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Noisetank

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Everything posted by Noisetank

  1. Trust me, for 3D games mimicking 2D sprites, you don't want it to be any smoother than this or else it ends up looking like Dimps's "The Rumble Fish": all tweened and wonky.
  2. Thank you very much fraga and rainbow mash! That's very nice of you, both!
  3. I made this spergtastic post, maybe you will all find it informative. :KY:Comparing 'Ky's Xrd & GGXX, "Side by-your-Side":KY:
  4. http://www.youtube.com/watch?v=CN6srN0wooc
  5. I was referring to us all eating chicken wings for 20cents apiece. the anime we watched was "Garzey's Wing" which is a hilarious pile.
  6. Wait! What's wrong with wing night!?
  7. We're 98Koshien players now. http://youtu.be/7gjfZABX8Kw
  8. sup, elvenshadow~! PSN ID: thetrueyuiop bring it!
  9. That IS a good idea! i feel so hype i think i'm going to be sick! AAAH it's so close!!!
  10. Yay to fb mines. At least I still have that. As for fb gs... I don't see why this is good. OH! I just thought of something, does rc'ing it restore jump options? On normal gs, rc only has jump and dash follow ups after rc if you jump installed. It's 75% tension, but its the only thing I can think of. Could it maybe be a tool to use in reaction to specific other character's moves that ky used to have trouble with? If only I could see the hit boxes... Does it lightning clash with volcanic viper? Does grand viper still go under it? Can it penetrate gun flames? Lol.
  11. Bad ass. You guys are going to have a blast!
  12. well, Nazgul, if you have time, and if you don't mind, can you figure out the true purpose (and properties) of the force break greed sever? also, if there's a regular air mine in the air, are you allowed to place a force break mine (and vice versa), or is it truly limited to one active on screen at a time?
  13. this is the greatest thread in the history of dustloop. the ky forum has needed this tender love and care for so long. thank you for your contributions, sir. if i might make a request... Ky vs Sol, please?
  14. wow! i actually got first post! well look at that. http://kotaku.com/5885885/looks-like-the-persona-fighting-game-is-coming-to-the-west
  15. just made a large post in the ky Q&A thread, if anyone's interested in helping me with my questions, i'd value your input! thanks! http://www.dustloop.com/forums/showthread.php?3856-Simple-QA-Thread.-Post-simple-questions-here!/page15
  16. HELLO ALL! ky has some decently powerful oki tools, simple stuff like cse, air cse, fb mine>dust etc... as well as a bunch of ambiguous jump-ins, air dashes, crossups and air-mine tricks. a lot of what makes ky's advanced oki game so devastatingly dangerous is that it looks and feels so unintuitive; that being said, despite having watched videos like this http://youtu.be/n039FZ7Nwn4 over and over again, i still can't will myself to do these timings and inputs consistently. my struggle lies in several areas: -not air-dashing low enough, (in both head-on and crossup instances) now, as i understand it, there are two mixup opportunities here (if this is more than a two way mixup, be sure to mention it): knocking down the opponent with 2.d and running jump over their head and performing a back-air-dash and striking with either j.s to achieve a move that must be blocked in the opposite of your original orientations, OR, j.hs to delay the active frames of the move long enough to strike with a move that must be blocked from the original orientation. i also need advice on timing the ground-link move that follows immediately after completion of the descent (i think people typically use 5k or 2.d here). -not feinting j.hs on descent correctly (instead, having the active frames strike the blocking opponent, in lieu of a true feint [animation for j.hs starting, yet canceling by landing before active frames begin]). from what i've witnessed, the concept of this oki tactic lies in achieving knockdown, then jumping either neutral (for forward facing, close-range) or jumping towards and/or possibly over the grounded opponent (for crossup, obviously) and executing either j.p (or possibly j.k i think) whilst initially ascending (which i believe is to assist in the timing of the j.hs feint; seeing as how one must wait for the animation of j.p or j.k to complete fully before another move (j.hs) can begin), the theory is sound, HOWEVER, it is possible to perform the j.p or j.k too early, allowing for enough time to inadvertently j.hs fully before hitting the ground. -mine and fb-mine okizeme stuff. all of it. i can watch videos of it all day, but in order to learn it, i really think i could benefit more from a discussion about it. ^also, i guess there's a way to knock someone down, jump, and then while in the air (not sure if it's descending or ascending) plant a mine (in expectation of someone blocking it whilst waking up), and then throwing them while they're in their block state, after their throw invincibility ends, but before the active frames of the mine begin... anybody know anything about that? is it supposed to be while ascending or descending? is it just a regular mine or an fb-mine? ^it's possible to knock someone down, jump, plant a mine, and cross them up in time for the mine's active frames to hit them from behind... is this done with a jump forward or a neutral jump followed by a forward-double-jump immediately after the mine (or maybe a run jump? or an air dash after the mine?)? also, how to you combo after this? it seems after i do it, i'm always too far away, or unable to land before the opponent's hitstun has subsided (therefore enabling the opponent to block whatever i attempt to follow up with). ^a whole bunch of other stuff i can't even describe, lol... to summarize; can anyone offer some advice to structure my timing as well as assist in scripting which oki opportunities are available during which knockdown situations? e.g... +midscreen vt leads to *blank, +corner vt leads to *blank*, +midscreen ground to air combo [throw frc>c.s>2.hs>jc.s>jc.s>j.hs>vt or some shortened version thereof] leads to *blank*, +2.d point blank leads to *blank*, +throw [with no frc] leads to *blank*, +dust combo leads to *blank*, or if some of them are affixed with too many variables some general spacing advice would be good. the reason i ask is because it seems i have to be ready to begin whatever oki maneuver i need to use for a situation before i even get a chance to land, that is to say, i have to know the eventual consequences of certain actions (in terms of spacing) preemptively in order for me to have enough time to execute the correct technique at an early enough time. sorry if this is kinda long for the "simple questions" thread. should i have posted this as it's own topic? ps. i'm so happy that there's finally activity in the ky forum again!
  17. thank you, why, for bringing me over the threshhold.
  18. funny how no one has posted here since for over two weeks. could it really be a coincidence that this occurred after the thread's name change?
  19. maybe it was a dejected, "yes...", knowing that they cannot stop what is presumably the inevitable. sigh...
  20. someone here also likes fruits basket, DAAAAAAMN. me.
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