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rtl42

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Everything posted by rtl42

  1. it's ironic that Ray remembered me talking about Demon's Souls ages ago, because i ended up not buying the game.
  2. it should be fine now. it's also accessible through the "Frame Data" link in the forum "menu" bar or w/e it's called (at the top of the page, just below the dustloop logo).
  3. what are UBC dust buttons? i'm just going through pictures and i will make a smaller "dustloop" batch, because i'm sure you guys don't need to see the endless pictures of me and my wife with all of the guests.
  4. oh and speaking of other unexpected gifts, we also got a nice paper bag from the shrine we had the wedding at, with our own little "shrine" for use at home, plus a few other things. kinda neat, i didn't realize we'd be getting anything from them, but more personally speaking, I'm not sure if I feel comfortable with a shrine in our apartment. it's like "the kami is watching yooooouuuuuu", and it might be kinda creepy, idk.
  5. thanks everyone! i don't think you meant anything by this, but nonetheless it worries me because perhaps it means that I didn't clearly announce when the wedding was to happen? i remember making a post about the wedding getting postponed, with a high likelihood to June 18th, but if i didn't post any follow-up to that, then i'm really really sorry! m(_ _)m on a side note: after the reception, while we were seeing off the guests and milling about in the event hall's lobby area, my wife and i were given a "piece" (?) of calligraphy from a friend of the event hall's manager, who apparently just happened to drop by to talk with the manager, and saw us. (he also just happened to be a decent calligrapher, too lol.) i'll post a picture later, but it says: 切 磋 琢 磨 which is read "sessa takuma"; it's a 4-character compound word (四字熟語) that means "learning/cultivation through diligence/diligent application (of oneself)", roughly speaking. ... so yeah, random calligraphy on my wedding day. (the ink looked like it was still a bit wet when we got it, too, which made us wonder if he was just carrying a blank board and a brush + ink in his back pocket or something lol.)
  6. JUST MARRIED (two weeks ago) i took the weekend off to just relax, but my family was in town until this past Saturday, and these past two weeks were really hectic. now my schedule is finally back to normal, and it kinda feels good -- you can only do so much sightseeing before it gets a bit tiring, i guess. but yeah, the wedding went off without a hitch, and i guess if people want to, i'll put up pictures or something. might take some time, though, because we got LOTS of pictures from the photographer, and we also recorded the ceremony & reception, so i'll have to go through that and edit it.
  7. WTB download link lol.
  8. i googled the phone number, it's apparently some anime reference. no big surprise there.
  9. i agree, it deserves its own thread!
  10. personally, i'm not a big fan of rap music for combo vids. but that's just my 2 bits, everyone has different tastes obviously.
  11. yes, from 90 to 100. h ttp://dustloop.com/guides/bbcs2/frameData/hakumen.html h ttp://dustloop.com/guides/bbcs/frameData/hakumen.html
  12. 1) it's unfortunately not so clear, but at the top of the forum page, there is a bar with a few drop-down menus. If you open Quick Links and go to View Site Leaders, you'll see a list of all of the moderators on the site. Alternatively, you can see the moderator(s) of a particular forum by looking under the name of the forum on the forum "top"/general page (that shows the big list of all sections and subforums, etc.). This is more obvious in one sense, but doesn't indicate who are the supermods and admin. But like Cake said, ask someone who looks friendly and you're bound to get a helpful response. 2) On the forum top page, there is a subforum called Beginner Mode, and its description reads: One of the stickied threads is "Terminology on Dustloop Defined". There's also a thread that explains fighting game terms that are borrowed from Japanese. 3) The forum is, in principle, more information-centred, rather than (social) interaction-centred, like other (game) forums, so self-introduction topics tend to be "beside the point" as far as the forum is concerned. However, if you're interested in meeting and discussing GG, BB, and other games with people in your part of the world, take a look in the Matchfinder section for a thread with people who live in your (general) region and post up. [speaking of which, we could always use more GG players in Canada. if you live near the West coast you should post up in the West coast thread in Matchfinder!]
  13. on the off-hand you're curious about the Japanese mooks or guides, this is the CS2 "Playing Guide": http://www.amazon.co.jp/exec/obidos/ASIN/4047271829/blazblues-22/ref=nosim I think you can also find them at Play-Asia.
  14. ok, updated to version 1.01 lol. the previous, incorrect comments now say: "Cannot absorb supers (undocumented in guide)."
