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Rotlung

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Everything posted by Rotlung

  1. Can the info on Discord be moved to the main forum in any way? Why would anyone think that keeping it on the Discord channels is a good idea?
  2. I didn't know about the relation to old traditional Japanese singing, but point taken. However, its rap-like nature, and it being combined with such a downtuned riffs (I'm guessing drop C?) brings nu-metal to mind, sorry. I stand corrected regarding 'Sword Of Doom II', since I just remember the composer's name when it comes to soundtracks. Actually I only recently found out that the vocalist who sang on 'Sword Of Doom II' is also the vocalist from Light Bringer which I remembered as a Japanese power metal band with very good, soaring vocals. And yes I do get that the track is ultimately about Terumi who is basically unhinged or something (I try not to read too much on Central Fiction for now to avoid spoilers), so thematically that might fit with the crazy (but still cringeworthy) vocals.
  3. The comparisons of 'MUST DIE' with the Revelator Raven theme are inevitable... but goddamn the vocals here are really cringeworthy. This is especially so in the first half of the track, where we have the pitched 'singing' with pig squeals (used occasionally in death metal) overdubbed with it. The problem with the pitched parts is that they sound like angry, comical wailing. If comedy was what they're going for, they've aced it in the first half. The rest of the theme is pretty good - particularly the chorus sections with added strings and the harmonised vocals (not unlike some parts of the Raven theme), and the guitar solo (though I wish they extended the solo, they were on to something good here!). I really hope there's an instrumental version too. Vocals in Daisuke Ishiwatari's tracks have generally been good ('Sword Of Doom II' and the vocal version of 'Justice Sword' being the crowning examples of this in my honest opinion). The vocals in the Raven theme are, at the very least, carried with enough conviction to sound convincing. I'm not sure what led him to think having those vocals in 'MUST DIE' was a good idea. Edit: 'HAKAISHIN' sounds damn amazing. The sitar and the flute solos playing over the riffs is bliss. It heavily reminds me of 'Bloodline' (which is always a good thing).
  4. When was the last time a boycott did anything in the video game industry?
  5. Thanks for the detailed write-up. I'm quite curious about the "6A > jc delay j.A > j.B > j.C". I play on PC so I won't be able to try this out for quite a while. Is this something I can practise in CSE, since 6A floats there? Also that Ivy Blossom corner combo looks wicked!
  6. They really need to do something about the text crossing over onto the character art in the victory screen. It gets difficult to read sometimes.
  7. I like it. That weird synth sound used kind of threw me off, but the riff in which it's used is pretty fantastic (I guess it also works because Kokonoe's theme 'Science Fiction' also had lots of those synth elements). I'm also hearing a bit of the 'One Dawn' verse riff in this, which is pretty cool. Something about the theme makes it seem a little more depressing than say Bloodline (which is almost majestic/heroic in the chorus) - I swear you can almost hear some of the characters going "I don't really want to fight". It's definitely a battle theme, but I'd call this a battle theme with misgivings.
  8. I found the entry on Amazon by googling, so I guess you could try that too. There's also someone selling it on ebay.
  9. I no longer play Magic, but if I still were, I'd be pretty sure to invest in these for a blue-black control deck...
  10. I get you. My point is that, I do agree that what ASW did (as in, failing to even communicate formally with the voice actors) is douche-y, and to be honest it would not have been very difficult/costly to formally contact the voice actors to tell them that they are not needed as opposed to having them hear about it on twitter or some other social media platform. This is especially so given the common knowledge that the voice actors love this project. But to my knowledge, ASW is under no contractual obligation to tell the voice actors that they are not needed. A proper formal advance notification is usually required in a regular 9-to-5 job (similarly employees are often required to give some advance notice, typically 1 month, if they intend to quit). Correct me if I'm wrong, but I believe dubbing one particular show/game counts as short-term project work (so work concludes with the project, the latest being BBCPE, after which no work is expected of them until a new project is announced). Equating the two circumstances is being unfair to the organization (in this case ASW) by imposing a heavier burden on them than it is in reality, even if the principles being discussed are similar. Anyway, I'm just being pedantic at this point.
  11. I do agree that it's professional courtesy to inform the voice actors in some more formal manner. However, I think that the comparison to a regular 9-to-5 job is misleading, because the nature of the work is such that the voice actors aren't necessarily expecting to work as soon as a project is announced. They might hope to be called, but not in the same way you'd expect to go to work in a 9-to-5 job.
  12. I can't say that that's the most flattering picture they can use to represent the fans.
  13. So, Mai just got announced for BBCF. I'm actually quite curious about how her theme is going to be like. Since she doesn't have a spin-off game like Es from which something can be pulled, I guess Lord Ishiwatari will be composing her theme?
  14. 'Marionette' and 'One Dawn' are quite similar in the sense that they are both in the same key - 'Marionette' is mostly in D minor, whereas 'One Dawn' is in F major. D minor and F major are relative keys, so they basically use the same notes throughout. Both songs also run at a very similar tempo (though 'One Dawn' uses a lot more double-pedal drumming compared to 'Marionette', not unlike modern power metal. A comparison can be made in this regard with both versions of 'Condemnation Wings' (BlazBlue Tsubaki themes)). That's not forgetting that both songs, as other posters have brought up, start the chorus with the A-G-F notes (though the 'One Dawn' chorus goes right away for straightforward F major chord, whereas 'Marionette' starts with a more tense G minor in the chorus), with the instrumentation stopping and letting the A-G notes shine on their own. Pausing the instrumentation while starting the next section with just a couple of melodic notes seems to be something Daisuke likes to play around with. 'Diva Of Despair' and 'Bloodline' (BlazBlue Ragna/Jin vs Izanami theme) are some other examples of this.
