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Shinjin

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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.
  15. Your comparison with back/select plinking in SF4 is unfair. You can seriously just press and hold a macro button during a blockstring, and then wait for the proper moment and mash out the directional input in order to get a special with this bug. The move really does get triggered whenever it is possible. This is makes confirms in blockstrings much much much easier to the point that it is game breaking in my opinion. Your blatant statement that this bug is a "console-only tricks that make things a lot easier, but don't break the game" is also not true in my opinion. As an example I can specifically name Baiken. This bug literally allows me to press and hold a button in certain situations, giving me negative edge inputs for every single frame. Let us say that you have initiated a block string, a block string that is specifically made to be safe for guard cancels. But due to the fact that sakura has 10 frames startup that also ignores hitstop, and lvl 1 moves have 11 frames of hitstop. Now, given the fact that I know all of your possible blockstrings (and when you get to a certain level, you do start to recognize them all), I can look for them and then LITERALLY JUST MASH AROUND with my joystick to get a guard cancel. The difference here when it comes to execution when comparing to without abusing the bug (actually having to press a button [ch warning if bait you]/ or release a button for negative edge [you lost your one chance]) is huge. However, I do understand the sentiment that banning button macros could more so end up being a ban that specifically targetting newer players and MIGHT scare them away from participating in tournaments. These newer players will MOST LIKELY not try to abuse this bug due to the fact it is... kind of wierd. And takes awhile to get used to. But if usage of this bug is not banned from European tournaments I will abuse the shit out of it and win them all (slight exaggeration to get my point across)
  16. Well, it sure makes instant guard cancels on rise up a hell of a lot easier when you don´t have to properly time a pressing S or performing an negative edge S-input to get an instant sakura. If you put the time into it. But yeah, you can do a sakura on a lvl1 move already. This just makes it easier to perform.
  17. Abusing button macros for negative edge inputs during every single frame Video explanation CHECK OUT THIS VIDEO FIRST!!! 【GGXX+R】 Abusing button macros to get negative edge inputs http://www.youtube.com/watch?v=a6ieM4l3lYU ...every single frame! I kept the pacing for the video pretty slow in order to explain the bug properly. But yeah, ezpz lemon squeezy reversals etc ^_^ Explanation This is a console specific bug that is centered around using following button macros included in the console version: (P + K) button macro (P + K + S) button macro (P + K + S + HS) button macro (P + D) button macro - from now on abbreviated as e.g. (P + K + S) If you press AND hold any of these button macros, there is a bug in the console version that registers negative edge inputs for every single frame while you are holding the macro. So if you press and hold a button that has been assigned with (P + K), the game registers a negative edge input from both P and K for every single frame while holding the button pressed. However, this bug does not work in training mode! Example: If you are using Sol and press the (P + K + S) macro, and keep holding the button pressed, Sol will execute a 214 move as soon as you input the motion 214. Since 214 includes Gun Flame Feint (P), Riot Stomp (K) and Grand Viper (HS) the move with the highest button priority SHOULD go first: P > K > S > HS > D Hence, P SHOULD go first. BUT INSTEAD you get Riot Stomp (K) if you press and hold (P + K + S) macro and input 214. If you want to execute Gunflame Feint (P) you need to press and hold both (P + K + S) and K and input 214. If you want to execute Grand Viper (S) you need to press and hold both (P + K + S) and P and S and input 214. This bug was around during the PC#R days, and has now been discovered by d to work in the PS3 version of Accent Core +R. Since it registers negative inputs for every single frame while the button is being hold you can for example: How it can be (ab)used in a real match 1. Easier reversal timings in blockstrings (e.g. just press and hold the macro and mash dead on time input while blocking testament) 2. Easier reversal timings on rise up (e.g. mash 623623623 on rise up) 3. Easier execution of moves with invincibility or dodge properties in blockstrings (e.g. mash 623623623 in certain blockstrings) 4. Easier timings for follow up moves to be executed as fast as possible (e.g. dandy step into pb) 4. Easy mode timings for specials after throws (e.g. FB beta blade after a normal throw with Chipp) 6. Easier tiger kneeing timing for moves to be as low to the ground as possible (e.g. tk bad moon with Millia, tk yzn with Baiken, tk mad struggle with VE) 7. Easier instant guard cancels with Baiken (e.g. no need to actually press a button in order to execute the guard cancel properly) 8. Easy mode specials on the exact frame that the round starts (e.g. just mash and hold yo) Extra tech: 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 Question I am of the generation that believe that button macros should be banned from tournaments. I am also of the opinion that this specific bug is very abusable if you put time into it. Does anyone agree or disagree with me?