  15. Thanks to jourdal for re-upping this to youtube: http://www.youtube.com/watch?v=hvLVbtnqf9A Any comments that I've inserted, which aren't in the original video text, are indicated by brackets []. ========================================== Summary of Glitches 1) Wallbounce Glitch [Example: Valk vs Bang.] Valk: No bug Valk: Uses bug The wallbounce glitch is a glitch where, if you satisfy certain conditions, attacks that would otherwise wallbounce the opponent will lose their ability to do so. Using Bang, I'll explain how this works in detail. Rule #1: If you put a grounded opponent into either hitstun or blockstun using an attack with the "pull-in" effect [here on, I'll just say "attacks that pull in"], then the opponent will be affected by the wallbounce glitch. While in this state, if the opponent is sent into the corner via getting hit by an attack that causes wallbounce, the bounce will not occur at all. This glitched state has a fixed duration, and once this duration is elapsed, the opponent will return to their normal, "un-glitched" state. [Example: Bang vs grounded Ragna in the corner. In both sequences, Ragna is affected by the glitch because Bang's j.4B pulls in.] Rule #2: If you put an aerial opponent into blockstun using an attack that pulls in, then the opponent will be affected by the wallbounce glitch. If the opponent doesn't block the attack while in midair, then they will not be affected by the glitch. [Example: Bang vs jumping Ragna in the corner, again using j.4B. On hit, bounces as usual; on block, doesn't bounce.] Rule #3: If the opponent is affected by the wallbounce glitch, and you then hit them (regardless of whether they successfully block or not), the glitch state will be removed. However, if you hit them with an attack that puts the opponent into midair, the glitch state continues. [Example: Bang vs standing Ragna in the corner. Bang puts Ragna into the glitch state using j.4B, but then hits him with a move that keeps Ragna "grounded", before knocking him into the corner, thus causing Ragna to wallbounce as normal. In the 2nd and 3rd sequences, Bang follows up j.4B using an attack that knocks Ragna into the air, so Ragna fails to wallbounce in this situation.] This concludes the explanation of the conditions for which the bug will occur. With that said, let's try to cause the bug to occur with several characters. [Example: Noel vs Arakune.] Noel: No bug Noel: Uses bug [Example: Lambda vs Hakumen.] Lambda: No bug Lambda: Uses bug [Example: Carl vs Tager] Carl: No bug Carl: Uses bug Follow-up Remark on using Carl to cause the wallbounce glitch: || [ = Nirvana; = Tager; = Carl; || = corner] In this situation, from Nirvana's POV, Carl's attacks appear to "pull in" (towards Nirvana), so this is why the glitch occurs. [Example: Bang vs Valk.] Bang: Uses bug Follow-up Remark on using Bang to cause the wallbounce glitch: When you remove a GP and then teleport behind the opponent, the knockback from stuff like IBing or throwbreaking makes it look like an attack that "pulls in" from Bang's POV [post-teleporting]. [Example: Bang vs Valk, starting from a throw break. 1st sequence shows the above remark in action. In the 2nd sequence, the bug does not occur.] 2) Camera Scroll Glitch This is a glitch where, if you cause the camera to move a lot right when the camera tries to return to its original/previous position after a super that causes the camera to move/shift (Arakune's "f of g", etc.), the camera won't scroll properly. Seeing it is probably easier/faster, so have a look. [Example: Arakune vs Valk.] Camera: no problems Camera: not scrolling correctly [Example: Bang vs Valk.] 3) D Confutatis Maledictis (236236D) Glitch [if there's a good abbreviation for the name "Confutatis Maledictis", plz let me know lol.] If you hit Tsubaki with very specific timing during 236236D, then only the attack's visual effects will remain [no hitboxes]. Courtesy of: tyty [Example: Tsubaki vs Litchi. Litchi uses Daisharin to interrupt Tsubaki just before the 2nd hit comes out, causing the glitch.] Doesn't look like there's any hitbox. You can even do it more than once. Follow-up Remark: On portable versions [i.e. PSP version I guess], possibly as a result of the device's processing capability, if you create too many orbs using the above glitch, [some sort of] processing errors will occur. The limit is more or less 10 orbs. On the arcade version, no errors occur with increasing number of orbs, and there doesn't appear to be any limit to the number of orbs. [Example: lol.] Created by hima
  16. yeah, it's CS2 data. look at the URL, the folder name says bbcs2, and the data is the CS2 data.
  17. hm that's odd, in the original footnotes, i thought it said that it couldn't absorb FBs. maybe it was dumb of me but i just took it on face value. that's also a good point about tension-based attacks, i'll make sure to re-word that. edit: hm yeah, so all FBs can be sustained, just not overdrives. thx again for pointing that out.
