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rtl42

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Everything posted by rtl42

  1. 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.
  2. i thought the CPU infinite pressure string was [6K-5H xx chain] x N. what
  3. 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.)
  4. they have 'em at a-cho; once in a while they'll put up vids from the last four fights.
  5. 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 .
  6. 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~
  7. mmm, graphs ftw~ (and i don't even like discrete math lol)
  8. 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).
  9. 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.
  10. 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 >_<
  11. "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".
  12. 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.
  13. it works on non-lights only. so, all of the guys, ABA, and not Bridget.
  14. 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.
  15. oh i have one of their sticks, it looks like a PS1
  16. 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!)
  17. oh, so it's just an input buffer, and you're still considered "getting up" ?
  18. 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)
  19. http://homepage2.nifty.com/HeavyMetalUniverse/index.html => MOVIE Sanma (OR) vs unknown (DI) Sanma (OR) vs unknown (JO)
  20. can we get someone to write up the match-ups? that'd be nice.
  21. timing for SB is harder than IB. if they were identical, people would be SBing all over the place. IB is generously lenient compared to SB, actually. Gwyrgyn: of the 2F you mentioned, is the first frame your 1F of wake-up buffer? (sorry if that's not the right term -- it's the frame of invul you get after getting up)
  22. in Slash G3, 白頭領 was translated as "hakutouryou" by the G3 website, so that's what I'm sticking with until I see otherwise. i have never seen 白女房 before as the alias of a GG player, so I don't know how that player would like his name read. i just went with "hakunyoubou" because his partner was "hakutouryou". as for "ra~ku", it's kind of a personal call. "lark" does sound more reasonable than other things i would have guessed, but i really don't know what it's supposed to be.
  23. ok, it's up: www.strokethebigtree.com/rtl_s_movies/ => DEADONTIME.zip or something.
  24. rtl42

    Slayer AC strats

    probably forgot a dj.2K in between the two attacks. BDC Mappa is for punishing a predictable poke from the opponent. However, you only get 6 frames of invincibility from the BDC, so you can only "safely" use it against something that's active for less than 6 frames. Outside of combos, Pilebunker usage is dependent on who you're playing. If the people you play against have tight gameplay, and don't throw out unsafe hitboxes all the time, then you don't use Pilebunker. But, if you're playing guys who are kinda "wet and wild" with their playstyle, then PB is pretty much what you want to use. Pilebunker is really unsafe, so play without it for a little while until you get a feel for your opponent's style. And combo questions / discussion goes in the combo sticky BDC Mappa is a backdash, canceled by a jump, canceled by a Mappa, leaving you with 6 frames of invincibility from the original backdash. Unlike everyone else's backdash, Slayer is on the ground during the entire backdash, so he can jump-cancel. Jumping has its own start-up/activation time, and for whatever reason, you can cancel your jump during this start-up period by doing a special. (The start-up time is 5F for Slayer.)
  25. if you get hit by a simultaneous attack, doesn't the pushback get nullified? (or is that something else...) i thought i'd seen something like this, even in #R. you could do Ky's CSE FRC and throw out a quick normal (right after the FRC) like 5K to hit the opponent at the same time the CSE hits them. but since you mention FB mad struggle, i'm a bit confused. in the frame data, the active frames of FR mad struggle are listed as 2(2)2, which means there's a 2 frame gap between the hits. to me, i don't see how this could make them simultaneous, but maybe there's something about "simultaneous hit" that i don't understand. (could you explain?)
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