  15. A fair point about dropping from other starters. I personally found the double 6A > 4B really easy to do, but the combo with microdash 3C > 214C does look a lot cooler so I think it's still worth working on in the long run (until CF, at least). Yep I understand that the overall route will be quite different in CF, mainly because j.C with 5D doesn't float anymore. I really appreciate the quick comments and tips, thanks!
  16. Yep, this is what I'm looking for. The combo seems a lot longer (and therefore more daunting), but the attached video really helps. I'll work on it. Thanks! Edit: Been practising. The microdash into 3C is challenging (the microdash frequently does not happen because I input it too early), this combo would take quite a while to work with. I found a similar route on the wiki: 5B > 5CD > 6C> j.C > microdash 6A > 4B > microdash 6A > 4B > microdash 5CC They seem to do a similar amount of damage, and start out similarly. Apart from the same attack combo warning, any idea why this isn't used more frequently, considering how much easier it is to execute compared to the one you suggested? Unless the combo without warning can be extended further...
  17. Hi folks, I'm trying to practise this bnb midscreen combo, but having some trouble with the timing: - (2B) > 5BD > 6A > 4B > Dash 5B > 6A > 236A > Dash 5CC > Summon I'm skipping the (2B) for now. I notice that I need to delay the 5B after the first dash in order for the 236A to not whiff, but in doing so I can't dash in time to get the 5CC. Does anyone know a video that has the timing? Would really appreciate it, thanks!
  18. Thanks. I've figured out the timing for the 236A~66, but getting the 5A > 6C follow up is a little challenging (took me ages to at least get it with 50% accuracy). However, I've found that quite a few combos are unnecessarily difficult because of the lack of buffers (or incredibly short buffers). Examples (I've coloured/bolded the parts where there seems to be practically no buffer, meaning you must key in the second input immediately after the animation for the previous move is finished): Mid-screen 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D 5D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D (it's a lot worse here because the follow-up j.c > j.2C > j.4D requires a lot of joystick movement in a very short period of time, so being unable to buffer 5A means it's easy to whiff the moves after it) Corner 5D > d.6B > d.5C > d.6C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 (the rush to input j.c > j.2C is made more difficult because of being unable to buffer 5B) Are these buffering issues what people call one-frame links (something I've read about when people discuss Slayer)? The timing on these seem awfully strict, and I'm not sure how many hours more I need to practise them to even get them to be 70% consistent.
  19. Does the site say when Song Interlude III is being released? Edit: Nevermind, I figured it's released with the limited edition of the game.
  20. Those moves are really flashy in a good way, what with all the spikes and everything. Arc-shaped air dash is interesting though - a more extreme variant of Izayoi's GA air dash?
  21. Thanks. I think the problem is that I tend to be a little too quick with the inputs. It's easy when I'm just doing 236A~66 alone, but when I'm doing the d.6A > d.5B > 236A~66 chain, I somehow tend to input the 66 way too early. When I try to delay it a little it becomes too late, so I get the feeling it's a really narrow window. It kind of still works when I mash the ~66, but following up with the 5A > 6C (another difficult part of the combo for me) becomes a lot harder then. Edit: With quite a bit of practice, I managed to get the full combo down, thanks! But it'd be a lot easier if we could buffer the 5A during the command dash...
  22. Hi all, I was trying to learn this particular combo: 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D But I struggle with getting the microdash after 236A. The microdash usually doesn't happen. I notice that 236A~66 appears in quite a few combos so I figured this might be a good place to ask about it. How should I get the timing? Thanks! Edit: I managed to get the microdash sometimes, but timing the 5A after is a little tricky (it appears that microdashes can't be cancelled, so I need to wait for the entire microdash animation to finish first?). Any idea how to get the 5A to work?
  23. Depends on the gap between CF and its Extend. Though if you play on PC, I doubt it'd matter since PC would only get the Extend version,
  24. As a fellow new player, I've thought about this issue for a while. From my limited experience as a beginner, focusing on learning combos takes a lot of fun out of playing the game. I'll echo the rest: it's more important to learn neutral (like really learn it - know what exactly each button does, on an intuitive level, to the extent that I can imagine pressing the buttons and knowing what exactly the character would do). A lot of this comes from just playing the character repeatedly. I've found that learning a simple combo that leads to a knockdown is a good start. For example, I initially had a lot of trouble learning Rachel. But once I got used to 5CC and 3C + summon being used as enders (and eliminated frequent usage of 2C aka 'cat chair' from my muscle memory), I really started to enjoy playing her. From then on, it's a matter of familiarity with which normals/moves gatling/cancel into each other, which would make learning combos a lot easier. I still tend to autopilot the same string on block and hit (which is probably why I'm still terrible at applying pressure), but I think I'll get there slowly!
  25. For a game with 'Revelator' in its title, you wouldn't have expected a short story with a cliffhanger to boot.
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