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Teyah

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Everything posted by Teyah

  1. Once the current match clears you'll be returned to the lobby. Most of the time, the player you just played against will be one of the top few players in the list. Locate them and quickly hitconfirm to highlight their name, during their Not Ready phase, before they become Idle. Then immediately begin mashing whatever key/button you have bound to the O button, and don't let up until you are able to join. You should get in before anyone else can join you, usually.
  2. Merging these two posts into the main Adhoc party thread; there's no need for multiple threads on this silly PSP multiplayer thing that only 1-3 people are going to use in the end.
  3. I noticed that your #R Eddie guide had disappeared and requested that it be restored as it was good stuff. Here's a backup of that guide thread (first 40 posts) that I took a couple of years ago: http://www.sendspace.com/file/38lzns You also might want to check the Internet Web Archive, you might be able to recover some stuff from there: http://www.archive.org/web/web.php
  4. Keep the recovery frames at zero, anything else isn't realistic to expect since your opponent should be attempting to tech out just before you make contact on each of your hits. Try inputting the motions faster, leaving less of a gap between changes in directional inputs. For example, after you let go of K, you should already be doing the qcb and pressing K again very quickly. If you do it as fast as possible, you even have a bit of time between the final S of Shadow Gallery and the next Shadow K attack, which you can use to run in a bit if you need to.
  5. Teyah

    Chipp

    Thread name is kind of undescriptive imo! On topic: Chipp 5H is strong in this matchup
  6. The caterpie evolves into a butterfly and we all know how Anji handles butterflies
  7. Everything Anji does is stylish. It's why I made the switch! in #R
  8. Ok I was asked to chime in here, and to me it looks like the issue is hitting with the Heavy RR high enough in the air to be able to AD afterwards. As you guys mentioned, there is a minimum height requirement on starting a jump, before an IAD is accepted by the game - but this is not the issue here. The issue is that there is also a minimum height requirement for an airdash upon landing from a jump (which is much lower than the IAD requirement, of course!). These two requirements don't overlap, from my experience with other low overheads like Millia's TK Bad Moon and Anji's B.day cake; it's possible to do a very low jump into overhead into RC/FRC, and then airdash based on the landing AD height limit. So if you're on your way down from a jump, you're subject to the landing limit only, and vice versa for if you're still going upwards. Technical stuff aside: from playing against Mays / watching May vids, it looks like the Heavy TKRR overhead hits way too deep (low) to allow for a regular airdash afterwards, so in order to AD after it, it seems like you'd have to hit the enemy high enough to not go below the landing height limit for airdash. Not sure how feasible this is, since most crouching hitboxes are pretty low to the ground already!
  9. Yes the connection goes to the server first, but that is only to get the player list. Once you challenge someone or are challenged, a direct connection is made between you and the other guy. During the fight you're still connected to the server as well, so people can watch your games and still see you online and etc. Otherwise according to Run -> cmd -> ping www.nurupodensetsu.com, I would have 325 ms ping minimum in every game I play, yet I don't
  10. Pretty sure freelander is correct in the overall sense. I mean, I really don't think my old arctic connection could have 40 ms on a trip from Northwest Coast -> Japan -> Central Canada Not to mention that I ping exactly the same to people on both the nuru and wingdreams servers - the only advantage is that the North American wingdreams server loads up / displays the ping much faster than the overseas nuru server.
  11. Teyah

