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Teyah

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Everything posted by Teyah

  1. Hooray, changes! It's a good bet that Arcsys noticed that the game would become an unreactable overhead fest when played with the extra input lag on PS3/360/TaitoX2 + LCD compared to PS2/Naomi + CRT, so they're making some much needed changes. I fully expect to see standard reactable overheads (dusts, command normals, overhead specials) to be slowed down by like 5 frames or more in order to accommodate for the current lag generation of consoles + displays. Judging from the initial video, Ky's new FB Greed Sever is 28 frames which is a whole 10 frames slower than the standard AC Greed Sever. Expecting to see more of this.
  2. Thanks, and I'm sure more people will pick up this game once it gets the 360/PS3 rerelease. I'm actually planning on updating the guide for the rerelease, to comment on the changes from the PS2 release. Buffed 6K is going to be ridiculous.
  3. Are you all ready for superpowered SS tier Eddie and Testament with unreactable 6K/6P overheads due to 4 frame input delay offline for modern consoles? Who needs Millia for unreactable mixup, let's give it to half the cast for free! SO MUCH HYPE
  4. Yes it is for real. TKBM is 16F with a delayed cue (reaction block not happening) and 6K is 20F with no discernible early cue (good luck). And no, you haven't.
  5. It's not that tough to learn how to play at a decent mid level in GG. If you put even half of the energy into learning the game at a competitive level as you do into fawning over the game's aesthetics, you might be able to get a start on tiering these modes for yourself. Or more likely, realize just how pointless the endeavour would actually be.
  6. R.F used Faust, yeah. In casuals he was playing Eddie too and it was interesting to watch/play against. The guy was playing like a total random crazy american when he used Eddie, IADs and j.Ks and raw 236K summons all day, no respect at all. But it worked because his spacing was so good, even if his Eddie strings were not. I only saw him lose like 3 rounds in total out of 10 games with his Eddie. But woki says he bodied him, so that is good! Cranbrook is roughly 10 hours away from Vancouver by car, and I will be working the rest of the month... so this wouldn't be a great time to meet up I think. I am planning on moving into either Vancouver or Calgary within the next 6 months so that should make it more feasible to meet up with you guys more often. I miss cities
  7. Thanks! GG tourney had 97 entrants I think. Bracket is up here: http://img197.imageshack.us/img197/784/ggxxacevobrktfinal.gif
  8. So I heard through the grapevine that Robo Alex blocked a shit ton of 30 frame overheads and proved that oki is meaningless in Blazblue and all you need is dat priority in the end. I actually didn't see any of it though, despite being there live. Good job Spark!
  9. So I ended up facing Kayo Police in my pool's losers' bracket semifinals and yes, I won (CQC BAYBEEEEEEEEEEE) Afterwards she forced a hug on me and I was incredibly confused. Also her camera guy was recording the whole thing (match and all; it was hype) so I will be all over Japanland soon if not already! Stefan, look for me on Kayo's TV show please~ :grin: 13th for GG and (I believe) tied for 64th in MvC3. Not bad when Marvel had something like 1500-1700 people. Didn't make it out of my pools in AE though, lost to a Rose player after eliminating Kayo. In AE, I lost my first game to buktooth who just ran over me with Ibuki vortex. Then in MvC3 I was eliminated by famed JO player Stone Nguyen. Viets 2, Teyahs 0. As for the rest of the summer I am working, bosses so angry that I took off for a week. And man, what is with these new smilies :roll:
  10. More than the tourney itself, it was great to meet so many of you guys that I've seen and chatted with over the years. The #reloadonlineers: Dodging Sanoshi, j.K spamming Blitz, and the twins. Dustloop peoples I've followed and chatted with on here in AKA, Elvenshadow, Hellmonkey, Mizerable, Spirit Juice and so many others. And after like 3 years, catching up with Washington (aka Korea plus a Sytha) scene. And I can't forget the Toronto crew, it was great to see Zeero, K2, Sapphire and co. again after four years. Keep playing guys. Oh and Stone too, even though we met late in MvC3 and you eliminated me, you are still a cool guy. I just hope that this community stays together long enough to survive until the next iteration of GG, whenever that may be. See you all next year!
  11. Hello twins, please add above guy for singles!
  12. :D I'm sure you'll recognize a couple (vaguely) familiar faces from the few tourneys that we've both attended. Toronto guys are coming for GG too and they actually still know how to play, watch out!
