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rtl42

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Everything posted by rtl42

  1. rtl42

    Throw bug?

    i think reaVer's second post was just replying to burningvigor. link: http://www.youtube.com/watch?v=iIOn27k3OpA at 5:52, Bridget gets Counter Hit by Sol. after Sol knocks Buri down, the "beat" doesn't reset.
  2. ah i see, thanks. good matches to watch, thanks for uploading, mammaries and tiamat!
  3. just wondering, during the team matches, who's making commentary in the background?
  4. http://www38.atwiki.jp/hakoranbato/ => http://www38.atwiki.jp/hakoranbato/pages/14.html Dogura (RO) / N.O (VE) / Efute (MA) vs Bonanza (DI) / Dorahe~ta (VE) / Chicken (FA) Efute (MA) / Dogura (RO) / N.O (VE) vs Numenume (MA) / Take (たけ) (BR) / Donko (SL) Hoshi (JA) / Daiji (DI) / matto (MI) vs Bonanza (DI) / Dorahe~ta (VE) / Chicken (FA) http://amstep.sakura.ne.jp/ currently 503ing D: Shinjou (TE) / Remi. (AN) / Nekomimi (AX) vs eki-chan (ZA) / Shachou (ED) / RF (FA) Yukue (AX) / Hoan (VE) / Crazy Tomato (PO) vs L (RO) / Doubt (SL) / Kiabui (AX) L (RO) / Doubt (SL) / Kiabui (AX) vs eki-chan (ZA) / Shachou (ED) / RF (FA) 新城 = Shinjou http://shakujii.jp/ => http://shakujii.jp/movie.htm Tatsumi (MI) vs KA2 (JA) Masaki [Machabo~] (KY) vs KA2 (JA) Masaki (KY) vs Ha~ken (PO) Natsume (DI) vs Ha~ken (PO) http://pita-mq.com/ Hikaru (ED) vs Hakushi (CH) Yu~ki (ED) vs Hakushi <== the website says "Hikaru" instead of Yu~ki Yu~ki (ED) vs N84 (SL) Hishou (DI) vs arc (OR) Hishou (DI) vs Tora (PO) Tamanegi (MA) vs Hikaru (ED) Tamanegi (MA) vs Yu~ki (ED) Hishou (DI) vs Yu~ki (ED) Hikaru (ED) vs Yu~ki (ED) 白紙 = Hakushi 緋翔 = Hishou 玉葱 = Tamanegi http://blog.livedoor.jp/trf_ggxx/ => http://www.filebank.co.jp/guest/trfggxx/fp/ggxx => pass: nakanotrf Lots of new vids, I haven't had a chance to look at them all or translate.
  5. rtl42

    Slayer AC Combos

    actually if you watch the combo closely, you can see him double jump after the j.D. (watch for the blue "flames"/ spinning effects in his jump animation) just keep trying. perhaps you should emphasize setting your directional input back to neutral before DJCing the j.D, so that you don't get a JC. also, because Kakeru was able to avoid activating the homing jump background, there's probably a speed factor, in that you have to do 5D -> j.D DJC j.H, ASAP, or something, but unfortunately i can't test this out myself, now. oh, maybe i can try to answer your second question ("why this combo?"). my best bet would be that the Millia player's burst gauge was almost full, and so Kakeru probably figured that Millia's burst would be refilled within a few hits. factor that in with whatever mindgame he was trying to play against the Millia to land combos (i.e. "this time, dash across and 5D"), and perhaps that's a good enough explanation for why he went for that impossible dust combo*. however, since the burst gauge didn't fill up by the time he hit Millia with j.H, that may have been a mistake on his part in estimating when the gauge would refill. maybe he didn't react in time to change the rest of his combo to something burst-safe -- i'm not sure. but that's my opinion :china: * well, i guess you could say "but why not go for <dust combo that's burst-safe>?" (say, a combo you saw in a combo vid, or something you found elsewhere, or came up with yourself), but i'm sure kakeru only has so much memory allocated to memorizing burst-safe dust combos lol.
  6. sorry, but this is an ED player.
  7. thx for the upload!
  8. 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
  9. 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.)
  10. 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.
  11. 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.
  12. rtl42

    Character Types

    oh the labels in parentheses refer to "character type", not technical difficulty in playing as them.
  13. 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.
  14. 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?
  15. 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.
  16. 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:
  17. 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.
  18. she's too nice, more like Neutral neutral good or true neutral (good), or however they used to do it in planescape.
  19. rtl42

    Character Types

    oh maybe it was from the break encyclopedia mook, then :D
  20. yomi means "read". same in english, you "read" your opponent.
  21. 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.
  22. 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.
  23. 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.
  24. oh that's funny, i was thinking about that a while ago. gj to whoever made that alignment poster.
  25. 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)
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