    Vs. Anji

    Just wondering: why do you recommend lows to counter Fuujin? It is fully invincible for roughly the first half of its startup, not invincible only above the knees (unless you are talking about #Reload), so any delayed normal should be able to stuff it hard on anticipation.
  12. Wait a sec where's all the advanced stuffs? No bad feelings intended, but I think Fuujin -> FB Rin -> dash buffered Fuujin -> Hop -> On is B&B stuff that vid watchers can pick out from day one. To start, I think an advanced guide could use some info on: Practical midscreen aircombo -> knockdown, setups/followups for these, which normals need to be delayed and by how muchHow to get corner j.H knockdowns, these seem to be really good and allow time for Red Butterfly unblocksGeneral lists of ways to set up Butterfly pressure, and Red Butterfly unblocksFollowups after landing a combo to 5H -> Fuujin in or near the corner (this situation is really annoying)Tensionless TK birthday cake -> On combos(extra) snarky uses of j.DHow to pressure/combo from a low into something meaningful (options from 2K suck and 2S needs 3S-cancelling to be worth something )If 3S-cancelling is indeed needed to do something worthwhile from lows, tips on getting it down 100%Options for creating offensive pressure other than strategically placed Fuujin This would help me (and hopefully others!) out greatly in the quest for Anji knowledge!
  13. Sure, not a problem. I can also do some vid capturing if needed, though my capture card lags ~8-10 frames and I'm pretty nub at Axl so I'm not too keen on the odds of me pulling off sick Axl combos. One request I have (and I think most combo vid editors would agree) is that the person recording the combo should leave about 2 seconds of idle time both before and after the combo, to allow for transitions. Also, combos should be done with music turned off but sound effects on, otherwise you'll end up with either some silent combos, or awful track mixing.
  14. I can video edit pretty well, though I'm limited to Adobe Premiere 6.0 for effects. Splicing is no problem so long as the source material provided is at least somewhat flexible (no .wmv please). But if you mean flashy transitions and crazy rotating 3D cube combo montages then I'm not so sure I'm the right guy for that!
  15. Hey, sorry I didn't comment earlier! Gj Won, I liked the pointless double airdash -> Slashback and the super while running the wrong way Only thing it could have used is the infamous 6H "fake-throw" that seems to work all the time, but that's more of a nagai thing lol.
  16. Interestingly enough, the first half of that Haircar FRC example is a great example of Japanese Fuzzy Guard - it's a precanned string that can be blocked 100% after blocking the haircar by blocking low first, then high for the small window that a j.K can be thrown, and then defaulting back to low block while watching for overheads for the rest. If the FB Disc is used before the haircar though, it can go from a Japanese Fuzzy to an American Fuzzy...
  17. Not bad, though take note of the large numbers of characters in the lower tiers compared to the upper tiers. And Johnny, who is literally two tiers below everybody else.
  18. My view is that it depends on which character you're playing, which character they're playing, your skill level, your opponent's relative skill level, as well as the experience of both players in that particular matchup. There are matchup subforums in most character forums, which is where people discuss these things as that's definitely the best place to do so. GGXXAC+ should be exactly the same game as GGXXAC in terms of gameplay / character move properties, so you shouldn't be experiencing any differences there.
  19. Indeed, you are limited to an immediate run, though you could do a 6S after the timing has passed for the double butterfly, though this is a few frames slower than normal. Still, running in is the most favourable thing to do after blocked butterfly, so you don't give up a lot here. As for your second point, I'm not sure that you understand the buffering of the dash here. You still are able to dash on the first possible frame, since the 236 motion is done during your recovery from the first butterfly, with the final [6] done immediately once you're able to act. So there are no "lost frames" here at all, and the second butterfly will still come out due to GG's rather lenient input buffer. There is no delay in frames in using this method, it's exactly the same timing as usual. The viability of double butterfly is a different topic together, one on which I would have to agree that it's mostly for flash and very limited in practicality.
  20. You don't need to react, as you just time your oki as if you aren't expecting a double butterfly. If the second butterfly comes out then you'll know, and can adjust accordingly. If it doesn't come out, you're still running in with the same timing as usual (the [6] is there for this reason!)
  21. Negative edge on second butterfly via 236[6]]P[ or 236[6]]P~D[ solves the problem of wasting your okizeme, as it lets you continue to run in if you fail the input.
  22. Eddie j.D would probably clash with stuff that actually hit the dinosaur head itself, like maybe an Axl 6K. But from that video it doesn't look like there would be time to get that in before Eddie lands. Maybe an Axl RC on the blocked Raiei, into a falling j.6P would do the trick! And possibly go right into another clash on the way down, like Axl j.S vs Eddie j.K, and then into some landing fullscreen clashes.
  23. I thought AC changed the Clean Hit area from the kidney punch to the headshot It's definitely around the neck somewhere, but varies slightly depending on the character.
  24. You mean, like this? http://www.youtube.com/watch?v=FDWsdI5Bkp4
  25. Hey guys, just wanted to introduce myself as the new mod of the Online Play section. Though I figure many of you know me from #reloadonline already! Everybody has been added to the players list in the first post, which was last updated nearly two years ago. I also added in a description of each of the two main lobbies (nurupodensetsu and wingdreams), added in the official IRC channel, updated the FAQ a bit, and redid the formatting so as to not stretch the window. I'll do my best to keep this thread clean and relevant from hereon out.
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