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magz

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Everything posted by magz

  1. I agree. While streaming gundam is probably not going to be very feasible (at least for now), we can totally still run a 2v2 tournament or something.
  2. Fear not! GGAC on PSN/XBL seem to have pretty good connection results if you are within the same state (AND ARE NOT ON WIRELESS!) Hopefully the US release will come out soon. I want to buy the JP PSN version but I also want to support GG in America which probably won't happen with the former.
  3. The death pool for the round robin was probably pretty rough for Manabe and NotKBF, but overall I really enjoyed the whole idea. Fred was doing some magic with making the singles bracket that looked really complicated lol. Everything worked out from what I could tell. It's nice to see that we had really good cooperation between the various games to optimize stream time. Thanks to all our tournament organizers! Edit: Videos are up and a playlist of them all can be found here: YouTube Guilty Gear Round Robin Death Pool Aquapazza Casuals Guilty Gear Single Elimination Tournament - Brackets based off the results of the round robin pools. Aquapazza Singles D.E Tournament - Pre-Top 4 Persona 4 Arena 2v2 D.E Tournament Aquapazza Singles D.E Tournament - Top 4 Ur-Quan Masters - Battle to Control the Galaxy! - THIS GAME IS AMAZING!
  4. Here's the one GG match I recorded from the last NCI: YAT (CH) vs. KBNova (AN) Hopefully Fred has the rest
  5. Awesome video! Would have a rough time implementing it practically unless your name was Hase, but damn they were a really fun watch!
  6. Taken from: http://blog.livedoor.jp/en712/archives/51826476.html DOT関係 Dead on Time Related DOT自体が発生遅くなったっぽい。少なくとも暗転0Fではないし、レイトからたちくらいの相手に繋がらない。 DOT's startup seems to be slower. At the very least, it is not 0F after the superflash - can't combo into it after It's Late on stand hit. しゃがみは確認してないけれど。 Did not confirm on crouch hit yet. 基本はDOT→6HS→HS→アンダートゥ→エリアル。頑張るとJHSが入るが、現状俺は安定しません。安定するまでは2S→JK→J2K→JD The basic combo is DOT→6H→5H→Undertow→Air Combo. If you try hard, j.H can combo, but as of now I can't reliably do it. Until then I will use 2S→j.K→j.2K→j.D HJHS→JD→J2K→JDとか入るのは確認済み。 sj.HS→sj.D→sj.2K→sj.D confirmed to work. 中央 Midscreen 6HS→HSが入らないキャラ Characters that 6H→5H won't combo on: チップ、ブリ、ソル、聖ソル Chipp, Bridget, Sol, Order Sol そもそも6HSが当たらない事が多いカイ、ジョニーは除く Not included above because 6H won't even hit: Kai, Johnny あやしいキャラ(要検証) Odd Characters (Needs Confirmation) ファウスト、ミリア(6HSが低めに当たらないと多分入らない)、梅、イノ、ディズィー、ジャスティス、クリフ(多分はいらない) Faust, Millia (if 6H doesn't hit as low as possible it probably won't work), Baiken, I-No, Dizzy, Justice, Kliff (Probably won't work) 入るキャラ Characters it will work on: その他 All the rest. 端ではDOT→JHS→HS→アンダートゥ→エリアル In the corner: DOT→j.H→5H→Undertow→Air Combo ファウスト、ジャム、アクセル以外は入る Works on everyone but Faust, Jam, Axel ・新パーツ(端付近限定) ・New Combo Parts (Near Corner Only) HS→アンダートゥ→6HS 5H→Undertow→6H はせ君がロボに入れてた。連続技の序盤なら入るっぽい。時間たつと無理。 Hase did this combo on Robo-Ky. Seems to work at the start of combos. Impossible with high combo count. メモ(調べて追加していく) Memo (Will add to after more research) クロス→HS→2HSが入りにくいキャラ Characters where Crosswise→5H→2H is hard to combo: ポチョ、アバ、ヴェノム、エディ Potemkin, Aba, Venom, Eddie HS(スライドダウン)→マッパが当たらないキャラ Characters where 5H(Slide State)→Mappa won't hit: ミリア、スレイヤー、アンジ(ディレイをめいっぱいかけると当たらないが、早めにすると当たる) Millia, Slayer, Anji (If you delay to the very end it won't hit, but if you do it as fast as possible it will)
