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Blade

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Everything posted by Blade

  1. http://www.defconsoft.co.uk/hardware/controllers/interact-program-pad/ I've had this sitting in storage for a while since it's mostly for PSX games among other things, but then I remembered you could program inputs with it. And then I remembered how hard a time I was having doing inputs in AC. *evil grin* This thing can literally "quantify" how many spaces between inputs it takes to activate FRCs, buffer inputs, such as most TKs, and it can even Macro Negative Edge. The way it works is, you have two main "macro" buttons to set the commands to, and then the inputs are recorded either as a "stream" of inputs (either simultaneous firining input or sequential) or as "taps" such as for Airdashes. Held down inputs are simply pressed into the pad a certain number of times for the amount of time you want to hold down the direction. To do something like Stinger Aim: Macro: :b:x14 (that is press it 14 times) then press + or Keep in mind pressing the input 14 times doesn't mean 14 seconds or even 14 miliseconds...the charge input just takes about 14 input spaces according to the program pad itself. To Negative Edge Stinger Aim: Macro: +:s:/:h:x14, (don't press :s:/:h: during this input). Basically you press :s:/:h: along with the number of times you pressed as thats how long you hold it for (in fact since it is Negative Edge you don't even have to hold the Attack buttons as long as you would the directionals, so half of that or less would work too). It looks weird at first because Venom pokes his input (by pressing it down, you are firing it off). Now for something more complicated as a Macro, Chemical Love FRC! Basically once you set the activating Macro, you press each direction in the input separately in sequence, not like rolling of the thumb or stick, but as separate inputs, one at a time. To emphasize this, I'll put dashes in between the inputs. Macro: -----+ Or if you want to be sloppy about it: Macro: ------ (notice the difference? is input immediately after instead of simultaneous, yet in some cases this still registers). As for the FRC, there's a large gap between the inputs, and in order to fill the gap, the macro needs to know the space of time needed before the next input is fired. To do this, the Start Button is used with a <> divider to register separate inputs, or input gaps. For example, to input a Macro'ed Dash: <> This registers a gap in the inputs so that the macro releases instead of simply holding down the input like this: -:f: The end result is that you simply have someone holding for two input intervals. Now...onto the FRC itself: Macro: -----+<><><><>FRC To make things easier I mapped the P+K+S to the R2 button so in essence it's a Macro within a Macro. Notice that there are four gaps between the time the input itself is registered and the actual FRC input. I've been experimenting a little to see how complex the inputs can be made...here I added the 6FRC6 method of I-no's CLH Dash: Macro: -----+<><><><>+FRC<> So far I've only been able to get the "dash" to happen when I-no is in the air. I'm trying other sequences, but it would be neat if I could find the exact input timing for the dash. Also, I-no's low-flying Airdash: Macro: <>:f:x6 ( is held down for 6 intervals to let her fly up a ways), then <> (the actual airdash). And finally...a Macro for Dragon Install: Sakkai (since the interval between DI activation and the first hit in the combo is actually HUGE, we'll be using two separate Macros, one for DI, and one for the combo itself): Macro 1: -----+ (<>x50? the pad's macro memory doesn't go that high!) Macro 2: (press after the first punch of the combo): <><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><>-----+ A shorter version of the above: -<>x3--<>x6--<>x6--<>x6--<>x6--<>x6--<>x1------+ Anyway, I hope you liked my little scientific experiment of sorts...there IS a scientific way to measure inputs. I'm sure there's a more precise description of the inputs in the game's programming itself, but hey...it's interesting to be able to analyze this stuff from a gamer's perspective. I'm sure anyone who's ever built a joystick finds this interesting.
  2. Blade

    AC Kliff Thread

    I personally haven't heard anything of the sort. Source a.k.a. Article Itself, please. (Yeah I know it's from Famitsu, but so far I haven't heard squat).
  3. Blade

    AC Kliff Thread

    HAHAHAHAHAHAHAHAHAAAAAAAAAAAAA FIRST POST FTW!!! :psyduck: :psyduck:
  4. I'm getting really frustrated with doing A.B.A.'s rekka-inputs, I know it's negative-edged so the input happens after you release, but whenever I do it, whenever I have a spare Bloodpack and 50% Tension I end up accidentally doing her Goku Moroha input. I know the input is: 1) (Masshou) 2) (Fukumetsu) 3) (Dangoku) But I keep buffering this instead: x2 (Henshitsu OD) It gets to the point I do it in the middle of a combo and immediately have to waste a Bloodpack to save myself. While the OD may stagger someone nearby, it sucks to do it by accident and I end up wasting Tension, Bloodpack, and Health. Argh. If you guys can offer advice or know what to do when this happens, please let me know. I play a little ABA on pad, so hence you can see the origin of my problem. It's even worse when I try to do Dangoku FRC combos and end up doing this instead.
  5. http://www.frappr.com/?a=constellation_map&mapid=68720464222 Just add your Username/Location/Comment/Avatar whatever, and this will give you an idea of whose all in your Area for GG Competition! If you're having trouble just ask, and if you're having trouble with the Map in terms of directions, you can also contact members nearby and maybe even use Google Map as an alternative. This is also a neat thing in that it will show where the highest concentration of GG Players is and where it might be good to check out the fighting scenes. (Not limited to U.S., some players may be located in Europe and Japan)
  6. I've been meaning to ask this for some time now, but seeing as it doesn't come up that often, I never got around to it. I know there are moments when Dragon Install itself is useful, due to invincibility frames and whatnot, but the question is, what next? From what I gathered: Sweeps kill DI Tension Gain is good. You risk negative Penalty when time runs out and there's Counterhit status among other things. I don't really want to think of it as a desperation attack though, because in previous games it didn't act that way, and it was a pretty good way of psyching out the opponent, putting a little fear into them. So what do you guys suggest?
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