  18. A revision of the Potemkin frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info (from the guide) are listed as follows: 6P: Added "untechable for 50F" to Comments. j.P: Changed Cancel to "CR". j.K: Changed Cancel to "CJR". j.S: Changed Cancel to "CR". j.H: Changed Cancel to "CR". Throw: Added to Comments: (following FRC timing) "(Frames 11-15 after tossing the opponent)." A handful of special attacks were re-named based on what's in the AC and XX manuals. (I honestly prefer Slide Head, though, but it really does say "Sliding Head" in the English manuals...) The only one worth mentioning, here, is the follow-up to Giganter, which is Gigantic Bullet (not Gigantic Build). Mega Fist II: Removed "(?)" in Comments (in the FRC timing section). Sliding Head: Changed Guard to "LF, unblockable". Hammer Fall: Changed Startup to "19-27". Changed Recovery to "33". Merged footnote into Comments: "Cannot absorb tension-based attacks (undocumented in complete guide)." Hammer Fall Break: Added Comment: "Fastest possible Hammer Fall Break completes in 16F." F.D.B. Reflect: Changed Active to "98". Re-worded Comments to "...Continues even on collision with other projectiles, causes most other projectiles to expire." Heat Knuckle: Changed Damage to "0, 15x2, 28". Re-worded Comment: "1st hit can be SBed (not documented in complete guide)." Judge Gauntlet: Added to Comments: "...While autoguarding, Potemkin takes half damage." Merged footnote into Comments: "Cannot absorb tension-based attacks (undocumented in complete guide)." Giganter: Partially re-worded Comments to "...From frames 16-29, can cancel into Gigantic Bullet. Continues even on collision with other projectiles, causes other projectiles to expire. Always goes active on successful input." Gatling Table Removed extraneous "5" notation for neutral attacks; renamed columns. Added j.P-j.D. If there are any questions or comments regarding the frame data, please feel free to post in this thread, or PM me. Otherwise, since this thread is just to announce the frame data's revision, please don't derail this thread with off-topic discussion.
  19. A revision of the Millia frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info (from the guide) are listed as follows: j.D: Changed Cancel to "CJR". Throw: Changed Damage to 50. Lust Shaker: Changed Recovery to 5. Iron Savior: Changed Active to "Till reaches corner". Changed Recovery to "18 + landing 8". Silent Force (S) and (H): Changed Active to "1 (1) x n until hits ground or corner". Aerial Pretty Maze: Changed Recovery to: "landing 12". Winger: Changed Guard to: "HLF x5, HF". Changed Recovery to "landing 30". Gatling Table: Removed extraneous "5" notation for neutral attacks; renamed columns. Added K-D, 2H-D. Removed H-6K, 6H-6K, 6H-c.S, 6H-f.S, 6H-2S, 6H-H, 6H-2H, 6H-D, 6H-2D, j.K-j.H. 6H is not JCable. Aside from the above, although I can't say there were any errors in the original translation, several Comments were re-worded/-interpreted, and in a couple of instances I think some small bits of info were added (e.g. how the SD for certain moves are calculated). But like I said, the original was mostly correct, so this isn't a huge revision/update or anything.
  20. A revision of the Axl frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info are listed as follows: 2K: Changed Guard to "LF". Added footnote to Normals table: "Note: Startup value in [ ] indicates Startup of the weapon's tip." Rensen Geki: Changed SD to -14. Kokuu Geki: Changed Recovery to "landing 12". Shiranami no Homura: Changed Guard to "HLF x2, A". Rensen Ougi: Midare Gami: Changed Level to "5". Changed Guard to "HL". The footnotes showing observations that were undocumented in the mook were merged into the Comments of their respective attacks. Several move names have been re-named as per the English version AC or XX manuals, and were checked against the Japanese GGXX wiki. Most changes are minor; the only noticeable one is that Housoubako is now Hachisubako (although I think people probably knew this already?). Incidentally, the English manuals consistently misspell his super as "Hyakue Renshou", even though the Japanese wiki clearly indicates it as "Byakue Renshou", so I've left it as Byakue Renshou. Gatling Table: Removed extraneous "5" notation for neutral attacks; renamed columns. Removed 6P-P, 6P-2P, 2K-H. j.S-j.D. Added 3P-6H, c.S-6P, c.S-6H. If there are any questions or comments about the frame data, feel free to post here or PM me. Otherwise, this thread is just to let the Axl forum know of the revision, so please don't post off-topic.
  21. some players actually suck, but don't forget that not all recorded matches are from tournaments, some are from casuals, so people will be more likely to screw around and maybe try something out that they wouldn't have tried in a tournament match. also, even if a Hakumen player is "good", they'll look like garbage if their opponent is much better (as a player) and outplays them the whole match. maybe you've been accounting for that, but just in case you haven't, i thought i'd post.
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