  7. Taken from: http://blog.livedoor.jp/en712/archives/51825137.html Blue = Original Red = English コンボ Combos アンダートゥはノーマルヒットでJHSまでつながってカウンターで6HSがつながる。 Undertow on normal hit combos into j.H. CH combos into 6H. コンボ中はJHSつながらない?何回かやったけど、時間たつと無理なのかな。 If used mid-combo, j.H does not connect? No matter how many times I tried when the combo count rises, it seems impossible. 現状、カウンター意識してるとJHSはちょっと辛い。2Sかなー。 As it stands, even if you know it will CH, j.H is rough. Maybe 2S will work. ・安定コンボ ・Guaranteed Combos 取りあえずの安定は浮いた相手にHS→2HS→エリアルでダウン。 For now, on aerial hit: 5H→2H→Air Combo→Knockdown 端が見えてればHS→マッパ→(Kor2P→2S)→エリアル。 If you can see the corner: 5H→Mappa→(5K/2P→2S)→Air Combo 入るキャラにはHS→マッパ→K→マッパ→2P→2Sエリアル。 For those that it works on: 5H→Mappa→5K→Mappa→2P→2S→Air Combo 端は6HS→HS→アンダートゥ→エリアルで。軽量級も6HSを低めに当てれば入る。 Corner: 6H→5H→Undertow→Air Combo. On lightweights, hitting 6H at the lowest point will make the combo work. ・DOT DOT絡めたコンボが相手キャラと画面端との距離でいろいろ変わってちょいめんどい Combos using DOT vary depending on your opponent's character and distance to the corner. It's kind of annoying. 端付近は現状、相手キャラ関係なくDOT→JHS→HS→アンダートゥ→エリアル When approaching corner regardless of opponent's character: DOT→j.H→5H→Undertow→Air Combo JHSから6HSが画面端でも入らないかなーってやってるけど、一回も入らないw I thought that, from corner j.H, that even 6H would connect, but it didn't combo even once. 中央はDOT→6HS→HS→アンダートゥ→エリアル Midscreen: DOT→6H→5H→Undertow→Air Combo 軽量級とソルが中央からだとDOT→6HSの後にHSが入らない。JHSかなー多分。 Lightweights/Sol Midscreen: DOT→6H won't connect. Probably need to use j.H. DOT→JHS→6HS→ハイジャンプJHS→JDとか入らないかな。検証しないと。 Maybe something like DOT→j.H→6H→sj.H→sj.D will work. I need to confirm this. 課題 Problems ・空中の相手に6HS→低ダHSの安定 ・On aerial hit, 6H→IAD j.H's Combo Reliability どーも安定しないんだけど、2HSを使ってると中々相手が画面端までいかないので出来れば安定させたいパーツ。6HSを立ち回り時に空中の相手に引っ掛けた時とか現状コレかクロスしかないしなー。 No matter what it is unreliable, but if we use 2H we can't corner carry so we want to make this work. When we randomly catch an airborne opponent with 6H it's either this or crosswise. 6HSは空中カウンターでマッパフェイント6HSがつながるらしい。地上ヒットは大体パイルつながる。 On aerial counter, 6H→Mappa Feint→6H seems to connect. On ground hit you can generally combo into pilebunker. 地上カウンターが低ダつながる。アンダートゥもつながる? On ground counter you can IAD. Maybe undertow connects too? 6HSは確認できるといろいろ変わりそうだが、全部対応するのは無理そうw On confirmed 6H there are a lot of options, but reacting to them all seems impossible. 軽量級にアッパー高めで当てた時とかが、これ出来ないと困る。 It will be problematic if we can't do this on lightweights when we hit them with BBU at max height. 6HS高めならHJ空中ダッシュJD→サマーJKとか入るらしい。 A 6H hit at max height seems to combo into SJ IAD j.D→j.2K→j.K. ・2K→2S→FBDステFBパイル→追撃 ・2K→2S→214D-D→Followup 画面端までの距離見てやる感じ。下段でダメージ取りつつ燃費がいい。 Do this based off your distance to the corner. Good damage-tension ratio off a low. FBパイルの硬直が減ってるっぽいので、どこまで何が入るのかわかんない。 FB Pilebunker's recovery seems to have been lowered, so I'm not exactly sure on the limits of where/when this will work. HS→2HSのコンボは距離調整しやすいので、こういう狙いがあるなら全然いいんだよなー。 Comboing into 5H→2H based off distance is pretty easy, so aiming for something like this is completely fine.
