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Heidern98

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Everything posted by Heidern98

  1. Grats to Zidane and LK.... No surprise as Zidane is definitely one of the best players I have ever played in BB.... Also commentary was a bit stiff the first few rounds with the talking over each other but it was well done after a few comments were brought to light =D I should have been there LK <3 And btw you looked handsome on the stream fuck the haters. Glad to see Guilty had a good turnout also. MarlinPie is a beast with a really nice Cammy also. Sad to see BB not get GF's (at least) on the stream.... Im thinking majors need to be only top 4 or 5 on stream from now on for all games sides SSF4. Good stuff to all players for supporting the scene... Long live GG!
  2. As always, I heavily support Guilty Gear and always will. I really really want to see it return this year, and get some time on the stream. If anyone has gone to Final Round, they know that me and the staff have always supported the Guilty Gear scene and even relied on it to help hype Final Round. Please get in there and get your voice heard. I know the South still and always will have love for the game so please get over there, register (takes 30 seconds max), and vote (5 seconds). Lets support the game that has made us the community we are today. http://www.finalround.org/forums/viewtopic.php?f=42&t=213 GO NOW!!!!! FINAL ROUND FOR LIFE YO!!!!
  3. Oh man this is almost just a tease Still progress is progress and I can see this becoming playable and even competitive. Hope I can get it to run decent on my LT even though it seams unlikely for the moment. Wondering if integrating AC through GGPO would work even though that seams far off into the future. Kailera was never GREAT but hell it could work imo with some fine tuning. So my LT has a 1 Gig Nvidia 9800, with 4 gigs of ram and dual 2.3 processor. Is it really still impossible to play the game even with these specs? Since I don't really have any info on where to get the latest version of Kailera to try, I was just wondering. It runs Blazblue and SF4 perfect, even at just about highest settings. Still, I guess that is not netplay. Ah man... come one AC, get online going... I miss you so. Again, still good news, even if it is a bit premature to say this is something that will help revive the GG competitive scene.
  4. Corner Combos Getting the opponent into the corner is not only good for control, but it allows Jin to dish out his highest damage combos. As in all fighting games, getting the opponent to the corner is a general strategy that should be employed by all skilled players. Jin, luckily has many tools to assist him in this. Usually, most of Jins pressure will allow you to shorten the options of other players, allowing him to slowly back up defensive players. Once Jin lands his opening, his long ground to air combos will almost always allow him to push the opponent into the corner. Using D Ice Car for instance (214 D) will always knock the player far and if you are a bit closer then half screen, will allow Jin to put the opponent in the corner. Also, all of his Dragon Punches (DPs) have high untechability and allow him to further push the opponent back. When using these tools along with his fireballs and jC to zone with, Jin will typically find himself cornering his opponent while on the offensive. This leads to the best rewards possible with him. In general, the idea of Jins corner combos is to land numerous 6Cs as it is his highest damaging normal and also gives incredibly long stun time. As with many characters, loops seam to be the general basis of combos for Jin. Practicing 6C, 6D loops is typically the key to his highest damage combos as far as I can tell. This doesn't mean you shouldn't experiment with other ideas, but in all of my research, I have yet to see or find any other way to do more damage then with 6C 6D loops. Thus, many of the following combos will follow a similar pattern, with small tweaks here and there to maximize damage and avoid the opponent teching (or Jin receiving a blue combo). All of the combos in this post are corner combos only. Typically, the smaller combos will gain more meter then you need to spend. Many will gain enough meter so that you can add in Drive Specials towards the end, allowing maximum damage. All of the combos listed knock the opponent back into the corner. I am a firm believer in maintaining control of a match, and leaving the opponent in the air as you recover, typically loses control, and allows them to escape to neutral ground. Some combos, if not most, COULD indeed gain more damage by adding 5C, 2C, jump, jC, j2C, jump, jC, j2C, (or other slight variations) however, this again will lose Jins control over corner pressure especially if the opponent techs forward after the combo is finished. One way to fix this, in a slightly ghetto fasion, is to jump cancel an air combo into an air throw, then if they tech it, jC to maintain control. This still is not as a strong control method as getting a knockdown, but it will work most of the time. Try to score knockdown corner combos to keep your pressure strong. 