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Shinjin

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    @shinjinbaiken

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  1. Hello Dustloop! I have started recording and uploading more #justzatostuff for Revelator. Basic corner combos w. 5d6! Throw RC combos for 75% meter in corner. For more follow me on twitter @shinjinbaiken and on youtube http://www.youtube.com/Shinjinnn
  2. Stuff: More etc.
  3. The Minus R mode, a bug for Guilty Gear XX Accent Core +R Before the release of Xrd, we (Shinjin & Nehle) discovered a bug which puts the game into a hybrid mode between AC and AC+R. In this mode, which we call ‘Minus R’, the game keeps some of the properties from the AC+R game balance while being set to the game balance of AC. This forces weird shit to happen, the most hilarious of which can be found in our video: https://www.youtube.com/watch?v=G1MpzP3gXHc How to start Minus R mode? Executing the bug (or starting the Minus R-version of the game) can be done by simply following this three step procedure: Make sure that you have the version set to “AC+R” in the game settings menu. Make sure that you see the blue “ver R”-icon at the bottom right. Press the “Default”-button in the same menu. The Plus R-icon at the bottom right should now disappear, and the version should have been changed to “AC”. Switch the version back to “AC+R”. However, this time the Plus R-icon should still be gone. Congratulations, you can now enjoy Minus R. The quickest way to verify that you actually are in this mode is to start any game on May stage, if it spazzes out (i.e. the crew members of the May Ship are shifting in and out of existence), you know you’ve made it. To switch back, simply go into settings and change to “AC+R” again. What occurs when in Minus R mode? Only moves that have changed or been added between AC and +R have been affected. For most characters, only moves available in both versions are available in Minus R. Slayer, for example, loses D-dandy, and likewise Dizzy loses her D-spike and D-dagger. Some properties are maintained in their AC+R state. To use Slayer as an example yet again, his 2HS, which launched the opponent into the air on hit in AC but staggered on hit in AC+R, still staggers in Minus R. Others will get hybrid properties between their AC and AC+R versions. For example, Zappa’s sword will travel as far as in AC+R, but will attempt to rubber band back to it’s natural AC position unless the player keeps pushing it forward. Also, Axl, who gained the option to choose between one or two hits on many of his normals (depending on if you press and hold the button or not) gets different hit properties depending on when these normals hit the opponent. For example, an early hit with 2HS will result in a push-back effect, but a late hit will result in a vacuum effect, and only one of these two hits can actually connect on the opponent each time the normal is executed. Furthermore, moves that have gained, lost or had changed frc timings are altered. For example, Potemkin, who lost the frc on his potemkin buster, no longer deals any damage from a potemkin buster, nor can he combo from it (even in the corner). Johnny, who gained an frc on his normal throw, or Slayer, who gained an frc on bite, automatically cancel their respective throw animations on their respective frc timings. Same goes for Venom, who gained an frc on his air throw, but he gets stuck in the air if he air throws an opponent, and enters a state where he can only be harmed by other air throws. Perhaps the weirdest that we have found is Dizzy’s bubbles, which gained an self-exploding mechanism for AC+R. However, in Minus R, any detonation of them will only hit Dizzy herself and not her opponent. Oh, and if you release several N.B.s with Justice (which features’ are more similar to AC then AC+R) the game crashes. The game also crashes if you try to execute the bug on the Steam-version of the game. These are just some of the examples we have found. Now off, and do what you want with this piece of knowledge. Best regards, Shinjin, follow me @shinjinbaiken Nehle, @jnehle
  4. I guess it's a kind of very lenient proximity option select. And well, it's not only the ridiculousness of DP/FD in specific defensive situations, but it's applicability also goes for the neutral game. Imagine playing Ky against Axl and at a specific range being able to punish certain pokes with stun dipper, but only getting a standing FD if he didn´t press a button. That's stupidly good. Sure, if one is aware that your opponent has these tricks up his/her sleve you can adapt to a certain extent. Also, it's most likely only truly useful in very specific situations. But the easier they are to execute, the more useful these kinds of option selects become. It really is a thing, and I don´t see this being patched before EVO, so learn when and how to use it to get that money ^^