  8. Cross-posting video links from the Norcal Dogfight (09-29-12) thread: Playlist Pre-Kumite Guilty Gear Casuals Guilty Gear Kumite #3: KB Nova NORCAL BLOWUP #2: 8v8 P4U Exhibition Match + Casuals Aquapazza Single Elimination Tournament (Our first official Aquapazza tournament!) NBA JAM - Ehuangsan's Reign (Next up: NFL Blitz!)
  9. Videos: Playlist Pre-Kumite Guilty Gear Casuals Guilty Gear Kumite #3: KB Nova NORCAL BLOWUP #2: 8v8 P4U Exhibition Match + Casuals Aquapazza Single Elimination Tournament (Our first official Aquapazza tournament!) NBA JAM - Ehuangsan's Reign (Next up: NFL Blitz!) Thanks again to everyone who came out and made this a successful Norcal Dogfight! (despite it being fairly laid-back) We had pretty good coverage on all our games albeit some might say that the results of the P4U 8v8 were somewhat lackluster =X although it was still really fun to watch. NBA Jam was insanely hype and it always brings a smile to my face to see old school games like these make it into Dogfight and onto our stream! DJ Cream (and also later Lark) deserve a special shoutout for being amazing commentators during those games! We didn't have that many EXVS players turn up so that played a role in choosing not to have any Gundam on stream for this Dogfight. Don't worry, there's always next time! I personally had a lot of fun playing Guilty Gear yesterday despite not having a lot of our staple players. KBNova's Anji and Zappa are extremely legit and he pretty much ran a train on all of our regular GG players. I am not quite up to speed on P4U anymore, but from the looks of it his Yukiko was also quite strong and I'm extremely glad to see that we have such a strong addition to the Norcal FGC. As always thanks to Myung and Roy for being instrumental to the successful and smooth running of Norcal Dogfight! Special thanks to Myung for going out of his way to help with the setup of the SNES games. Thanks to everyone who stepped up and did commentary and also those who helped out running the stream in my absence! According to Dakanya, the next Norcal Dogfight should be in about 4 weeks which should coincide with the console re-release of Guilty Gear XX Accent Core! Until next time! P.S.: Dark Talon - The fonts used for the P4U overlay were Kozuka Gothic Pro and Impact.
  10. Other videos are coming online as of this posting, but I just wanted to leave this here: Norcal Dogfight - 092912 - NBA JAM - Ehuangsan's Reign Game 1 - 1:14 Utah Jazz - Ehuangsan (Malone)/Tenkai (Stockton) vs. Charlotte Hornets - magz (Mourning)/Tone (Johnson) Game 2 - 15:41 New York Knicks - Ehuangsan (Ewing)/Myung (Starks) vs. Charlotte Hornets - magz (Johnson)/Tone (Mourning) Game 3 - 29:18 Phoenix Suns - Ehuangsan (Barkley)/Dark Talon (Johnson) vs. Charlotte Hornets - Clark (Johnson)/Tone (Mourning) Game 4 - 42:34 Orlando Magic - Ehuangsan (Anderson)/Dark Talon (Skiles) vs. New York Knicks - magz (Ewing)/Tone (Starks) Game 5 - 54:48 Utah Jazz - Ehuangsan (Malone)/Dark Talon (Stockton) vs. Atlanta Hawks - magz (Augmon)/Tone (Wilkins)
  11. Bumping as a reminder that the stream will be going live to day at the usual URL: http://twitch.tv/norcaldogfight Be sure to check @norcaldogfight for updates!