623 D Combos This move, Jins D DP, used to upscale damage in Calamity Trigger by 110%. This meant that the next attack you did after would actually do more damage then normal, as well as the following hits receiving very little proration. The result was typically a combo that gave almost half meter along with damage well over 6000 in the longer combos. The move has high priority, and is still usefull in Continuum Shift, although the scalling is now jacked down to 90%. There are many good places to stick this move in order to hit the opponent while they are trying to escape corner pressure. If you end a blockstring in 236 A (the slow but fast recovering fireball), throwing this out after can typically catch the opponent offguard. Also, if you late cancel a blocked normal, something like 6C, or 2C, it may catch the opponent while he tries to punish you in recovery. A well timed D DP hits air dashers looking for an easy escape, but make sure the move is placed correctly as they can land while iced on the other side of you, putting Jin in the corner himself at dissadvantage as he wiffs the second hit while the opponent automatically breaks out of the ice. This move also can knock Tager out of his Distortion Drive throw if done slightly later then his input, as well as out prioritzing many other DPs such as Ragnas, Litchi, Mu, and Jin himself. Watch out for late inputs or clashes on these situations as well. Idealy, you want to have 75 meter when attempting this DP so you can RC it if it is blocked. Still, there will be many times where it could win you the match when you are down and low on meter, so it is a risk vs reward type move. Try to get a good read on the opponent and their patience. Be smart with it and you can find yourself winning more often then not. General D DP combo with only the initial 25 meter spent. Good for gaining extra meter for more options. 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 C Damage 4099 A slightly easier version of the above combo with a bit less damage. 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 C Damage 3774 A more extensive combo costing 25 more meter, however, you will gain this meter in the corse of the combo. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 C Damage 4715 A long combo that has high meter cost but in turn, gives you immense damage. Good to use on burstless opponents as opposed to having to use meter on his Distortion Drive. This combo will also yield alot of meter from doing it itself. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5167 Just a general way to use the Distortion Drive to increase the damage towards the final hits of the combo. Useful for finishing off the opponent. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 632146 D, 214C Damage 6048 This combo is not exactly practical, but is listed just to show the D DP ability to loop. There are much more damaging combos listed above with much less meter use, as well as highly damaging combos using as much meter to finish with a Distortion Drive. Again, it is listed to show the looping ability of the move itself. 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release once opponent lands, 6C, 6D, 623 D (Hold), Release. Damage 5249 The following combos are only applicable when the first hit of the D DP misses (or is used as a reset) and the second hit starts the combo. There are a few situation this can occur without a setup. Say Ragna and Jin do their DPs at the same time and clash, then Ragna mashes out an attack while Jin just lets go of D. Also, if the opponent blocks the first hit then trys to jump out while you release. You can also try to reset a combo with the unblockable charged version of the second hit, after hitting and freezing them with the first hit. This commonly will not work on better players but when you get into someones head, anything is possible. Also please note, that the second hit does not need to be held down until the move comes out automatically to make it unblockable. There are a few frames before this moment where the ground by Jins feet makes a small quake and dust comes up. This is the moment the move is unblockable and if timed right, will cut down the charge time a few frames. A very strong combo to follow up an unblockable. 623 D (Second Hit Only), 6C, 6D, Wait for opponent to land, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5806 This combo is by all means one of Jins most difficult to land as there are many tight areas of execution in it. The reward of very high damage while using a little meter however makes it very tempting to learn. 