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rtl42

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Everything posted by rtl42

  1. omigod EIGHTEEN HOURS LATER wur da vidz
  2. Please post questions about how to read/romanize Japanese text that you see in GG vids, here. Typical stuff would be how to translate player names from a set of matches you found on a Japanese website, but it could be other things. (For example, if you find a GG tutorial video with Japanese text, ask about translating it in here.) My apologies to Wind Owl, who's thread about the same topic was erroneously pruned from the forum. ============================== Just to kick things off, somebody asked me what the standard romanizations are for kana, so I'll make a little list here of the ones that are potentially confusing: For this first part, I'm going to use "ki" as an example of how this works in general for the other kana with consonants: きゃ = kya きゅ = kyu きょ = kyo So with に, ひ, び, み, and り as well, you romanize in the same fashion. However, with し and ち, you don't romanize with a "y", so it's just sha/cha, shu/chu, and sho/cho. Also, this is pretty rare, but you can have: しぇ = she (pronounced like the first three letters in the word "chef") ちぇ = che (like in "cherry") ===================================== To write "ti/di" or "si/zi" in kana, you have to do something similar to the above. Here's an example of what I'm talking about: example: Dizzy is written ディーズィー, so we have de + little i = di, and zu + little i = zi. Basically, there is no natural "ti" or "si" sound in Japanese the way there is in English, but if you really have to write it out in kana, then you do テ or ス plus a small イ. (Just FYI, you can type small vowels by entering x -> vowel. So if you wanna do a small "i", this will look like: x -> ぃ after entering x, then i.) Although I suppose the same idea could apply to forcing a "tu" syllable, I've never seen it, so I won't comment on that. On a related note, if you're reading something in katakana and it looks like an English word, but there's a "ji" in a spot where you thought there should be a "zi"... it's because "ji" is the closest natural sound in Japanese to "zi", so words like "zipper" will show up as "jippa~" in kana. ==================================== This one comes up every once in a while: whenever you see ん followed by a character, such that a similar romanization can exist using a combination of な/ぬ/ね/の or に + や/ゆ/よ , you should romanize it as " n' ". Here's an example, using a GG player's name: the #R Robo-Ky player ありさかしんや would have his name romanized as Arisaka Shin'ya, because Shinya would correspond to しにゃ. Or, more recently, there's a Ky player over at GameChariot (chiba, i think) that goes by the name はんおと. So, this would be Han'oto. ===================================== The next ones are more or less just for clarification, because you will occasionally see Japanese people still romanize these kana as I've indicated afterwards: ち = chi; in an older romanization system, this was "ti" ぢ = ji (i've only ever seen this once) つ = tsu; in an older system, this was "tu" づ = zu, or dzu, but AFAIK it's pronounced the same as ず ======================================= These three are just "reminders" to keep an eye out for context in what you're reading and romanizing/translating: は = ha; also used as a grammatical particle, in which case it's "wa" へ = he; also used as a grammatical particle, in which case it's "e" を = wo; also used as a grammatical particle, in which case it's "o" ====================================== I wanted to give ふ it's own blurb, because it doesn't quite fit in to English pronunciation very well: ふ = fu OR hu That is, if pronounced properly, ふ literally sounds like a cross between the way an anglophone would say "hoo" and "foo" (but with more air expelled, so it might sound a bit "breathier"). However, the next five are usually pronounced and romanized as though ふ is just "fu" (but not always, I've seen differently a few times): ふぁ = fa ふぃ = fi ふぇ = fe (pretty rare, btw) ふぉ = fo As an example, if you're familiar with the HG (haado gei) joke from a while ago, Japanese subtitles on some of his videos would have his trademark "HOOOOOOOOOOO" call denoted as フォオオオオ. So, don't always assume that it's "fo". ======================================== okay i know this isn't actually kana, but it comes up often enough and i figured it would be helpful to know: ー = -, ~, or the vowel portion of the previous syllable ex. ラーク = ra-ku, ra~ku, raaku The reason I avoid using hyphens (-) is because hyphens are already "used up" for honorific suffixes (-san, -kun, -sama, etc.). Otherwise, I just prefer using ~ because it's more direct than using the vowel from the last syllable, but I don't think it's any more or less confusing. ======================================== fixed and added a few things, thx to ethernal for catching a mistake. i will update this with "known" kanji readings (or other romanizations) once we can build up enough of a list.
  3. we really should just talk about this in the romanization thread. (i just made it, so don't feel like you should have known about it already.) maybe you could summarize any particular questions you have and make a new post in there?
  4. iad. super meaty j.S-H |> 6H -> iad.j.S-H |> [ 6H -> iad.j.P-S-H ] x2 -> 6H -> iad.j.S-delay P-S-D it's from XX/ , btw.
  5. yeah, you don't want to run away all the time... but sometimes, your opponent has tight defence, and you just have to cool off for a bit and not rush 'em. with some characters, though, you're right, you definitely don't wanna let them get the full screen advantage.
  6. the super armour isn't so hot, but i guess it has its uses. also Esayah you are writing Forward Dash Cancel stuff, not Back Dash Cancel :x
  7. if you're standing at fullscreen, don't necessarily rushdown. sometimes, this is a good chance for you to build up tension for free. once you hit the 50% mark, you can make your opponent regret letting you twitch back and forth at fullscreen.
  8. i thought the CPU infinite pressure string was [6K-5H xx chain] x N. what
  9. i'm a pad player, actually, so no. (nothing to do with the stick; i kinda like it, except mine was used and the "3" direction is a bit weird, sometimes.)
  10. they have 'em at a-cho; once in a while they'll put up vids from the last four fights.
  11. you're very welcome :china: In this case, "Shinto" is actually "Makoto". I'm willing to bet that "Shinya" is "Mayo" (look further down in the player list). I have no idea about 万葉, I've never seen that as a player's name; I'll go with your guess, but it should be "Man'you", for the record. Missed an "i" in "Niiyama". It's probably "Kimchi" instead of "Kimuchi" but shrug. I've always translated ロズ as "Roz" because that's how it's spelt in his blog's URL: blog.livedoor.jp/roz_to_beni .
  12. i found both volumes of the GGXAE vids they made: http://www.strokethebigtree.com/rtl_s_movies/ => ggxad.zip is the first one => ggxgba2.zip is the second one Enjoy~
  13. mmm, graphs ftw~ (and i don't even like discrete math lol)
  14. rtl42

