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rtl42

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Everything posted by rtl42

  1. holy cow STAY ON TOPIC.
  2. i've seen this N.O guy several times over the past few G3s, so I don't *think* it's the Venom player N-O from Kansai.
  3. rtl42

    Slayer AC Combos

    don't assume -- try! (i actually don't know, for the record)
  4. probably? but this is probably better suited for the site feedback section, since you're asking about a dustloop forum feature.
  5. yeah, why don't you save the attitude and just answer the questions nicely, if you're gonna answer at all. no one cares if you think it's acceptable or not -- if you don't like the question, don't answer.
  6. Um, he might not know enough Japanese to distinguish that there are four words! :O
  7. Hey Nigel, could you re-send your email? i haven't received anything, so it may have landed in my spam folder. (i don't always check through the spam folder unless i'm expecting a new email, so i may have deleted it by accident.)

  8. ttp://blog.livedoor.jp/tetsu_dbz/archives/51522818.html Sol CM, "Sheer Heart Attack". The host site may be down due to congestion, so just keep trying until the download link works! The nico link is: http://www.nicovideo.jp/watch/sm10056238
  9. what seriously? where does Gin work / what does he do?
  10. i was suggesting that so you can see just how damaging DHD is in #R.
  11. ^those two are probably the most "guaranteed" places to recommend, given that you don't know where you're staying.
  12. rtl42

    Slayer AC strats

    this is for strategy discussion, not input difficulty problems!
  13. ^indeed, which is why i wondered why Honnou equated "buppanashi" with "random" in this case, but oh well. IDontHaveAName (even though you do), try looking for #R slayer combo vids on Youtube, i'm sure you'll find some cool stuff.
  14. no it's "a" slayer (as in, "a" is the name), although i forget if that means it's adamu/adam or taku who's actually playing.
  15. there's already a thread in the Guilty Pleasures section for Youtube vids...
  16. what's there to figure out? it's in the complete guide, so if someone really wants me to, i'll scan the pages and email them. (now that i finally have a scanner and can do this sort of thing) did you read the comments for 5K? "17F of hitstun on standing hit." So at worst, if you hit on the 1st active frame, 5K-5K is a 2 frame link. (2 remaining active frames + 8 recovery frames = 10 frames, subtracted from 17 frames of hitstun gives you 7 frames to work with, and 5K goes active on frame 6.) and at best, if you hit on the last active frame, it's a 4 frame link. ----------------------------------------------------- this is the "official" explanation from the guide that i have: Slashback (some overlap with the guide, and some is "obvious") basic mechanisms - expends 2% Tension (can be performed even if there's only 1%, however). - cannot be performed for the first 10 frames on wake-up. - if you receive an attack within 2 frames of inputting, you'll successfully slashback. - for the 15 frames (success) / 30 frames (fail) following a successful/failed slashback, you cannot guard except slashback; however, this includes hitstop time. - failed SB has a recovery of 6 frames. effects of a successful SB - regardless of the attack level of the incoming attack, ground hitstun is 3 frames, air hitstun is 1 frame. - guard balance does not increase. - you do not suffer chip damage. - tension gauge and tension balance ("pulse") increase [no amount specified]. - reduces knockback on guard [no numbers mentioned]. - for the following 30 frames, the input window of any SB is extended to 4 frames.
  17. isn't that a different sense of the word "random"? When EMN said "potential damage off of a randomly confirmed hit", isn't he using "random" in the sense of "arbitrary"?
  18. lol what? cellphones are fine, who the hell made you etiquette mod anyways.
  19. from what i've been told, "abare" means "being reckless" or "acting recklessly", and this "reward off of a random hit" seems to be a mistranslation or miscommunication of sorts.
  20. deer farming, i think.
  21. i really don't want to come off all mean and stuff, but please refrain from making self-introduction threads, we just don't do that sort of thing around here. that said, welcome aboard, hope you learn something from reading around the boards.
  22. oh ok, could you me PM me again when you get a better idea of when you'll send it? i don't always check Dustloop, and i don't get any email notification for visitor messages, but i do get notification for PMs, so that way i'll know right away.

  23. i got it to work: http://www.youtube.com/watch?v=2zr6wfj8fCA ... but only on my second try. on my first try, i used the original filename, and didn't add any video info, and i got the same "rejected: terms of use violation" message that you did. the second time, i renamed the filename to something ridiculous, made the title just "doo dee doo", and entered gibberish for the tags. after it was successfully processed, i just edited and renamed everything lol.
  24. not to spoil the fun, but it's more than likely a place name, his family name, or even part of his first name (like from "Isamu" or something). for example, 石原 can be read "isa" (just look it up on Japanese wikipedia).
  25. sigh ok 技名 = Attack/Technique Name 近S = Close S = c.S 遠S = Far S = f.S ダスト = Dust レバー入れ = Into-the-stick = 6+( ) / Forward + ( ) 屈 = Crouching 足払い = Sweep = 2D 通常投げ = Ground Throw 空中投げ = Air Throw For character-specific move names, just remember it by the input. (i.e. i'm not going to translate all of the specials!) 攻撃力 = (Attack) Damage コマンド = (Attack) Input 連打 = "continue hitting" = mash on ( ) -> ex. Millia's Lust Shaker can be input as 214+S, or as just S x n (S -> S -> S -> ...). 押しっぱなし = "keep pushing" = [ ] -> ex. Slayer's 6[K] (as opposed to 6K). (Direction1) タメ (Direction2) = [Direction1]Direction2 -> ex. Potemkin's Hammerfall is [4]6+H, written (<=)タメ(=>) on the webpage. 空中で = aerial 一撃準備後 = post-IK Activation TG = Tension Gain -> specials gain tension even on whiff, but it's half of the value that you gain on "strike" (hit/block). キャンセル = Cancel 連 = continuous = "self-cancellable" (gatlings to itself, pretty much only the P attacks) 必 = special-cancellable J = jump-cancellable R = roman cancellable F = force roman cancellable 発生 = start-up (frame #) -> GG format is that the start-up number is the frame on which that move begins; i.e. activation time is Start_up - 1 (in frames). 持続 = Active time (frame duration) 硬直 = Recovery time (frame duration) 着地後 = After landing / post-landing 硬直差 = Static Difference / Frame Advantage ガード = Guard Type 立 = Standing 屈 = Crouching 空 = Air 空F = Air FD 全 = any Lv = Hit Level (see the Guide on this website for an explanation) 備考 = Comments
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