623 D (Second Hit Only), far 2D, 6B as opponent lands, 623 B, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5997 6A Overhead combos 6A is an overhead that only cancels into specials when it hits an opponent. It has high scaling so the combos will not be as long do to decreased recovery time, however, there are still very strong combos that will allow a fair amount of damage for this slightly risky overhead. This combo is character specific as the 623 will wiff on many opponents while they are ducking (which typically is how you will hit with 6A). See below for alternate combos with 6A. 6A, 623 B, 6C, 6D, 6C, 6D, 5C, superjump, j2C, 214 C Damage 3484 Does Not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Litchi, Noel, Ragna This combo has the same stipulations as the above do to the B DP wiffing over ducking opponents as mentioned. More damage at the cost of more meter. 6A, 623 B, 6C, 6D, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 D, 6C, 214 C Damage 3959 Does Not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Litchi, Noel, Ragna Many people use 214 D (D Ice Car) after 6A on characters that do not work with the above combo. Thing is, this will always be a shorter and less damaging combo then if you use 623 D after 6A. For now, this is the best alternate I can find. 6A, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, jump, j2C, jump, j2C, 214 D, 6C, 214 C Damage 3657 A more damaging and slightly more difficult version of the above combo. This is what I typically use for 6A corner combos. 6A, 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 3852 Normal attack combos Normal attacks and pokes are a big part of Jins pressure in the corner. It is only natural that they will eventually hit and open up the opponents defense. These combos are essential in gaining meter and applying the correct pressure that Jin needs to be focused on. After scoring a knockdown that lands the opponent into the corner, 5B is typically a great way to get in and also hit confirm. This combo is a great way to build meter and get decent damage. 5B (2 Hits), 5C, 623 B, 6C, 6D, Wait for opponent to land, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 3818 Even though 2B prorates heavily, it is still good for landing combos through mixup. This combo uses no meter and is good for mind games while mixing it up with 6A, and throws. Keep in mind this combo is best used on standing opponents as the B DP will wiff on many characters (should not be a problem as 2B hits low on standing opponents). 2B, 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * Damage 2434 A solid combo that starts with a jump attack. Again, best for standing opponents as 623 B will wiff on many ducking characters. jB, dash 5B (2 Hits), 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * Damage 3110 This combo, which also starts with a jump attack, only works on a ducking opponent. Very solid damage for only using 25 meter. The combo itself will always gain more then 25 meter while doing it so you actually will be gaining plenty of meter and damage. jB (hits opponent while ducking), 5C, 6C, 6D, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 4490 6C Launcher combos 6C is an excellent move for anti jumps. Basically, it is good to throw out when the opponent trys to jump out of a blockstring or other situations. This move is intended to hit the start of a jump and not as anti air. Also can be used when delaying normals to catch the opponents pokes. Even if blocked, the 6D is relatively safe, although there is a small window where the opponent can hit you between attacks. Still, 6C is one of Jins best combo starters for damage potential and meter gain, especially in the corner. Try to throw it into your corner lockdown for big damage. A basic combo that gains a ton of meter. 6C, 6D, 6C, 6D, 5C, 6C, Dash Cancel, jump, jC, jump, j2C, 214 D, 6C, 214 C Damage 4740 An extensive combo that should be practiced as it is one of Jins highest damaging combos without throwing a Distortion Drive into it. 6C, 6D, 6B as opponent lands, 623 B, 6C, 6D 623 D (Hold), Release once opponent lands, 6C, 6D, 5C, superjump, j2C, 214 D, 6C, 214 C Damage 5706 Foward/Neutral Throw Combo There is basically only one or two variations to this combo, as the techability time and scaling are greatly increased because of the throw. Still, the damage and positioning are significant enough to learn how to combo off of a throw. There is no specific corner back throw combo as far as I know (as well as few situations a back throw will put your opponent into the corner). This combo will work on most of the cast with a few exceptions. Very simple as long as you remember to B DP right after the grab and before the launch. This will allow Jin to freeze the opponent in the following attacks. B + C, 623 B, 6C, 6D, dash, 6D, 5B (2 Hits), 2B, 5C, 3C Damage 2447 As an alternate to the above combo, for certain situations and characters. If the above combo is performed a small distance from the corner (a little less then sweep range), it will work on the entire cast. Most of the time, however, you will typically have the character pushed all the way up against the corner in throwing situations. Some characters will not get hit by the first 6D of the above