    Slayer AC Combos

    on their way down from the BBU, try to hit them as high as you can in 5H's hitbox. also note that for some characters you may need to superjump, and sometimes it's not really an instant airdash, more of a fast "jump -> airdash" connection. edit: high five for posting at the same time (almost).
  15. sorry, this is a GGX:AE (Advance Edition) combo vid, right? do you know the name? (even a filename?) or do you remember where you got it? (although, Morimoto rings a bell...) was it a glitch vid? the reason i'm asking is cuz i have a few AE combo vids, so i wanna see if you can help me narrow it down.
  16. people can look up whether a move is special and jump cancelable in the frame data (look under "cancels" column of the move, and check if there's a "C" for special/overdrive cancel, "J" for jump cancel), so i feel the special, jump cancel, and overdrive entries aren't necessary. anyways, my suggestion is to draw it on paper and then scan it to computer, or draw it on your computer. like, make a little box around a move, then draw lines/arrows from it to moves that it gatlings to. use arrows to indicate gatling "direction". that's just me, though. oh also can you just put in a hot-link for the pics? if you're gonna post those tables in here, it'll take forever to load the thread >_<
  17. "orekiru" is most likely "ore to kill machine"; gaafu, i couldn't even guess at the actual name, but from the context, it might be his yo-yo pullback glitch? edit: i have been "reminded" that "unblockable" is "ga~do fukanou" (impossible guard), so the natural abbreviation is "ga~fu".
  18. rtl42

    Slayer AC Combos

    unfortunately someone posted the trick for doing the ad.j.K -> j.K in a different thread, and i don't remember which one. (probably the strats thread) the way it works is that you do the first j.K as soon as you can attack after an airdash. it's not quite as soon as you may think, so practice doing ad.j.K ASAP, first, before trying to get the second j.K.
  19. it works on non-lights only. so, all of the guys, ABA, and not Bridget.
  20. you might have more luck if you try to make your own, then ask people that play such-and-such character if you've missed anything. oh, also -- there's a list of gatlings & links for Slayer in the "slayer 101 thread", so you can start with that to make a tree/diagram.
  21. oh i have one of their sticks, it looks like a PS1
  22. rtl42

    Slayer AC Combos

    6K -> 2K -> 2H -> BBU for a 25% tension combo (with your choice of follow-up) 6K -> 2K (->2S)-> 2D for simple knockdown 6K -> 5K-6P FRC is available if you've got your opponent in the corner (and just a reminder, don't forget to set your training dummy to crouching when you're practicing your 6K combos!)
  23. oh, so it's just an input buffer, and you're still considered "getting up" ?
  24. i saved the RomanCancel frame data charts, and i've just uploaded it here: http://www.strokethebigtree.com/RomanCancel_Guilty_Gear_Resource_content_gg_charts.htm (yeah it looks like garbage, sue me)
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