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TSS Atma

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Everything posted by TSS Atma

  1. http://i.imgur.com/uieP6HN.gif
  2. I can confirm the training mode glitch happens on both as I own both.
  3. http://www.youtube.com/watch?v=QKEA5WWt1hs
  4. Work is out the way and morning comes for testing. I have tested every character in the game with overlapping inputs, using different input methods and general speeds. Inconsistencies will be posted with explanation and I will use a lettering system to provide myself an easier time writing all of this down: A: 623+Button B: 6236+Button done as quick as possible. C: 6236+Button done at a slightly slower pace, but not slow enough that the DP input wouldn't be recognised in other games for example Extend, as that will be what most are familiar with. D: 623+Button6 done as quick as possible. E: 623+Button6 done at the same pace as C. I'll try to format this as best I can in the results: Ragna: D Inferno Divider overlaps with Dead Spike A: D Inferno Divider B: Dead Spike C: Dead Spike D: Dead Spike, occasionally D Inferno Divider but it can be brought down to human error and me doing it slightly slower by accident. E: D Inferno Divider, occasionally Dead Spike but again, human error and I could be faster than previous. The fact that recording/machine input gets the same result every time proves the point. The same result for D and E follows the same as Ragna, taking into account human error and lists the most common move. Amane: Gekiren overlaps with Raibu A: Gekiren B: Raibu C: Raibu D: Raibu E: Gekiren Azrael: Sentinel Dump overlaps with Tiger Magnum A: Sentinel Dump B: Tiger Magnum C: Tiger Magnum D: Tiger Magnum E: Sentinel Dump Nu: Supra Rage overlaps with Cavalier A: Supra Rage B: Cavalier C: Cavalier D: Cavalier E: Supra Rage Now, onto the characters that don't have this "problem". Noel: Spring Raid overlaps with Bloom Trigger A: Spring Raid B: Spring Raid C: Spring Raid D: Spring Raid E: Spring Raid Noel is strange as doing these moves ends her drive chain, and thus the explanation for this could be that they cannot cancel into each other on start up as there is a restriction on how many can be used. Izayoi: Crusade Seraphim α overlaps with Crusade Seraphim γ A: Crusade Seraphim α B: Crusade Seraphim α C: Crusade Seraphim α D: Crusade Seraphim α E: Crusade Seraphim α Izayoi: Aegis Blade overlaps with Crusade Seraphim β A: Aegis Blade B: Aegis Blade C: Aegis Blade D: Aegis Blade E: Aegis Blade Izayoi can charge all of her special moves which could lead to Arcsys putting the inability to cancel her moves early in startup in order not to interfere with the charging of her moves. Bang: Shuriken overlaps with Air Double Palm Thrust A: Air Double Palm Thrust B: Air Double Palm Thrust C: Air Double Palm Thrust D: Air Double Palm Thrust E: Air Double Palm Thrust Bang: Shuriken overlaps with Air Command Grab A: Air Command Grab B: Air Command Grab C: Air Command Grab D: Air Command Grab E: Air Command Grab Bang is the only character that has this problem of overlap whilst being in the air which could lead to some inconsistency, along with his limit for nails. Hazama: Jakou overlaps with Jabaki A: Jakou B: Jakou C: Jakou D: Jakou E: Jakou Hazama has a limit to his chains which could cause the inability to cancel out of them. Earlier I had stated that with Hazama I managed to get Jabaki off of method C, although I still occasionally do, it comes down to human error and Jakou is more often than not what comes out. Jin: Hirensou overlaps with Hishougeki A: Hirensou B: Hirensou C: Hirensou D: Hirensou E: Hirensou Jin must use meter to perform these moves which could be the reason why he is not allowed to cancel out of the beginning frames of the move. Like earlier with Hazama I claimed method C does produce Hishougeki, and what I stated above applies here as well. Now, for the peculiar example: Tsubaki Benedictus Rex overlaps with Sanctus Aequum Tsubaki has overlapping moves with both her C and D buttons, one which requires some sort of extra gauge(a restriction), and one which does not. Surely this means her gauge special would cause what those with the gauges are causing and the C version would not? Well actually, no. She produces the exact same result for both C and D versions as all of the gauge characters. You see if you do Tsubaki's C DP then do 236D, she whiff cancels it into her air move. However, you can press 236D as early as during startup(it seems that way to me anyway). What this proves is you cannot cancel the beginning of the C DP into another special. The input I got for the j236D to come out after C DP was quite literally 623C~6D. The 623C6 motion done the same way as version D of the tests with D pressed before or just as the DP hits. "But Ragna's you can do the input super early too!!!" However, you cannot do it on the first hit. You also cannot whiff cancel it. People can take from these tests for whatever they want, as I said before, but this shows there is some form of consistency within this. Every character who doesn't have this "problem" has some kind of added restriction to their moves. If I missed anything let me know.