  12. Thanks for everyone coming out and participating in all the events yesterday! While we didn't get to put Gundam on stream, I did see that there were quite a few people interested in the game and a crowd had formed around the cabs shortly after Gamecenter opened for the day. I'll have to make sure to jump onto the cabs some more for next time! Aquapazza and Persona 4 had a lot of stream time this Dogfight so we should probably work on getting Gundam on for a bit during the next one. GGs to everyone who stepped up to play some Guilty Gear on the side! It has been a while since I've seen Gomi I-No and I believe I saw Smiles playing Potemkin as well. I didn't get to see all the people playing GG but I'm glad to see that there are still people who have interest! Norcal Dogfight is planning to host Guilty Gear XX Accent Core danisens upon the release of the game for PS3 and 360 as the game will become more accessible to players who do not have the older PS2 game/hardware/sticks. YouTube videos are online in a playlist here. Individual YouTube videos are as follows: Persona 4 Arena Danisen + Combo Horse Aquapazza Casuals NORCAL BLOWUP: 12v12 P4U Exhibition Match + Casuals (Note: Casuals consists of Tenkai (Akihiko) vs. Pavo (Mitsuru) vs. 2GB Combo (Aigis)) And of course the stream archives can be located here on Twitch.tv. (Careful, it's one big, 7-hour archive!) As always, please feel free to post up comments, questions, criticisms - things you liked or weren't too big a fan of. Norcal Dogfight is a community based effort and feedback is an essential part of evolving into something bigger and better! Thanks again to the GC staff for hosting us and also thanks to everyone else who helped with running the events! Things went a lot smoother this time and that had a lot to do with many people helping out and contributing. Thanks to everyone who joined us on the stream chat. Things just would not be the same without our regular stream monsters! Thanks! I'm glad to see it was enjoyed and appreciated!
  13. We are currently live with the Persona 4 Arena danisen! Streaming matches between ranks 2 and 3 players currently. http://twitch.tv/norcaldogfight
  14. Usually the wall-mounted LCDs in the corridor are available.
  15. Thanks to everyone who came out to Dogfight this past weekend and those stream monsters who joined us on Twitch! As always thanks to Myung, Martin and Roy for hosting us! Apologies for the events running a little late but we were luckily still able to end in a fairly sorta kinda almost timely manner >_> As always the stream footage can be found at the Norcal Dogfight Twitch.tv Archive, but for those who don't want to sift through lengthy archives the videos have been posted and sorted into a YouTube playlist. If anyone has any comments, suggestions or criticisms on the event at all please don't hesitate to post up! Personal to-do list for next time: Use full-screen layout. Fix extra space on left side of stream layout. Use a smaller font for stream chat font so downscaling doesn't kill the quality. Get 10kai/Manabe to bring an EZCap to simultaneously capture GG as well. Setup some kind of TPumps rotation so I can get a drink there more than ONCE =| Monitor commentator webcam better as lighting changes drastically throughout the day. EXVS/GG/Aquapazza stream layouts..? Thanks! For next time, we need to use this for full-screen matches. I had it prepared as well but we never actually used it =X
  16. Looks like we're going to be playing Aquapazza at Saturday's Dogfight! https://twitter.com/tsubasaaki/status/241324218766200833 Whatever maaaaaaaan >_>
  17. *6HS Starts up slower. Special and jump cancellable. Aerial hit causes ground bounce. Fairly long untechable time allows for 214S 5P to connect. Due to slower startup it won't connect from JHS so it should be used as apart of a combo on opponents in untechable state. Even if it is jump cancellable, IAD JK 5H did not seem like it would connect. Some people used IAD JK JK but JK reduces guard gauge too much so it didn't do much damage. *Combos 2H BBU combos only do 30% so we don't need them. 2H BBU already lowers the guard gauge a lot. TBH the basic, no-gauge combo is fine. 2K 2H [5H] 2D omitting the 5H for people who can mash out of stagger. Using these two options (?) we should push them to the corner. 6K still does a lot of damage so people will probably be stand guarding. Next up is whether or not 5HS on air hit will connect with 236K 5K 236K. If it does, off of things like 6P CH we can do that off of IAD JHS. For characters it does not connect on, if you have meter, it is best to use BBU. Even if you go into an air combo you do no damage without meter. Going into BBU through anything other than 2H still deals good damage. Corner combos will now include 6H so they should do good damage. Off of lows it might be best to go into eternal wings. 2D RC feels a little off. 6K 6P FRC 6H into 214P-D (with meter) or 5H into something (without meter). I have a feeling we will need to do 2P BBU. *Notable Changes 214S was sped up a lot. Even if you cross them up you can do 2K okizeme. 6K feels a little slower. Are they telling us to use feint more? J2K causes ground bounce on ground hit. Maybe we can use it as a bait? 6P's lower hitbox was nerfed. I have a feeling that Faust can crouch walk under it. We may not longer be able to use it to beat wakeup mashing. 214D felt like it lost its invulnerability some time during the movement. Was beat out a lot. Without a mook we won't know the invincible frames. When it finally comes out I should run some tests against CPU to see which characters 2D mappa loop works on. Before that I should check which characters the corner eternal wings combo works on using the PS2 Accent Core. I have a feeling I've done this before though... This time around I had expectations (?), but regular throw was not changed at all. WTF? Currently it feels like "His damage is a lot milder than AC, but we added 214H and 214D!" -type character. Probably will be able to win but it feels a bit unsatisfying. (the rest is about other characters)