combo such as Lambda, Mu, and Noel. Here is an alternate to the above combo that works on the entire cast. It also scores a bit more damage so its typically a better option. B + C, 623 B, 6C, dash cancel, jump, jC, j2C, jump, jC, jD, 214 C Damage 2517 *A few combos listed above, end in a ground combo that trips (3C) to knock them down. Some characters can still be hit after this, which in turn, can lead into another knockdown, or a freeze setup. Please note, you can A/B Ice Car, or B Fireball after a trip but this will allow the opponent to tech into the air. Also, you can typically trip into D ice car, but this is usually a waste of meter as there is typically no way to coninue the combo into another knockdown. Other character specific options such as B DP and other specials will work in some combos, but again, this will allow opponents to tech in mid air. Here is a character specific list of options you can do after a trip, that would be considered useful. Tager, Rachel, Tao, Arakune: All four of these characters can be tripped into 214 C (C Ice Car) for a little extra damage. This can be done anywhere, not just in the corner. Tager, Rachel, Arakune, Hakumen (Jin, Rangna with exceptions): These six characters can all be tripped into 236 D (Drive Fireball) at the end of a ground combo. I will use one of the above combos as an example: jB, dash 5B (2 Hits), 5C, 623 B, 6C, 6D, dash, 6D as opponent lands, 5B (2 Hits), 2B, 5C, 3C * 236 D into mixup or another ground combo. This option is typically followed by a jump that leads into mixup just as the opponent breaks out of the ice. You can jump then airdash just before you land with jB, j2C into ground combo. Another option is to jump forward, land then 2B for a low hit into a combo. Even another option is to land then 6A into combo. You may just want to end the combo with another ground combo into knockdown for that little extra damage. Experimentation is encouraged. Please note, this will work on Jin and Ragna, but the ground combo that leads into the 3C must be shortend to only 5B (two hits), 3C, 236 D. Adding any extra ground attacks to Jin or Ragna will push them to far away for the D fireball to hit. Just a few notes about the combos above. When you have to jump cancel 5C into 2C then D or C Ice Car after a longer combo, some of the cast require a slight delay on the j2C (like a frame or two lol) so you can still combo into the ice car. It may seam like the combo won't work on say Lambda but it can as long as 2C has a slight delay. You will still need to jump as fast as possible, but the 2C requires a bit more height on some characters so that 214 D will connect. Another thing about ending on either 214 C or 214 D. Sometimes you can exchange 214 C with 214 D (unless you already have done 214 D in the combo) so that you can save some meter, but only on shorter combos. 214 D executes a bit faster so 214 C might not connect if you try. Keep this in mind. C mash is typically always a bad idea in the corner as there are many other more damaging combos. This move adds alot of techability time and scaling to a combo. Use it mid screen only. As far as fatal counters with 2C are concerned, I did not list any of these combos because 2C isn't something that typically hits while you are cornering the opponent. I will most likely list some of these combos in future posts. Distortion Drive combos are something I stay away from unless the opponent is close to death and I happen to have alot of meter. They are good to make sure the opponent doesn't burst however so keep in mind that after any 6C attack, or 6C 6D (at mid height), you can throw in his 632146 D Distortion (Arrows) for some pretty high damage (typically around 1k after a long combo). As far as Astral combos, aside from throw Astral, there is a combo for it and some variations, but I am still testing as it seams character specific. You can check it out in my old CT combo vid if you want (shameless plug I know... just do a youtube search on my name). Finally, these combos are from my experience with the game. If there are combos that you feel are stronger, please feel free to post them and I will update my post with them if we agree. As far as Makoto is concerned, I did not test any of these combos on her. (WHAT? You think I should pay 8 bucks per DLC character? Are you crazy?) If anyone wants to confirm some character specific combos, such as 6A 623 B stuff, it would be much appreciated. And Mu has the same hitbox as Lambda as far as I can tell but I went ahead and tested mostly everything on her anyway. I found that if it works on Lambda, it will work on Mu. Well that wraps up corner combos. If there are any questions, corrections, or suggestions, please feel free to post up. I hope this helps most of you learn a bit more about Jins corner options. Please stay tuned for more updates soon. Also remember, it never hurts to thank Shtkn now and then. He works real hard on these forums so you guys can enjoy them. Much props to him as it is deserved.
