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rtl42

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Everything posted by rtl42

  1. baiken vs slayer plz. how do you start this fight? how do you survive? (what are good attacks to keep him at bay?) is there a way to get in on him safely? how? oh and that reminds me ( ), how do you get out of stagger quickly? does hitting buttons have any effect, or does it only depend on wiggling the stick?
  2. just cuz it's a gatling doesn't necessarily mean it combos. (there're lots of non-comboable gatlings in GG, for example.)
  3. rtl42

    Slayer AC Combos

    very sorry, my answer was very poorly worded, and what i was referring may not have even been a good way to approach your question. when a person asks about the double j.K link, a problem that often comes up is that the person is hitting the first j.K too early, during the part of the airdash where you cannot attack. therefore, relative to this time, you should be hitting the first j.K "later", and that's what i was referring to. but if you already know this, then for me to say "later" will confuse you into thinking "not on the first possible frame that i can attack, after airdashing". so you're right, you want to do it as soon as it's possible for you to attack (which is kind of obvious, but at least now we're on the same page in terms of the wording). to get back to your original question: it's possible that you're inputting the 2nd j.K too early, before the first j.K has recovered completely, so it's just a matter of not waiting long enough. however, i think there's a height factor with this link, so although it's possible to do this with both normal jump -> instant airdash and superjump -> instant airdash, your results will vary. for example, let's suppose you want to floorbounce an aerial opponent with 5H, and then follow up with iad.j.K, j.K. Since different characters have different air hitboxes, if you jump cancel 5H with a normal jump, then the combo will only work if you hit the opponent at a certain height in the air. On the other hand, if you superjump cancel the 5H, then the combo will only work on opponents who were higher up in the air (or so it seems, from testing on just a few characters...). which character(s) have you been practicing this combo on? and maybe you could tell me which combo set-up you're using, just so i can reproduce it myself and try to discuss this from the same viewpoint. sorry again for the confusion m(_ _)m
  4. well, first of all, you're posting in the wrong thread. please do a search through the Help and Requests sticky for watching/downloading videos from A-cho, and if you can't find a solution, post again in that thread.
  5. since this is the Gameplay section of the forum, you guys should try to stay on-topic for the section... (and if you don't have anything on-topic to say, here, then please talk to each other by PM or AIM/MSN/etc.)
  6. rtl42

    Slayer AC Combos

    what usually happens, just one j.K? or can you get the second j.K to start-up, but then land before it activates? perhaps you're doing your first j.K too early? it's not immediately after you airdash, it's more... well, towards the end of the airdash acceleration phase, i guess. it's kinda tight, but you should be able to "feel"/see when Slayer has picked up some extra momentum (which means, more time in the air to do j.k, j.k).
  7. find someone to play against (hopefully someone you can play against regularly, who's also interested in playing competitively), use the forums & guide & match videos on youtube as a reference tool to improve your game. don't try to rush it at first, with learning everything, just take your time and read what's necessary for your level of play. btw the thing about Baiken is that even though she's a character that should "get up close and attack" (as you put it)... she's not very good at it, compared to (several) other characters. well anyways, you said you're gonna main Sol for now, so that's that. good luck!
  8. nope they're there, you sure you went to the correct page?
  9. tatami is already a summon, there's no way there are tatami mats lying around the stages like the game would lead you to believe.
  10. maybe FB bubble should've had properties like Millia's bubble, including directional input rather than homing?
  11. should've gotten Michael Sword as an FB.
  12. please re-post in the youtube vids thread! (i'll clean up in here afterwards)
  13. sorry, thought 623A-A was just one star @_@
  14. (8 stars, not 9)
  15. yes, you can do combos on PSP. Jump Install is explained in the Guides section (in the menu at the top of the page), but if you're a beginner i'm not sure if it's something you want to dive right in to. i suppose Jam is easier?? just pick whichever character you prefer, for whatever reason, and stick with them until you feel comfortable with them. if you can't get used to them, then switch. for character-specific discussion, especially combos, you should go to the appropriate character forum (i.e. Jam or Chipp discussion forum).
  16. p.p.p.s: it's p.p.s.
  17. imho you basically nailed it, except for: It's fairly subjective, but i think it's safest to say that so long as the editing doesn't interfere with the ability to clearly see the combos on display, it's probably okay. as for the other stuff you were wondering about: the first one is usually applied for creating "clash" vids. there are lots of clash vids in the GG series, but here's one that i saw today on youtube, in case you don't know what i mean: http://www.youtube.com/watch?v=AQNrwX1yjMM at least, to my knowledge, the "clashes"/offset sequences are created by using programmable joysticks, probably for both players, and using the Record/Playback function in Training Mode. when it comes to bugs/glitches/exploits, some people are fairly pedantic in their presentation style (i.e. they'll show a few situations where a glitch works and perhaps doesn't work, to show how the glitch is set up, and maybe even why it happens); others are more secretive about it, and will only show you the results of the glitch by intentionally obscuring/omitting the set-up. then again, some glitches are probably hard to explain without text, but anyways, those are the two streams of presentation that i've seen, so far. ... well, if you just wanted to know whether bugs/glitches/exploits are acceptable material for CMs, then "yes, as long as it's something we're not already intimately familiar with" (e.g. no one wants to see you show off a combo that uses Jump Installing). leaving the training dummy on health regen is pretty standard, so "invulnerable opponent" is fine in that sense. if you really want to see the SLASH splash across the screen, that's fine, too. there isn't a direct "altering damage" option in training mode, but there's the guard bar option. sometimes that can be interesting, but it's kinda situational. usually, people jack the dummy's guard gauge to max, and then make ridiculous 100% combos for fun. infinite super gauge is a no-no unless you're making clash vids (or a VERY VERY unusual joke combo, but that's pretty rare imo). ===================== just my thoughts :china: also sorry if i'm over-explaining to you, but since you're a new forum member i have no way of gauging how much of GG you already know.
  18. ok i'll give it another go! btw is it just me or does this happen to others: when you submit a text tab to UltimateGuitar (rather than a GuitarPro tab) and you use "< xx >" in a line of text, does that entire line of text get omitted?
  19. it looks like Feel A Fear and Kill DOG were rejected, but i don't see why. do you have any experience with why UltimateGuitar.com would reject a tab submission? i also tried looking for tab acception/rejection rules on the site, but found nothing
  20. ok, i uploaded: Bloodstained Lineage Blue Water Blue Sky Fatal Duel Feel A Fear Kill DOG As A Sacrifice To DOG No Mercy Still In The Dark to UltimateGuitar. I guess it'll be a couple of days before it gets processed, though.
  21. lol wow, i actually didn't even notice that, i just went straight for clicking on the centre image to get into the home page. i suppose that's fair enough, now that you point it out i'll PM CatNoir to ask to self-edit the post.
  22. what, do you think he just picked up the game last year or something? he's been playing for a long time, i'm pretty sure he knows exactly what he's talking about. i mean, it's fine to argue about perhaps why he would say a particular match-up has such a ratio, and why you specifically disagree, but just saying "no this guy has no idea" is flat-out ignorant.
  23. yes that's my mistake, i assumed this was still strictly gameplay discussion. if JackG says okay, then i'm okay with it.
  24. i'm not sure whether you're just giving a general word of cautio[finput][/finput]dvice, or if you're referring to how CatNoir just posted, but those links are photobucket links, not hotlinks to the artist's homepage.
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