimenting as well and have the following results to share: First, it is assumed you know the basics of how the Guard Bar works as described here: http://www.dustloop.com/wiki/index.php?title=Damage_(GGACR)#Guard_Gauge I'm writing up my findings more formally there as well, but it is currently incomplete. Guard Balance *Every character's Guard Balance value (listed in teh system data section of the wiki) affects how much their guard bar raises on block: For example, Sol has a Guard Balance of 1 so an attack with GB+ of 20 would raise Sol's Guard Bar by 20. Meanwhile Anji has a Guard Balance of 1.25, so that same attack would raise Anji's Guard Bar by 25! *Already being in blockstun reduced GB+ by half, so blocking two GB+ 20 moves in a row would only raise your guard by by 30. Air GB+ *Air Normal blocking increases the base amount of GB+ each attack deals: Level 1: +0 Level 2: +1 Level 3: +2 Level 4: +3 Level 5: +5 Note: air specials, supers, and attacks that have GB+0 do not gain this bonus! Basically this bonus GB+ only affects normals and ground specials that are air normal blockable Consequently, a LOT of the GB+ values are wrong in the wiki as they were probably testing GB+ on jumping opponents. i'll have to go through and change them later . If you'd like to help me, please let me know! GB+ Testing Methodology: In training mode, we know every character's guard bar flashes when set to +65. I used this known value and tested blocking different attacks to see if i could get the guard bar flashing. for example, Ky's 6H has GB+ of 20. Setting Sol to block this with Guard Balance set to +45 does get his bar flashing. Setting it to +44 did not. Therefore we know ky's 6H does indeed have a GB+ of 20. using the same attack against different characters netted different results and allowed me to calculated Kliff and Justice's Guard Balance ratings were. Kliff = 1 Justice = 0.85 GB- Testing Methodology: Thanks to kaizen's work, we know we can't use flashing guard bar as a fair point of reference, so i tried something else out: did stupid 2 hit combos and raised teh guard bar in increments until the second hit experienced no damage scaling. also of note the guard bar at -1 still does not scale damage! so for example, Ky's 5P is 8 damange and GB- 8, so setting the guard bar to +7 and doing the 2 hit combo 5P > 5P to Sol should do 16 damage (and it does!). doing this is obviously very tedious and you must account for any initial/forced proration, the aforementioned Guard Bar -1, and defense modifier if your tests require someone not named sol. doing this allowed me to find out that ky's lighning strike now has a GB- of 25 and his 6H has a GB- of 13! These values were listed as -30 and -17 respectively in vanilla GGAC.
  20. pretty cool stuff, i'll work on wording more formally for the wiki. expect me to bug you with questions!
  21. thats' the main fgc hub in sd nowadays. we usually play friday nights, but if you give us your schedule, maybe some of us can meet up with you on a non-friday night
  22. if you want the game, then get it, but i think it's too early to tell if it will help you any more than ac+r would.
  23. just timing and spacing. the j.D needs to hit first to float hte opponent. dunno what other prolbmes you're having. dunno about any changes ot 6P. correct, 3H is only special and jump cancelable. no other gatlings.
  24. http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Combo_System
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