  5. As long as we play a real game like SSF4 then we good.
  6. Are you trying to tell me its not guilty? Those casuals at Final Round in guilty were to good. But for real what would I be without you <3 As far as connecting 2C from 5B, you can only combo 2C after the second hit of 5B. So if you get a far one hit poke 5B that anti airs, it will only hit once (so 2C would miss) forcing the only combo option to be jA basically unless you are fancy. Also, as mentioned the counter should work but good luck hit comfirming that one in a tourney ;D 5B 2hit (juggle), 2C, JC, jC, JC, j2C, jD, C Ice Car or D Ice Limo into corner rape mixup. Thats some bnb. Sure there is better but just an example. 5B 1hit (juggle), jP (Yes P not A), jB, JC, j2C, jD, C Ice Car (If you get a counter on 5B far hit, you can usually land the above combo from what I have tested.) One thing about 5B anti airing now, it works better with 5C after on most characters, just becuase 5C seams to have a larger Vertical hitbox. So like getting 5B AA, 5C, into jump combo is easy and possible now. 2C link is a gamble imo. And JC'ing off of 2C should leave plenty of stun time for a JC, jB into the rest of his air combo. Na that is my student. You may know him as Buppa. Yo Banger try this, 5B (AA), 5C, 6C, DC, jC, JC, j2C, jD, D Ice Car, corner, 6C, 214 C Yum =D Can't test it at the moment but should def work on everyone ... the hard part is the JC into 2C its counter intuitive to me at least ^^
  7. Imma have to shoutout later... and possibly on srk. I love all you peeps (cept the pervs and assholes). I will try to shoutout later but lemme just thank our staff and the peeps who helped me run my tournies. <3 Oh and Jake Im like wtf asking every Texas person bout you. Get back in the scene son we need that rage!!! Results Thread: http://www.shoryuken.com/showthread.php?t=228642 Shoutouts Thread: http://www.shoryuken.com/showthread.php?t=228775&p=8553999#post8553999
  8. Ya I remember that bug. Its just some wierd momentum glitch with clashing ice car. Never had it happen myself even after a few thousand online matches.
  9. Just wanted to say one thing about the Astral. It still combos from a high corner 6D juggle into it. Basically the combo I did in combo vid still works: ducking hit - 5C 6C, DC, 5C, 6C, 6D Astral. The 6D gives you enough time to buffer the charge. That was my only worry unless they somehow changed the stun or the astral which seams to both be intact. And about Tao, I say jP, fireball zoning, and jC spam is the way to go.
  10. If you have nothing to contribute sides flames, don't bother posting here understand? Don't make me come back to this shit plz.
  11. Looking forward to seeing everyone again. GG will be fun no matter what like it is every year. If there are enough people wanting to throw teams, I am definitely down to throw them. I will talk to Larry about it and I am sure we can find time. CT will be run also, but I am sure we will get some CS in casuals. Definitely going to be some unofficial side tournaments run. See you all soon.
  12. I play to learn... I like winning also. Either way everyone is entitled to what they think ya? Remember, critique my jin, not rape my eyes with troll spam <3
  13. First post now has all video links from thread. Will update with future links. I don't like fishing =D
  14. I completely support this idea. We all know a new GG game is a long way off but if Aksys wants to keep that fan base, they should do something relatively simple and profitable like this imo. This would breath life into the scene again which GG desperatly needs. The game has been ported to other systems I see no reason why this would be hard. Add some netcode, take out Eddie and we good =D Please here us guys. We NEED this.
