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6C will actually cancel into jump normals slightly earlier than it will allow canceling into specials. If you're doing the proper input for Swallow Moon (j.236C) and you get j.C, try to delay the input just a little more.
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While I don't have +R on Steam, I have done quite a bit of streaming with OBS and may be able to help. Since every different game seems to act differently, you'll have to experiment to see what you can get to work. You might have dramatically different results based on what OS you're using too. I'll try to list a bunch of things you can try that may help: - First try running OBS as Administrator to see if that helps (Right click OBS shortcut or exe/program and select "Run as Administrator"). - On Win7 I tend to have the most success with "Source: Add -> Window Capture" properly picking up a game. If that doesn't seem to be working you can also experiment with Game Capture. I tend to avoid using Monitor Capture, but use whatever works. If one capture type doesn't capture everything properly, try to see if another capture type does. - Toggling Windows Aero on/off will affect how OBS captures stuff with the above sources (Window Capture, Game Capture, etc), and will affect whether or not windows ontop of the application you're trying to capture will be captured or ignored. Sometimes games will be really picky and OBS will only pick them up with a certain source capture type, and with Windows Aero set to on or off. Make sure to experiment! - Sometimes changing the ingame resolution of a game while running will give incorrect binding boxes for the Edit Scene button in the Preview Window. Try to set the game up in the correct final resolution you want to use, then reopen it so it launches with the correct resolution/size to make sure you have correct binding boxes. Good luck with getting it to work!
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There's three possibilities that come to my mind: 1. Online/multiplayer nerves: just the fact of playing online or against human players will be enough to cause you to play differently and even input things differently. 2. You're doing a combo part based on a visual confirm, or visually waiting for a move to end before doing the next part. If you're online, you'll technically have to do the following input sooner than it looks on screen. The entire combo itself from start to finish is the same timing as offline, but the visual confirmation onscreen is off since your input is registered later due to latency. 3. Sometimes inputs get completely dropped when playing online, and will not register. This is a very very rare occurrence for me. Maybe it's more common if you're on wireless? I actually went through a huge period where I played a lot offline and did a ton of training mode. I could do combos easily 10 out of 10 times on both player sides (facing left, or facing right) while offline. Sure enough, when I went online, couldn't get a single combo down and it was pretty frustrating. When you finally get to play online, you have to learn a whole lot of hit-confirming and find out you need completely different combos for all the new situations you'll find yourself in. Also I can't emphasize enough, online nerves will do a number on you when you first start playing. For issues with one move coming out though? Save the replay for a match where you think you did the move properly, and check out the inputs when viewing the replay. If you absolutely think it's not online nerves and want to confirm it's really dropping inputs (dropped inputs would not display on a replay file), you can record a small resolution video with like OBS or something with a keyboard/input overlay or something of that nature and then rewatch the video. But a lot of times, online nerves will make you rush inputs and cause it to be sloppy in nature until you get used to it - at least that's what happened to me when I first transitioned online. Either way, good luck with your training! (PS: Some keyboards will only allow you hold/push x number of buttons at the same time on certain areas of the keyboard due to "wiring" limitations. While this shouldn't affect you from transitioning from offline to online, it's something to keep in mind.)
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Both polls don't list Platinum the Trinity as a selectable option.
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No problem! It's good to hear you got it working. Have fun! :3
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Just to be clear, BlazBlue won't actually see your Hitbox controller in it's controls setup. BlazBlue should be set to use keyboard controls. Then of course with Xpadder running with the keyboard keys bound for the Hitbox, the Hitbox controller will play BlazBlue through BlazBlue's keyboard controls. If it still doesn't work, the only thing I can think of is maybe running Xpadder as Administrator (as well as the Compatibility stuff mentioned before)? While I don't want to make it anymore confusing, there's an Xpadder option that returns the buttons to "Set 1" (if you have multiple Xpadder button sets) when you minimize/restore Xpadder. While this setting is highly unlikely to be the issue here, you may want to disable the option incase you were using any other Button set other than Set 1. The Option is located under Xpadder Settings (you click the little wrench icon to open up settings) -> Options -> Window: Return to Set 1 after minimize/restore.
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Since your Hitbox shows up in your OS, you can use a program called Xpadder (get version 5.3, it's the "legal free" version, and should come up in Search Engine Searches). Xpadder will allow you to bind keyboard keys to your controller's buttons. Pretty much just look at the keyboard controls in-game, then in Xpadder map your hitbox buttons to the keyboard keys. If you're using Win7/8, run Xpadder in Compatibility mode for "Windows XP (Service Pack 3)". Xpadder can be a little confusing to use at first, so if you need any help just ask - or look at quick tutorials on YouTube.
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I'm having a lot of fun just messing around so far. Go go Qdora! :3 I haven't had any issues with the sound. Assuming you're using Windows, you can try running it in various compatibility modes (ie: right click the game's exe, properties, compatibility tab, etc), not sure if it will help but good luck.
