Jump to content
Dustloop Forums

rtl42

Moderators
  • Posts

    2,670
  • Joined

  • Last visited

Everything posted by rtl42

  1. does anyone have the original downloadable versions of these? http://www.youtube.com/watch?v=9KSeVfKkpBo (the mighty spirit) http://www.youtube.com/watch?v=tzHfS44AZrc (Osaka Ranking 4; used to be on sakura.jojo.ne.jp but i don't think it is, now) http://www.youtube.com/watch?v=CxurCtGI260&feature=related ("the best JoJo's BA combo vid, high quality") thx in advance
  2. just keep practicing, the inputs that HM wrote in the guide do work. you have to make sure you do the directional inputs correctly, and then you have to make sure that you aren't inputting the attack button too early or too late. for iad.tatami, inputting the attack button too early gives you just an iad.; too late gives you an iad.j.K. for TK YZS, too early gives you a superjump; too late gives you sj.S. from my experience, i think it's important to note that you don't have to input the directions and attack button as quickly as you may think (especially compared to TK YZS in #R). for iad. tatami, the pace at which you run your thumb along 2369, then release, then tap 6 + K, is "even": not too leisurely, but not frantic. for TK YZS, it feels like you have a lot of time to do the DP motion on the ground, then slide your thumb to 8 or 9 and hit S. (i mean, the time between 623 and 9+S is "long"; not the time between 9 and S, that's short). actually, with TK YZS, when I do it the 623(6)9+S way, I have enough time during the entire input string to vary the height at which the YZS comes out, because I can vary how quickly I input the directions (up until whatever amount of time causes the game to "forget" your last input). also, for TK YZS, do whatever feels best for you. there are a few ways to do it, too. (imho it's worth learning how to do it each way.)
  3. sure, give me a day. edit: crap sorry, i was busy last night and today and forgot about it. i'll be AFK for a week, so unless someone beats me to it, it'll be up next week some time. sorry again for the inconvenience. is this AC? maybe i'll have to check again, but i can't find an endurance CV.
  4. rtl42

    Slayer AC Combos

    sorry take out the "even" in my last post. i was wondering why slayers use j.P in combos when the opponent has no burst. question still stands, i'd like to see if there're other possible answers.
  5. rtl42

    Character Types

    oh the labels in parentheses refer to "character type", not technical difficulty in playing as them.
  6. i don't understand your parenthesized tip. isn't the break timing for HF quite variable, up until he's in your face?-- in which case, isn't this getting a bit too far into mindreading your opponent? point i'm making is, if you're watching to IB the HF, and he's not already in your face, it doesn't seem unreasonable for Potemkin to do an early break-buster, before you can even tap back once. why BDC dandy? you get strike invincibility on start-up, anyways.
  7. oh ok, so just to make sure: the parry input takes priority over whatever they choose to stick out, in case a hitbox comes their way?
  8. that depends on which move she uses before the chain, and how far away you are. but it's definitely a good idea to find the right time to use BBU against Baiken's chain; maybe someone can look into that, a bit.
  9. rtl42

    Slayer AC Combos

    not always, the "floaty" j.H can give your opponent enough time to recover, sometimes. but if you're just referring to the combo Zaido posted, then maybe that's true. quick question: why do i see some Slayers use j.P in air combos, even when the opponent has no burst? is the damage pretty good or something? (sorry, i don't have a set-up to test this on.) also thx CD and Veven for answering my jump install question :china:
  10. rtl42

    Character Types

    baiken attacks you when she's blocking, this is possibly the trickiest character to fight in the game. i forget how they gauged difficulty -- i'm not sure if it was "difficulty in mastering this character" or "difficulty in reaching 'average' proficiency" in this character. some of it i can see, though. there are four versions of Zappa you have to learn to play, so it's arguable.
  11. she's too nice, more like Neutral neutral good or true neutral (good), or however they used to do it in planescape.
  12. rtl42

    Character Types

    oh maybe it was from the break encyclopedia mook, then :D
  13. yomi means "read". same in english, you "read" your opponent.
  14. oh yeah, now that you guys mention it, that reminds me that there's some sort of taunt cancel with faust. the string i saw went like 5D -> taunt -> rerere no tsuki. but that was in #R or /, i wonder if it's still in AC.
  15. rtl42