  13. I'm going because it's Vegas, and FYI my main game is mahvel (lol) Oh, and GG should be fun too! Hey sounds good! I am teamed with a couple Calgary guys, like 8 of us are coming down. But don't expect much, we hardly play anymore
  14. Kayo Police is in my pool for SSF4AE Get hype for mahvel Cirque de Soleil, Vegas here I come!
  15. NullDC has netplay, but you need to download reaVer's version of NullDC with the netplay patched in. Find it (along with other useful stuff) here: https://sites.google.com/site/ggxxaconline/setup
  16. Present day situation: - Matchmaking takes place on #reloadonline on irc.chatspike.net, port 6667 - No server program, no Kaillera (thank god). To play, you need to find a player, decide first who is hosting. The player who is hosting opens up nullDC.cfg and at the bottom, sets Hosting=1 and runs the game. The other player sets Hosting=0, Host=(other player's IP), and then sets the delay. Then the connecting player starts the game and it will join (or fail) - This should work for every Naomi game supported by nullDC, even CvS2 Also, moving this into the main AC Online thread, please ask technical questions there!
  17. Apparently Diesookay thinks that the reason most GGers haven't taken to BB is because we are "too old for playing games", and has nothing to do with the quality of said games.
  18. Is anyone else attending Stefan's wedding? I was going to book my stuff this weekend and thought that if anyone else was going, it would be nice to travel together so that we (I) don't get lost in Japan So, who else is planning to go?
  19. Yes, this is via the stopwatch test against a CRT. The original result I read on a hardware forum showed a variable delay of 0-45 ms. I don't have the link handy though, it was quite a long time ago. Quick google search came up with this though. Here's another test by someone else, that shows the same result. In pausing the video at various times, you'll either see zero difference, or the Asus VH236 being 40~45 ms behind. http://www.youtube.com/watch?v=6fe8GWgxPwA&feature=player_embedded On a side note, I went out of my way to scour for a native 720p monitor (a true 1280x720 native resolution monitor, not the 99% of "720p" monitors that are actually 1366x768 and scale the picture up to that res) and I've tested it to have about 10-12 ms average delay for 720p games -- by far the lowest I've ever seen on an LCD. Modern non-native LCDs average between 20-30 ms for 720p. If you're interested, run a search on "Gateway FPD1775W", though they're pretty rare these days.
  20. GG doesn't run any faster on PS2 than arcade or vice versa. The main 'speed' difference is that the PS2 games don't suffer from slowdown during superfreeze when projectiles or heavy effects are involved (see: Dark Angel, Ride the Lightning, etc). I think it's just you - there's no unexpected input lag on either Demul or NullDC from what I've experienced. Delay 2 on NullDC feels like Delay 2 on #R. If you're playing on any sort of LCD monitor, you'll have 1 extra frame of delay at the very least over a PS2 AC + CRT, and possibly more depending on the brand/quality of monitor. Even the "lagless" Evo monitors have been tested to have an average of 22 ms delay. This might be what you're noticing, you could try booting up #R PC w/Delay 0 and comparing the NullDC AC to that.
  21. Or if you're using a PSX/PS2 to USB converter, try these settings. For some reason the z/w axes are bound to the left stick, and x/y axes are bound to the right stick. And PS to PC USB converters when used with certain controllers (sticks and non DS2s) will bind to the left analog by default, which are the z/w axes.
  22. Yes Nigel, I did make SRK, and iplaywinner a couple days ago too. Only eventhubs has yet to post it, and I think it might have to do with the app not relating to Slow Fighter 4. Also: Is Ryu (BoF) gonna be in MvC3? Another list had Fou-Lu on it. Any truth? Faults now result in a fail of the test (no average computed) so that part is fine. So the median wouldn't give any new info, it would simply be the middle number that people can see by looking at the results - while going with the average encourages people to stay on their toes for all trials, while also giving new info! Also I added Haircar to the mix, now TK Bad Moon is essentially unreactable due to having a similar cue Shameless plug part N ... I was being trolled for 5 days?
  23. Updated with Haircar, and win (lose) poses, too! You won't be blocking Bad Moon so easily now, since you can't use the "in air" cue anymore - Haircar goes in the air too. Less wait time between attacks also. And for those who want to use stick, there's instructions for that now as well on the main page: http://www.teyah.com/milliablocker.html Direct download here: http://www.teyah.com/MilliaBlocker_v0.3.swf
  24. I'm curious as to the number of reports that have come in with ~14F averages due to TKBM. Just to be clear, you should rarely be faulting (say, 1 out of every 20 attempts at most) and reaction blocking every time. So I've updated the program to remove the average any time a fault is registered. Wondering if those 14F averages will hold!
  25. What am I supposed to be seeing in that youtube vid? Between all of the whiffed cr.fierces, sweeps, and axe kicks, I'm not entirely sure what you're getting at. Also yeah, from feedback I've been getting and my own results, TKBM is way too easy of a tell in this version of the program. I think it has to do with how I animated the jump so high, and how in real matches most TKBMs end up being superjumps that leave trails of Millia on the ground, making the cue for the jump much later than it would otherwise be. I'll have to look into this more.
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