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Since I was actually interested in the percentages of the total, and calculated them all out, I may as well share them with you all. Just a useful perspective on the data - I'm sure it's usefulness could be argued either way. Converted to Percentages of the Total (with 3 significant figures) Also re-ordered by the new percentages of 800s. 08/02/12 PSR Totals (order by 800s) - Data from Kurushii's table above. [table=width: 300, class: grid, align: left] Character800700600Total Mitsuru1.30%2.77%4.31%2457 Aigis1.00%2.74%4.65%1205 S.Labrys0.664%2.43%3.32%904 Akihiko0.456%1.66%3.61%2410 Yukiko0.444%1.78%2.49%2250 Teddie0.391%1.23%2.40%1791 Elizabeth0.387%1.65%2.89%2842 Yosuke0.374%1.67%3.24%2406 Naoto0.361%1.32%2.41%1662 Kanji0.353%1.92%3.76%2553 Chie0.337%1.01%2.11%4450 Yu0.292%1.48%2.88%5483 Labrys0.0962%1.03%2.72%4156 [/table]
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[CSE] Platinum The Trinity Video Compilation
Ai replied to CakeWasBannedd's topic in Platinum the Trinity
Thanks for posting the videos! Just wanted to point out you have a small typo in your VS Hazama link: Time in the video should read 18m17s instead of 8m17s. The corrected link: www.youtube.com/watch?v=wMYflTZoCUI#t=18m17s -
I was messing around with this combo in CS2 - but before I go any further I'm definitely not a pro level player in terms of my input and combos, but here's what I was able to do: Against Noel (but not Tager) I was forced to add a dash after the first j.C, otherwise the first j.2C later down in the combo would whiff or blue beat - even if I was point blank. The first j.C I found doesn't have to be perfectly point blank (as long as you dash after it), you just need to make sure you connect it rather close to the ground. I was actually only able to really do one rep thus far. Timing the j.2C so that the 5A combos afterwards seemed to be the troublesome part for me, and I couldn't figure out if I needed to slightly delay before the j.2C or slightly delay the entire j.C>j.2C part. Either way, the timing seemed strict - for me at least.
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A move's entire recovery portion will not always act as counter hit state when hit upon. If you look at any character's frame data for reference (except for Valk, since we don't simply have all his frame data yet) you can see each move has a set amount of recovery frames, and a set amount of counter hit frames. While some frames of a move may overlap into both categories, usually some of a move's "tail" frames will often only be recovery frames and will not give a counter hit.
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(From: http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html ) Distortion Drives These attacks consume 50% of your Heat Gauge and are typically both damaging and flashy looking. These attacks also deal chip damage and deal 20% minimum damage.
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Sorry, I may have made a little mistake with my post with putting Hotenjin where "Stance B" should of been... lets just say I need a little sleep... Hazama can definitely choose his space in terms of fighting long range and short range, but in choosing his exact distance short range is where the trouble comes in. Where you're one step away from your opponent, or three steps, is really completely based on the flow of the two players. Nobody can stay the exact three steps away from their opponent at all times, of course players can try to be there as much as possible. This is where Hazama's short range mobility limitations greatly hinders him in my opinion. Most likely their opponent has a lot greater control in controlling short range distance due to Hazama's short hop dash. Also in terms of me saying Stance A, Stance C, and 3C being unsafe on block, I should of just said "unsafe". Since these moves are slow and predictable and can be easily interrupted. Stance A, Stance C, and 3C can be mashed out of since they are slow and their graphic is obvious. Where you are certainly right is, Hazama has amazing damage potential (regardless if we're talking about Stance B, or Hotenjin) off these moves. But it's what gives him his heavy damage mid screen, when compared to say Ragna's +4k combos regardless of screen position. Sorry on my extremely poor wording in my original post. Maybe I should go to sleep now. Edit: Replaced Stance D, with Stance C...
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To be honest, I think this small space is actually larger and more detrimental for Hazama than most people think. When Hazama is just pretty much out of his close poking range (5b for example), he is limited to his Stance A, Stance C, or 3c moves to try to poke for combos. The thing is, these are not completely safe on block. To make matters worse, in this range his drive moves lose nearly all of their hit and counterhit stun, and he has extremely low mobility while only depending on his "dash" hop. Also while Stance B can be a powerful tool, if you compare it to Ragna's Inferno Divider it starts to look very weak. Stance B has 8 invincibility frames and is limited to the ground, where Inferno Divider has 21 to 19 depending on C or D versions, and can be used in the air. Both of their moves are on unsafe on block. While some may think comparing it to Inferno Divider may be a little unfair, I felt it still demonstrated my point that Stance B is not the god-send move that some may be describing it to be. But rather, Hazama is pretty much dependent on using it to do his heavier damage mid screen. Edit: Replaced Hotenjin with Stance B... I need more sleep... sorry...