  5. Have you ever wanted to do a special/super if your opponent does an attack, but at the same time do faultless defence if they didn´t? (see picture 1 and 2) Well it is in fact possible despite how the Guilty Gear system prioritizes faultless defence over specials if a given circumstance is given. Apparently, FD gets priority as long as your opponent 1/ is within a certain distance, and 2/ they are not attacking. Jake (@guiltyjake) found this playing around with Sol, and we’ve come to a couple of examples of how it can be applied. Type 1 = Specials/supers that end their input with 4 1/ Slayer: K-dstep if the opponent does an attack, fd if they don´t? 214K+HS! 2/ Sol: Grand viper if the opponent does an attack, fd if they don´t? 214S+HS! 3/ Axl: Catch move if the opponent does an attack, fd if they don´t? 214P+HS! 4/ Works for Axl's/May's/Ramlethal's inv. supers as well. Type 2 = Specials that end their input with 8 5/ Works for Leo's flash kick as well! Just charge 1 to 7 instead of 8! Type 3 = Any special/super 6/ The option select works If you input 4 and two buttons after ANY special/super (including e.g. stun dipper, volcanic viper, benten, emerald rain etc.). So apparently the input priority system has some oddities. I would like to explore this in more detail and record it as well, but, alas, I'm in the midst moving this weekend. I look forward to see what the community does with this, and look forward to see it patched out of the game by Revelator ^^ Best regards, @shinjinbaiken
  6. 15-17 May at O’Learys Malmö Entré http://www.headstomper.com/ In 2012 fighting game players gathered from around Scandinavia to battle in the Headstomper V tournament. In 2015, as a collaborative effort between the Copenhagen and Malmö FGCs, we once again invite you to join us in the quest to find the champions in the salty sea of the the fighting game community. No matter your level, we promise you hype, we promise you tension and we promise you an opportunity to become the Headstomper ‘15 Champion. Mark your calendars now! Further details will follow in the coming weeks. Where? Malmö, Sweden Airports? Kastrup, Copenhagen or Malmö Airport, Malmö Schedule: Friday (15/5) - Side Tournaments and Casuals Saturday (16/5) - Main Tournaments Sunday (17/5) - Side Tournaments and Casuals Main Tournaments: - Super Smash Bros. Melee, Singles (GC) - Super Mash Bros. Melee, Teams (GC) - Ultra Street Fighter IV, Singles (360) - Guilty Gear Xrd -SIGN- (PS3) Tournament fee is 50 SEK to the prize pot distributed 70/20/10 + Trophy We made this together: CO-MA FGC Sverok Studiefrämjandet Tournament Mode O'Learys Spelens Hus Q&A Will the event organizers provide housing and/or sleeping facilities for attendees? - It seems like all participants will be able to sleep and shower at Rönnen ( http://malmo.se/ronnenskolan ) for free! Bring your sleeping equipment guys, because it is time to go to school!!! (Pending confirmation.)
  7. 【【 GGXX+R Baiken combo video: Shinjin is Champion 】】 https://www.youtube.com/watch?v=FRvbPcJblew Dear viewer, This is a combo video that hopefully can give you a couple of giggles and smiles. Mayhap even a cry or two (because of the powerful bacon combos). The goals and ambitions for this video were high as Baiken´s combo potential is extremely high in this game. But alas, life has its ways of keeping me busy with other endeavours that also are interesting. So for this time, here are some bits and pieces of me playing around in training mode while I was exploring the potential of this angry Japanese woman. Best regards, Shinjin @Shinjinnnn on Twitter! P.S. I could throw up some random and un-edited Baiken combos if you are interested. Just write a comment or send me a tweet! 【【 Music 】】 Mitch Murder – Thanks for Playing *Check out http://mitchmurder.bandcamp.com/ for more awesome music from Mitch Murder! 【【 Other Baiken-videos 】】 【GGXX+R BUG】 Shinjin式 https://www.youtube.com/watch?v=qxu-pNPNIfI 【GGXX+R BUG】 FD-cancelling Baikens jump dust https://www.youtube.com/watch?v=lqTynMPAJnI Baiken Combo Video - Legend of Kyoto https://www.youtube.com/watch?v=sOn8TPUYrc0
  8. 【GG】 Bag of Tricks (1) https://www.youtube.com/watch?v=edlZtSy1mK8&list=UUBYFtLj6GCEMR4v0cQy29dw Old video that I decided to upload feat. some tricks and some of hat Bacon damage' at the very end. More to come?