  15. Hey guys I will prolly be cleaning this thread up a bit so we can sort out the vids from the spam. Was thinking about splitting this into two threads also, one for only vids, another for discussion. I know that most people want to open this thread and see new vids of Jin, and most of the time posts are discussion.
  16. Either way, there are not alot of options with 6A thus its lack of use. A attacks will link into it (not combo) and you can also do it after rc's and jump attacks and it will work a few times. People will see it tho and catch on quick. As far as followups, its character, positioning, and meter specific. So basically in the corner against taller characters you would do B DP into combo to followup. Doesn't work on some characters like rachel, jin, carl. Then most characters you can follup with C mash. Carl you can only do an ice car to combo him. D ice car will get you decent damage in corner tho. Overall, not a good move to have in the general rotation, more like a sneaky play you can make now and then.
  17. Just want to say if its possible to ONLY get the 623D second hit so you can freeze them later in the combo, it should be able to setup a trap so that when they come out of the ice you can have a tick move on them to kill them. Either way, it will raise your combo damage by at least 500ish so its worth it to try to hit them with the rim of the burst. And ya I like this trap nice work
  18. I didn't say it wasn't good, I said I was having a hard time finding a good use for it (on a personal level)... Still learning stuff Pozer but don't worry I will be perfect soon so you can be happy. I did start thinking about it more after I posted. After that, I messed with it a bit more and I understand a bit more on how to work it. Some of my recent matches are reflecting some good mixup and great guard crush potential. Just need more time with it. But thanks Pozer for always looking out with your tips. Just the coolest guy... I don't know how I would get by without you Hey thanks for the intelligent and respectable explanation. I see exactly what you are talking about now with the 6D adjusting the height. I will definitly work with this more. Thanks bro.
  19. I think D fireball is the move i use least... even in combos... I just find it to not be consistant enough. Using it at the end of combos barely gets me more then a few extra hundred damage. The problem is with me I am sure but I know I have yet to see it used effectively and consistantly. There are some interesting thigns you can do with it in a combo such as hitting them in between hits for refreeze but again its very character, situational, and height specific so I tend to go with more sure things.
  20. Think of Jin like this.... he is a more calculated managment of rushdown. You have to lay out things that will put people in stun like 5C into 5D then a fireball then you can bait a jump or rush more etc. Basically getting 5C blocked or hit (counter is best) is what you want to get working. Also close 5B rapes and is great hit confirm and burst bait. Just remember you cant rush as blindly with jin as you can with ragna. His overhead, specials, drives all have to be placed not spammed. Good luck bro. Hit me up if you want an example =D
  21. Jin Combo Video: Just like me http://www.youtube.com/watch?v=VqkSD7Bwyak Thread for description and discussion http://www.dustloop.com/forums/showthread.php?p=434673#post434673 Enjoy fellow Jins. Lets bring him to the top.
  22. Hey fellow Jins, I am building a youtube playlist for Jin: http://www.youtube.com/view_play_list?p=35E9D7D1E5579154 Hope this helps... I just usually have it playing while im matchmaking. It is built from Japanese and American players, mostly very skilled. If there are any vids I should add please let me know and Ill do it. Enjoy. This game is tight. Guilty what? ;_;
  23. Props on the vids... Good times.
  24. I don't have unlimited text but if someone does and wants to help out at FR this year, I am willing to try this out. Baiscally, I will take peoples numbers down during registration, as well as group phone numbers (Simon can you get Cue so he can come rape Marn etc.) I will prolly have to delegate the responisibility of this to someone fulltime (this would at least help alot) but I am willing to do it myself if I have to. Great idea I expect good results.
  25. The one I use I got from Digital Watches. Its called Tio Tournament Organizer and its very simalar to what Kevin posted. Basically, these programs make it so you really dont have to worry about seeding as it does it for you. Plus it places people in losers when you announce the winner etc. Very needed in any tourney above 64 imo. Even for small tournamanets its amazing.
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