    Character Types

    i think compared to other games, "everyone" in GG is rushdown. that seems to be how the game is designed. however, a while ago, there was a thread that was compiled from an arcadia or tougeki damashii magazine, that broke up the characters into relative difficulty and primary/secondary styles. (maybe this was slash...) i wonder if anyone still has that, somewhere.
  16. Dizzy's taunt (or was it respect? it's the one where necro and undine argue with each other) is UNBLOCKABLE wow. you can BDC slayer's taunt to be a TOTAL jerk. johnny's taunt makes his hitbox super thin, you can dodge stuff like dizzy's imperial ray super if you space yourself correcetly (lol combo vid). Baiken's crouching respect has a low hitbox, you can dodge Ky's Sacred Edge or Rising Force IIRC (lol combo vid). oh and if you cancel axl's taunt into itself, it looks like he's trying to skip rope with his chain but failing. that's all i remember off the top of my head.
  17. oh that's funny, i was thinking about that a while ago. gj to whoever made that alignment poster.
  18. Matches from Playland Pulse's Tougeki qual; already posted by Hideki, but under the Popeye URL. thanks to Starfire for pointing this out. http://www.youtube.com/profile_videos?user=ram0nist&p=r Muu (TE) vs Oppia (BA) Muu (TE) vs ABEGEN (PO) BOB (ED) vs ABEGEN (PO) BOB (ED) vs Jam Ojisan (JA) Ki~sha (FA) vs Jam Ojisan (JA) OTL (SL) vs Yukine (JA) OTL (SL) vs Satou~ (JO) OTL (SL) vs Mayumi (AX) Sharon (BA) vsシャロン(バイケン) vs Jouichi (丈一) (AN) Sharon (BA) vs OTL (SL) Inoue (OR) vs OTL (SL) Oosaka ⑨ (大坂⑨) (FA) vs OTL (SL) BOB (ED) vs Mocchi~ (BR) Muu (TE) vs Mocchi~ (BR) Muu (TE) vs Jouichi (AN) Muu (TE) vs OTL (SL)
  19. hopefully someone can answer the question, but you should also post it in an AC hardware thread, somewhere in the guilty room. you might have more luck with a response, there.
  20. sorry, that's my fault, but thanks for pointing it out. here's hoping everyone changes it to the right way.
  21. rtl42

    Slayer AC Combos

    i'm not sure which kind of JIing this falls under, if you compared it with the article in the player's guide. the closest one is the "combo jump install", but that one requires that you do a special attack that makes you airborne. does anyone know why this works? does it have to do with the timing of the 5H after landing?
  22. i don't get it. you could be crouching, but then both of you hit 4/6+H, and you would get a break, wouldn't you? and even if your opponent beats you to it, there's still the second break chance for you. (unless there is some unexplained glitch that disallows throw breaking while crouching, and i'm just flat out wrong :\ ) zer0kage: i'm not quite sure what you mean by "counter" throw, but if i'm guessing right, then i think 4r5 mentioned that in his first response.
  23. so, what's the correct range? if I hit with 5K as you are saying, should a 2K-2D be able to connect, or is that too close?
  24. what's the BDC for? is there an "option select" parry/2p tactic that jam players like to use, or is that a kind of option select for yourself?
  25. http://gvision.exblog.jp/ => Scroll down a bit to the latest GG entry (Guilty Gear XXAC blabhlabh (38:49) 298 MB): http://gvision.exblog.jp/8473733/ Filebank: http://www.filebank.co.jp/guest/gvision/fp/ggxxranbat Password: movie The matches are also hosted on youtube, and there's a torrent available. Amamiya (MI) vs Sensei (KY) CROSS (TE) vs TM (JO) Kojiro~ (TE) vs Yuu (BA) Ren (MI) vs Kura (JO) CROSS (TE) vs Sensei (KY) Yuu (BA) vs Ren (MI) CROSS (TE) vs Yuu (BA) Ren (MI) vs Sensei (KY) http://www38.atwiki.jp/hakoranbato/ => 6th link down on the left menu: http://www38.atwiki.jp/hakoranbato/pages/14.html Guilty Okizeme Star Series: Daiji (DI) / Chou (TE) / Arashi (VE) vs Ikkai kokashite sugu yukarin~ Kyouki no FB Hyappo~: Hoshi (JA) / matto (MI) / Nage (FA) Assen 2: NATO (OR) / Yuki (AB) vs Assen 3: Balsa Mikoshu (TE) / Tanimo (AX) / Shouji (PO) Assen 3 vs Ikkai... Assen 2 vs Guilty Okizeme Star Series 超 = Chou 嵐 = Arashi 雪 = Yuki バルサ巫女酢 = Balsa Mikoshu http://page.freett.com/komiosa/top.htm => AC Taniken (ED) vs Kamimura @ Bison (PO) Taniken (D) vs Osamiya (JO) Kamimura (PO) vs Pen-tarou (TE) Kamimura (PO) vs Yosshi~ (RO) x2 Kamimura (PO) vs Little (SO) Pen-tarou (TE) vs Yosshi~ (RO) Yosshi~ (RO) vs Little (SO) Yosshi~ (RO) vs Osamiya (JO) Little (SO) vs Taniken (ED) Little (SO) vs Pen-tarou (TE) x2 Little (SO) vs Yosshi~ (RO) Leonard (BA) vs Taniken (ED) x2 Leonard (BA) vs Kamimura (PO) x2 Leonard (BA) vs Pen-tarou (TE) x2 Leonard (BA) vs Yosshi~ (RO) Leonard (BA) vs Osamiya (JO) x2 Leonard (BA) vs Raisen (SL) x4 Osamiya (JO) vs Pen-tarou (TE) x3 Osamiya (JO) vs Yosshi~ (RO) Osamiya (JO) vs Little (SO) Osamiya (JO) vs Raisen (SL) Raisen (SL) vs Taniken (ED) Raisen (SL) vs Kamimura (PO) Raisen (SL) vs Pen-tarou (TE) x4 Raisen (SL) vs Yosshi~ (RO) Raisen (SL) vs Osamiya (JO) #175-177 don't seem to work, at the time of posting. If anyone finds that the links are working again, post up and let us know. 上村 = Kamimura 修宮 = Osamiya ペン太 = Pen-tarou 雷閃 = Raisen http://megul.jugem.jp/ => Second link under Categories: http://megul.jugem.jp/?cid=2 Ky CM, "Feeling". Music: "Feeling..." by Wyse.
×
×
  • Create New...