  18. Don't worry about it. I still don't know the name of the red suit that looks like Sazabi.
  19. I was under the impression that black spot actually summoned the persona in front of you regardless of current positioning and even if they 5A the 5C they should still get hit/CH which is why you see a lot of JP Chie's do that exact same trap in match videos. Feel free to correct me if I'm wrong.
  20. Videos from Dogfight are now up on YouTube. Waiting on Dakanya for EXVS suit draft results/info.
  21. You are cancelling out the recovery of the 236 A 236 A with the A charge super which gives you a fair amount of time to dash under.
  22. Dakanya just linked me an amazing mixup video: http://www.nicovideo.jp/watch/sm18680585 Setup 1+2 - Double crossup off blocked 5C midscreen 5C (blocked) IAD JC (crossup from back) OMB (crossup from front) If the IAD JC hits and you combo into OMB the combo goes 5B 5C JC JBB J8D land 236B 236B 214D 236236D (50%,4764) If the IAD JC is blocked but OMB hits the combo is the same as above but for 50%, 4801 damage. The third part shows that it beats out Yu's DP (and thus probably a lot of others except maybe Mitsuru?) Burst does not get used if they DP. The 4th and 5th parts show how you can use OMC to do the same type of mixup off 5C midscreen: 5C (blocked) IAD JC OMC falling JB The followup combo is 5B 236A 236A 236236A 66 (under opponent) 5C 44 5B 5C J8D JA Next is a section about a corner crossup setup: 5AAA (blocked+pulls opponent out of corner) IAD JB (crossup) JA 66 5AA 5B 2B JBB JA JC 66 5A 5B 2AB (0%,2228) Note: I think there was some discussion on these forums about how the auto combo pulls the opponent out of the corner but I don't think it was as fleshed out as this. Last section is a blockstring ending in 236A 236A (1) OMC (only works on tall people): 236A 236A (1) OMC JBB JA JC 5B 2B JBB JA JC 5A 5B 5C 214C 236236D (100%,4036)
  23. When Mitsuru has her DP blocked either a) aerial punish or b) punish her landing with 5A. In case of a), you will get decent damage if you use a good starter depending on your position. I wouldn't take this route, but I think 214D would be pretty feasible otherwise a 5B or 2B or 5C would be fine too. In case of b), 5A will punish her into a decent combo and if she chooses to do her followup super (at least the ice one) you will recover in time to block and punish. You might need to IB it to get an optimal punish (5B). Rolling is also an option but I would not rely on it as the ice super hits behind Mitsuru and doing it after the 5A may forfeit any punish opportunity especially if you were looking for a CH combo. If she has meter to RC her super you could either take route a), but using up 100% of Mitsuru's meter is a rather important option to keep in mind as well if you have the confidence and/or stamina to spare.
  24. Keep 236A/B/AB as an option for when you are paralyzed. J2D is an extremely potent pressure/oki option against Kanji. 5C and JC are extremely useful for baiting his DP. JD in general is very useful for controlling space against Kanji as well.
  25. 5A works as a good bait for Chie's DP. If you react fast enough you can do 5AB into either free combo or something like 5B 5C 5AB (it will be an aerial 5AB punish of their DP unless they super cancel it). Not sure whether or not this type of setup works on other DPs, but I have not tested it.
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