  5. As far as the different results, I originally tested it as if I was doing it in a combo so 6236(Button) produced 236 at a steady pace, but if you go really fast with some characters it produces the DP. So far it still produces 236 on Nu, Ragna, Azrael, but produces a DP with Jin. I'm off to bed now as it's about 1am and I have work in the morning, I'll test it properly tomorrow but I can only see Jin as the exception and another person who was testing said Izayoi did the same thing(Though she has a charging mechanic on her specials? Might effect it). You disregarded my argument and time spent testing with your post, it seemed hostile, if you expected me to react in any other way then you are mistaken. I'd also like to point out that Hakumen has no overlapping moves, I originally put that in to test something out, and it has given me my answer. Please test thoroughly the next time you guys want to make these kind of claims and discuss the results opposed to shouting "glitch! glitch!"
  6. If you cannot face the fact that they are exceptions due to the metered mechanics which do not let them cancel the start up of their specials into other specials, and thus not the input system, you need to seriously let your ego go. 6236(Button) produced a 236 motion, which means that the 236 took priority over the DP.
  7. I meant after the forward dash, as in, not cancelling it. I wouldn't exactly see why you would but it's a possibility. There could be other reasons it happens and I'll do some testing in my own time tomorrow, I have a few ideas as to why it might be that way for some characters but not others. I'll post my findings in here. The final test also isn't a good test as it does not cover all the possibilities as to why this is happening, such as say Jin's DP D not being a move where it could be cancelled in the early frames to go to something else. Your inputs at no point with Jin show 6236D and always show 623D6, if you want to tell me this test is fool proof you'll have to do it right by testing on multiple moves, the video doesn't prove the priorities are actually all that different if it is true that Jin's DP D cannot be cancelled out of the early start up frames and Azrael's DP C can. EDIT: Ok so I did some testing with Amane, Azrael, Ragna, Jin, Hazama, Hakumen and Nu Doing 623(Button) produced a DP motion with every character. Doing 6236(Button) produced a QCF motion with every character. Doing 623(Button)6 more often than not produced a QCF with every character EXCEPT Hakumen and Jin, the only two characters that happen to use meter for their overlapping specials. Take from that what you guys want, but it looks to me like the priority is in fact not different, and rather than doing extensive testing people jumped to conclusions that this was some kind of bug.
  8. I never said it wasn't their decision, but they're forcing you to be accurate with your inputs as they are not going to "fix" it if it's intentional, and there's nothing you can do to stop that. There are multiple reasons why they could decide to make it prioritise for some characters over others. For Azrael does it not help him get 236 after forward dash opposed to DP? Where as Jin he would be more likely to want the DP over the ice sword. There are potential reasons for it to be put in place like that, it might be without explanation to some but for the devs it might have been a good reason in their minds. EDIT: Since I didn't see it the first time round, even though I understand that the problem exists, your final test with Jin doesn't work as Jin does not have a move that is 236C. Just saying.
  9. Input priority is not a universal mechanic in a lot of games, and works on a character by character basis, I don't see any problem here. The reason you are getting different results with the "same" input is BB's way of buffering and holding onto the button input. If you do 623+Button6 then you will still get the 236 as it cancels the 623+Button in the early frames into 236, it's easy to tell this as if you do 623+Button without the 6 you'll never get the 236 input. It doesn't seem like a glitch to me at all, just their decisions on what moves take priority on what characters. If it's the same in arcade, there's no patch coming and it's time to learn how to be accurate with your execution rather than blaming devs for a change.
  10. I'm a massive spongecake and have to renew my passport as well so dunno if I can sign up just yet but from checking about I can get there and booked up for less than £250 all in. Will be getting that stupid form in asap, proper want to go to this, hopefully there will be space and prices won't skyrocket by the time it gets through.
  11. http://rumble.hardedge.org/2013/09/leets-get-ready-to-ffm-rumble-7/ Alright UK brethren, is anybody interested? Gonna be checking prices later tonight for meself.
