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Everything posted by shtkn
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http://www.dustloop.com/wiki/index.php?title=Sticks,_Controllers,_and_TVs the wiki has an article about this too, though i think it could use some organization...
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when's that location test again? early this month right? anyone have exact dates?
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
Saltmines has been moved to my place tonight due to electrical issues at the main venue -
Can someone give me a good solid reason why arcade sticks are better?
shtkn replied to TastyPancakez's topic in Beginner Mode
if you use specific characters that need to hold and release buttons at specific times (arakune, zato-1/eddie), stick is probably a better choice since you have more fingers to hold down buttons. if you play games where pianoing buttons is important (sf4 plinking), stick would be better as well. stick would also be good for doubletapping buttons. -
[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
shtkn replied to Moy_X7's topic in Jin Kisaragi
http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Combo_System -
ok, now that we have a video showing more of lambda, i'm going to unlock this thread. use this power wisely https://www.youtube.com/watch?v=i1cSOE4y1ks
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
shtkn replied to Moy_X7's topic in Jin Kisaragi
hit them with 6A later. you need to make sure they're as high as possible when you hit them with 6A -
wrong, 5H animation is the same as the previous games 6H is Ky's old 3H from +R (which was his old 6H in XX, #R and Slash) 3H is his new normal that looks like a golf swing while moving forward
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BlazBlue Question Thread - Ask your questions here!
shtkn replied to KayEff's topic in BlazBlue Gameplay
1. i believe you can remove landing recovery by RCing the attack, probably with OD cancel as well. Double jumping and air dashing probably won't remove it. 2. don't know 3. i don't think it's cumulative, probably either the longer recovery attack, or whichever was done last, you can probably test it with the playback feature's timer -
i'll make an article with results later today. you can use that for shoutouts and such. edit: here it is http://www.dustloop.com/forums/index.php?/page/index.html/_/home/evo-2014-results-r461
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[Xrd] News & (Theoretical) Gameplay Discussion
shtkn replied to Shinjin's topic in Guilty Gear General
purely on reaction? impossible. as a callout? yeah, i can see it. -
i bet a single back charge can be used for multiple droits. can probably test it now, [4][6]A > OMC > [6]B see if you get two drills
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aigis has a command called 222C, and i have no idea what it is. can you see what this actually does compared to regular 2C?
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I can get someone to bring a monitor, so please bring the console+games. If we need more volunteers (or if I look overwhelmed) please talk to me at the event Sent from my phone
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[Xrd] News & (Theoretical) Gameplay Discussion
shtkn replied to Shinjin's topic in Guilty Gear General
RE: Lack of characters there's only 3 new chars as far as we know... who knows they might add more. also, 3d modes are more expensive than sprites, but allow for much more reuse, saving money in the long run at the cost of a higher startup cost. see sf4 models being used in sf x tekken, sf4 iphone, and probably more that. because the modeling process ASW designed for xrd is completely new, they won't be very good/efficient at it yet. have you noticed that unlike standard 3d models, there is no tweening between key frames? every frame of animation is placed there by hand, like stop motion animation. both of the above factors mean there won't be many characters. also, ASW is a much smaller company than capcom, and they are looking to hire more 3d modeling staff, presumably to help make assets faster for future games. if you don't like how they released a game early instead of waiting to have more characters, agree to disagree, more time for more public testing/balancing is good imo. RE: simplifying the game bb has added and changed mechanics over the years, and so did p4u. ggxx already did this for 4 iterations! continually adding more mechanics leads to bloat and a barrier to entry for all but the hard core. for xrd they decided to reboot the system mechanics, and i agree with their decision. RE: aesthetic complaints i agree taht GG's IKs and Supers don't look as flashy as as BB's or P4's for the most part. guess what? you're on a site dedicated to competitive gameplay, and most people on this site either think they look fine or can overlook that very very minor shortcoming easily as long as they are tactically useful. the same attitude applies for story mode. -
[Xrd] News & (Theoretical) Gameplay Discussion
shtkn replied to Shinjin's topic in Guilty Gear General
reminder: no BB > GG or GG > BB talk please this includes AllyofJustice, king of heart and others. if i see it again, i'm banning you -
click on your user name in the top left by the PMs/Notifications Icons > Manage Ignore Prefs
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a quick googling of this shows that there isn't really a way to set this... sorry.
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assuming no one flakes on equipment, we currently have 8 so far. I would love to get to 10 though! Jyosua has a second monitor that you can use if you can only bring a console. Unfortunately, my second monitor was stolen, so I can't help there. i'll put you down for helping run pools at least
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yes, both would be appreciated! Jyosua has been having problems with his LGP lately, so having an extra would be a nice bit of insurance
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yeah, it's up to us, but i'm going to go with banning it anyways since apparantly, the issue with it is that it can cause the console to break down and i don't want ot risk that happening
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sadly, no. that slipped my mind
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i messed around with rise a bit at ax: 236A/B: microphone shout, summons notes that can be detonated later by normals. shout can hit opponents. detonated notes does seem to do much damage or much stun. notes have no hitbox until detonated. 214A/B: rise does a clumsy push forward, not an overhead, wallbounces, probably just for combos 236C/D: shoots a big disc, 7-10 hits iirc 214C/D: creates a shield, C shield auto pushblocks strikes, D shield auto reflects projectiles. shield is on a timer. shield goes away after pushblocking/reflecting or if you get hit or if the timer goes to zero. you still need to block correctly to get the pushblock/reflect. 2B is 2 hits, first hit is low, 2nd hit is anti air with head invul j.2B is a falling butt slam like potemkin j.D/tager j.2C. also includes 2nd hit on landing, looks pretty slow D normals shoot a beam, if opponent gets hit, the 236D disc homes in on hte opponent. beam is sorta slow ouroborous satellite super goes away if rise gets hit
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[Xrd] News & (Theoretical) Gameplay Discussion
shtkn replied to Shinjin's topic in Guilty Gear General
on those same lines, does sol's gunflame detontate faust's oil pool? -
collpasible tables definitely do work: http://www.dustloop.com/wiki/index.php?title=Frame_Data_(BBCP)#Patch_Notes