  18. New: 【GGXX+R】 Shinjin式 http://www.youtube.com/watch?v=qxu-pNPNIfI It is pretty stronk - ban? "Greetings. I wanted to play more Guilty Gear after a session of casuals, decided to hit t-mode. Then I got this really stupid idea for a video, and I threw it together! Might continue this newly found habbit of making short and stupid Guilty Gear-related videos (not only fd-cancels, lol)...!!!" Older: 【GGXX+R】 Kliff ascends into the sky http://www.youtube.com/watch?v=YzZG3wj0MP8 【GGXX+R】 FD-cancelling Baikens jump dust http://www.youtube.com/watch?v=lqTynMPAJnI
  19. Greetings from Sweden! 【GGXX+R】 FD-cancelling Baikens jump dust http://www.youtube.com/watch?v=lqTynMPAJnI 【GGXX+R】 Kliff ascends into the sky http://www.youtube.com/watch?v=YzZG3wj0MP8 "Although you could cancel jumping dust attacks with faultless defense before (e.g. you could do it with I-No to change your air trajectory), this was not true for all of the cast. Baiken was one of those who could not, May was another. This has been confirmed to not work on the arcade version of +R, hence it is a console specific bug. And this video shows you how to floaty float flyyyyyyyyyyyyyyyyyyyyyyyy #swag. Look forward to some proper match videos from your favorite Swedes in a near future!!!!"
  20. So I was playing around a lot with I-No at the end of Accent Core. And with the release of +R I decided to go through some of the common combo starters on all of the cast. I have attached an excel-document to this post with my results. Feel free to comment and/or use the template for future Guilty Gear endeavours! ACPR-IN-v0.11.zip I am not sure if this is what you meant with "Help me test stuff ppl!!!" mynus, but hopefully it is to use for someone at least! Come to think of it, I should have gone through on what members of the cast maximum distance 2k 6p f.S combos into 669 jS jH (and preferably into P-dive midscreen)... with f.S buff and airdash buffs this is a really useful tool (although damage output goes down from these combos). Oh well, for the next version!!! For anyone that wants to discuss +R I-No, just pm me with your Skype-details! Cheers! Edit: there might be characters that are marked as "Does not work on" that actually the combo starters work on, but might just have higher demands on execution (resulting in me opting to not go for them).
  21. New Guilty Gear announced!! http://www.youtube.com/watch?v=NKGPhKu3jNg
  22. Mittsuuuuuu :keke: So the bracket got released today. I translated the names of the GG-bracket, and also changed fake nicknames to their actual nicknames where I could. You can find the orignal pdf-files for GG, P4U & BB here: http://arc-revo-cup.jp/tournament/ The matches that I would like to watch the most in the round of 64 are: Woshige(mi) vs En(sl) Ruu(br) vs Haaken(po) Dogura(sl) vs Chonari(za) Kiisha(fa) vs Rozu(ky) BoB(kl) vs LOX(ja) Tsujikawa also told me that the event is going to be broadcasted on nico-video and twitch. Cheers!
  23. Hey guys! Guilty Gear Sweden Podcast - Episode 03 New recording session, new episode. A conversation about wake up options in Guilty Gear - and Shinjin exposes some of his tech. Videos showcasing some of the tech is linked in the video - for those avid listeners. youtube: https://www.youtube.com/watch?v=pyE0CqK4kDA direct download: http://www.rimfrozt.com/gg/ggswe_podcast_ep03.mp3 Follow us on twitter @guiltygearswe ! And please - feel free to comment, leave suggestions, feedback, desires for people with proper English to do a podcast instead etc! Also, I decided to make the 3on3-finals between NO and Xzi/Shinjin/Yonasu (gang bang lol) that I had hidden on my youtube channel public. Reason? As usual - the people that were supposed to be responsible didn't end up uploading any vids to their youtube channel AND I just felt like I might as well... I don't have too much time on my hands nowadays so I won't edit/upload any other Destination Showdown-videos though. Anyways: http://www.youtube.com/watch?v=hM6aj0XkJ0s Next episode will be released on the 30th of April. Love, Shinjin
  24. Kosmos badgirl: the more the merrier! Thanks for all the replies and pm:s! Guilty Gear Sweden Podcast - Episode 02 So, we're back! This time for the second part of the first recording session. This time, about what Caer and Shinjin like about Testament and Baiken. Also, what Nehle and Millia like to do against Testament and Baiken. This episode will also be in kind of general terms - since it indeed just is the second part of the first recording session. youtube: http://youtu.be/oxxe4BTx7a0 direct download: http://www.rimfrozt.com/gg/ggswe_podcast_ep02.mp3 Also, you can now follow us on twitter @guiltygearswe I'll make sure to tweet whenever we upload another podcast, when we stream and when we upload videos. So please follow us, or tweet at us. We'll make sure to take all the feedback that we have gotten for these two, and put together a great third episode! About what, you ask? Next episode will be about the defense! More specifically, wake up. We'll go through most of the options one has on wake up, and hopefully reach some kind of conclusion that has to do with calculating risk and reward. I will also expose a new (for dustloop at least) option select on wake up that is really really good! You don't want to miss Guilty Gear Sweden exposing our own secret tech! And tea cups! So get hype for the third episode, and settle with the second episode for the time being... ETA: April 9th or April 16th... Before I sign out I will add that we'll most likely not go into any in depth +R-discussions until it has been released on console. But until then we have some more topics that can be applied to both version of the game. And feel free to comment and request topics etc
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