  12. I'll be honest, if it wasn't for the off-topic posts when I came to this thread that kept it going, I would have probably never posted in it or got involved with some of the folk here because I'd just see a dead thread and assume it be a dead scene. I've already done that for other stuff. I'm sure there are other people out there who would do the same thing, so if people want to keep stuff flowing they gotta do their best to talk about the games and stuff they've done. Post results from HoG weeklies and such in here etc, it's all a part of the community after all. Anyway GG's for yesterday, good set of matches, was a lot of fun.
  13. I'd prefer here as it would be out in the open, and bring things to light, which was the purpose of the thread in the first place. EDIT: If you want to discuss or have me elaborate on anything from the original thread I'm more than happy to reply to that in a PM as well but an actual open reply about the subject itself would be preferred.
  14. Oh that's something I guess, I feared for far worse tbh, but you could have at least let me know, it's a bit of a bummer to just have it vanish after putting the effort in. Cheers.
  15. Trust me, I'm glad anybody got to read it at all, at least the fact it got deleted proves what I was trying to say along with it, too bad it only lasted 10-15 minutes.
  16. I put effort into that thread but they decided to just get rid of it I guess. :/ Good thing I saved it but man I don't even know, apparently nobody is allowed to read it.
  17. They might have said Joe... Maybe. Wow my memory is so bad.
  18. RaisedbyFinches is a KoF player from what I remember of him, an Andy player as well but I'm not sure how that holds up, just what I was told by one of the Scottish guys that played him in their travels. Oh and count me in for that skype group please.
  19. Oh sick preowned fees, unless this is false, this has ran its tournament lifespan before it's even out, and the local community is going in quite hard. It's a good thing there can be one solid console for FG's though, if it turns out that way, means I won't need a dual modded stick next gen. Anybody up for P4A/BB in a bit?
  20. Yeah but Arc has been using the same sprites for a very long time. To redo everyone with their sick new 3D tech on the very first game would cost a lot of money and I just don't see it happening...They might surprise me. I hope they do, I mean it's much cheaper than if they went the sprite route. I'm still hype to see the series revived though, and going back to Sol won't be too bad if it does happen.
  21. I was super hype then I realised the new graphic style meant redoing the sprites and stuff and characters might get missed out Then I realised my character isn't actually popular or important in the slightest Time to get on the Sol train.
  22. http://www.twitch.tv/fakery/ Hey guys, local guy is streaming scrubby P4A on PSN, message AtmaDP on PSN if you want in or just leave a post here and I'll send you an invite.
  23. I know he'd messed around with Jam and Dizzy before. He's stopped playing since though from what I remember, hooked in by silly DotA, he doesn't even show up at locals anymore... He said he might come back when P4A or CP gets released though, so maybe I can get him back into GG when it happens. It wouldn't surprise me though I haven't played much netplay P4A, still spending time with fatal loop in the corner and gliding consistently with Yosuke.
  24. That was a great read, really enjoyed it and found myself nodding along in agreement reading it. You pretty much put my opinion in words, GG is a very diverse game, and it rewards smart play. As somebody who plays Bridget there's always that feeling of satisfaction knowing that even in this game that rewards offense so much, defence is a tool you just have to have, and controlling space and such is soooo good. Thing is, Guilty Gear requires a different set of fundamentals from SF much like all airdasher games, and I'd say Guilty Gear teaches you the best how to apply those fundamentals regularly and helps to play a more solid game, just a personal opinion. I'd also say games like Arcana Heart and even Melty Blood are the same, there's just something more, basic yet complex about them, as silly as it sounds. Also if you don't mind me asking, was the ABA player Heicko? He's a local guy that played on 360 who played ABA so I'm just wondering.
  25. I don't think it's much skewed by nostalgia, I've been playing fighting games properly since about 2007ish, GGPO and the like, only picking up GG sometime in 2009, after being sat down with it by someone and taught me how it's played. I don't think nostalgia skews it as much as just straight up enjoyment, I guess I just find myself taking more breaks playing a game like P4A than with GG, where I can play for hours and hours, so if anything that probably is the reason, it just doesn't catch my interest as much. You're probably right though when you say that about the mechanics and new players, but I personally think GG has more intricacies in their mechanics, force brake and there isn't many mechanics I have a distaste for, where as in P4A I dislike things like awakening and even fatal counters bug me, though counterhit in recovery is something I definitely like so it's a mixed batch for sure. This definitely effects my opinion of lots of fighting games and I guess it just comes down to preference and what type of game you'd prefer to play.
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