  9. Umeå Fight Capital 2014 Top 3 (Northern Sweden) https://www.youtube.com/watch?v=pN0af9AYJzA WF: hale(fa) vs Yonasu(sl) https://www.youtube.com/watch?v=QWphDHDzLHY LF: Jerry(ju) vs ... https://www.youtube.com/watch?v=pNNRzjRF_MI GF: ... https://www.youtube.com/watch?v=I_PN2wz_mb8
  10. Ok, some basic examples: Midscreen (far from corner) - 6p 9 jK Tatami FRC ad Tatami > ad lib (e.g. dash 6hs Tatami 9 jK 9 jHS Tatami etc... or dash 5s 9 jK 9 jHS Tatami etc...) Midscreen (close from corner) - 6p 9 jD FRC ad Tatami > ad lib (e.g. dash 6hs Tatami 9 jK 9 jHS Tatami etc... or dash 5s 9 jK 9 jHS Tatami etc...) Midscreen (close from corner) - 6p 9 jS jD FRC ad jHS Tatami > 6k2hs 6p suzuran-zakuro Corner - 6p Tatami 9 jK 9 JHS Tatami etc. OR 6p jD frc Tatami > ad lib (e.g. dash 6hs Tatami 9 jK 9 jHS Tatami etc... or dash 5s 9 jK 9 jHS Tatami etc...) Basically; jK Tatami FRC ad Tatami is a combo part used for corner carry, jD FRC ad Tatami does also carries but not as long, and in the corner you have a lot of options. Well, you can combo tatami directly from throw on Venom. I would recommend you to either: 1) Throw, Tatami, dash 5s 9 jK 8 jHS Tatami 6p suzuran-zakuro (corner kd) [130 something damage, good tension gain] or if I want to be a little bit more safe (in terms of execution) 2) Throw, dash 6p(2) kabari, 5s 6p(2) suzuran-zakuro [110 damage, good tension gain] Edit: It feels like this discussion should be in the combo thread...
  11. Thanks for taking your time to read it! =) And as for the second half... well... for starters, we´re talking about a very specific range here, and the viability of either also depends on if you have dash momentum or not. I´ve played around with both of those a little bit, and although it depends on the situation I came to the conclusion but that I would generally go for 5hs FB Tatami FRC if it allows me to KO the opponent, or just do 2s if it doesn´t. As it´s only on very specific ranges and characters you can only do 5s5hs Suzuran Sakura (and it actually combos), but 5s2d doesn´t, it feels like it is something you actually only start looking into at the supreme late game of developing your game. I mean, sure, it theoretically can allow you to score a (little) better reward on a very specific range, but I´d probably keep the tension gain instead. So I think that 5hs Suzuran Sakura FRC, albeit "kind of cool", does not really combo as reliably at the ranges and characters where I can´t use other starters like 5s-jD, 5s2d, 5sTatami, 2k6p(2) etc... If you add that 5hs FB Tatami reliably combos at most ranges, and that using an FRC allows you do score a decent combo even when being pretty far from the corner, I´d say that if want to research and learn either of the two, go fir FB Tatami FRC combos. What do you think?
  12. Hello Baiken-forum. I haven´t been that active on the forums, but I have been playing the game. So I thought that I might as well give some of my thoughts on what’s new with ACPR Baiken. Feel free to ask questions! 6p and Youshijin: With the added gatling combination 6p-6k, together with Youshijin being changed to a stand-alone move (623p), Baiken now has more options at the semi-close range poking game. Specifically, Baiken now has a reason to do 2k6p – as she can confirm 6p(2) into Youshijin for a tensionless combo, or at certain distances and hit states 6p(2)6k Youshijin or Tatami frc-combo. If the 2k6p is blocked, she can alternate between a) gatling into 6k, b) jump cancel (such as iad back jS for safety), or c) Suzuran into Baku (abare bait, as there is a gap between 6p and 6k). Before Baiken could only score a reward from this situation if she used 2k5s, and the opponent was in crouching state and close enough for tatami to combo, or if she hit a standing opponent that was tall enough for 5s to combo into jD. And if you did 2k6p, you basically could only get any kind of damage from it by burning tons of tension on it, and it totally sucked on block. Tatami: Tatami has been tweaked so it is – in my opinion – a much better poking tool than before. The extended hitbox comes later than before, allowing it to affectively counter poke. It also seems that the extend hitbox (the second half of the attack) has a bigger vertical hitbox that takes some time to get used to (as the opposing player). As such, the move is slightly less risky on whiff – while a clever opponent can still find ways to punish the Baiken-player if used recklessly. It can also be spaced in pressure strings so that only the later part of the hitbox actually hits the opponent, which gives you better properties and block while also punishing abare in certain situations. FB-Tatami FB-Tatami adds another long-distance poking tool that can threaten your opponent at ranges and situations where the slow-starting Kabari was your only choice before. In addition, it allows Baiken to score additional damage in situations where she couldn´t before. For example, in AC Baiken could only do 2k5s5hs on certain ranges on shorter characters, but now you can add a FB-Tatami if you deem it enough for a killing blow. 2h 2h could be used as a zoning-tool versus airborne opponents before, such as a Sol-player that was jumping about and spamming jHS, but gave you zero reward on hit. Now that 2h has an added vacuum effect, it all of a sudden becomes slightly more useful in the neutral game. 6p The upper body invulnerability of 6p was nerfed. Baiken can no longer 6p through Slayers 2p. Although 6p still works wonders as an anti-air at the angle where it is best suited for it, it has a little bit less utility. On the flip side, it has 20 frames untechable time. This allows for you to confirm into a bigger variety of combos, such as 6p(2) jD frc (burst proof), 6p(2) tatami (useful when catching an opponent in the corner), or Kabari (if you catch your opponent real deep, and want to switch sides (6p(2) Kabari – 6k2h, side switch, combo)). Sakura So the invulnerability frames are gone, but the speed has been improved to 11 frames. That is quick, real quick. As I like to incorporate quick counters as a part of my poking game, this change made me very happy. Dashing up, and blocking, is stronger than before in the neutral game. If effectively used, you can scare your opponent from poking – which allows you to dash in and throw more often. On the defensive, I would recommend using Sakura more carefully, and only counter moves and strings that you know it would not get stuffed. For example, it’s much easier to block Sols 2d and punish it with a Sakura on reaction when compared with AC. Ouren The hurt box of Baiken during Ouren has been severely nerfed. Together with the worse properties on block (can now be guarded crouching, is -15 on block, and has a vacuum effect even on block), using Ouren on the defense now is associated with much more risk. For example, in situations where you could use Ouren to escape from Dizzy’s okizeme, Baiken will now get counter hit in the air, where she before would graciously fly away from a Dizzy that was dashing at you. Ouren frc, while being very swag, is mostly a gimmick. It can be used in certain matchups (such as Venom, Dizzy and Testament) to close the gap versus characters that want to summon options (such as ball summon, fish summon, tree summon) in a way that was not possible before. It might be something to throw in there in rare occasions, but it is easy to get caught in the act, while looking like a fool in the process. Oh, and it can be used to run away while being pressured, and as a means to punish Dizzy’s new D-ice spike (ouren frc jHS). Baku Baku is still a very good counter, although it is not safe on block anymore. When your opponents have begun thinking that Baiken is way easier to pressure now that Sakuras invulnerability frames are gone, that is when you strike with Baku that has strike invulnerability all the way up and until the hit. (Well it has one or two frames in the beginning of the startup without it… but whatever). On counter hit you can score damaging combos with meter, and on normal hit you get 2k5s(2s). Mawarikomi Mawarikomi is much slower than before, making its utility way worse. I only use it on rare occasions, hoping that the opponent won´t be used to seeing it anymore. The good thing is that it still has strike invulnerability up and until the frc. Combos and Damage While combos are more character, spacing and tension dependent than before; her new combo system is very rewarding if you put in the hours and learn all of the new combo parts – and there a lot of them. But I might give my thoughts on her new combo system on a later date. More generally speaking, Baiken does more damage now. For example, she can do touch of death-combos in the corner against parts of the cast (see upcoming combo movie by yours truly). But more importantly, she has more options than before, especially when she has meter. Plus tons of gimmicks, but I’ll keep them to myself
  13. The "HEANTAI" craftsman and crazy combo - by Kedako(ma) http://www.nicovideo.jp/watch/sm21887988
  14. Well with this glitch actually allows people to execute things the game didn´t allow them before: JAKE abusing the button macro glitch to fire several shots of the same N.B. with Justice http://www.youtube.com/watch?v=jgV6dSobYh4 http://www.youtube.com/watch?v=HoCHlXWBSSY This while at the same time making x amount of situations more easily executed than intended - when compared with the original arcade version. But I feel that we won´t agree on this concept no matter how long might we discuss it Although I hear what you´re saying, and I do understand your concern. I also am also actively taking an approach that can be interpreted as extremely elitistic to pour some fuel on the fire, since I honestly do think this is a discussion worth having for all tournament organizers around the world. Regardless of what people think of button macros in general - drama could happen because of this glitch, iz all im zaying. I would argue that this is an inconvenient truth.
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