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		<title>Dustloop Forums - Guilty Room</title>
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		<description>The forum for general topics about Guilty Gear. Discussions on techniques, strategies, glitches, and match finding/tournament info, should be posted in their specific forums!</description>
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			<title>Trying to find an old CMV</title>
			<link>http://www.dustloop.com/forums/showthread.php?16380-Trying-to-find-an-old-CMV&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 15:32:55 GMT</pubDate>
			<description><![CDATA[I remember it was on one of the youtube accounts that got shafted, but don't know if it exists anymore... 
 
It was like 10 minutes long, Sol/Order Sol combos set to various Devil May Cry OST tracks (and had neat little transitions between the songs using special intros and whatnot, it was well put...]]></description>
			<content:encoded><![CDATA[<div>I remember it was on one of the youtube accounts that got shafted, but don't know if it exists anymore...<br />
<br />
It was like 10 minutes long, Sol/Order Sol combos set to various Devil May Cry OST tracks (and had neat little transitions between the songs using special intros and whatnot, it was well put together) so... I think that's enough info. Anyone remember what it was called, and/or where I could find it?<br />
<br />
...And while I'm on the subject, would anyone know where I can find &quot;AA&quot;, an AC Sol vid that was set to Sonata Arctica's &quot;Picturing the Past&quot;?</div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?2-Guilty-Room">Guilty Room</category>
			<dc:creator>Chrome Homura</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?16380-Trying-to-find-an-old-CMV</guid>
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			<title>Question About Forums</title>
			<link>http://www.dustloop.com/forums/showthread.php?16310-Question-About-Forums&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 02:46:48 GMT</pubDate>
			<description>Ok, basically a bit of history since this is my first post on the forum. Basically I first played BlazBlue on the 360 a couple of years ago when someone gave me their old copy on my birthday. I sold my Xbox at Christmas when I built my gaymen computer. I still have my old PS2 so I saw Guilty Gear...</description>
			<content:encoded><![CDATA[<div>Ok, basically a bit of history since this is my first post on the forum. Basically I first played BlazBlue on the 360 a couple of years ago when someone gave me their old copy on my birthday. I sold my Xbox at Christmas when I built my gaymen computer. I still have my old PS2 so I saw Guilty Gear XX &#923; Core Plus at my local game store and decided to pick it up because it is a predecessor to BlazBlue. (Btw I also played a bit of Melty Blood on my PC a while Back.)<br />
<br />
Basically I made this thread to ask one question. Do all of the threads talking about Accent Core combos and such apply to Accent Core Plus?</div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?2-Guilty-Room">Guilty Room</category>
			<dc:creator>Corpsezilla</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?16310-Question-About-Forums</guid>
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			<title>Operational Definitions for Gameplay Terms: The Project</title>
			<link>http://www.dustloop.com/forums/showthread.php?16239-Operational-Definitions-for-Gameplay-Terms-The-Project&amp;goto=newpost</link>
			<pubDate>Tue, 07 May 2013 21:16:47 GMT</pubDate>
			<description>*Mynus* brought up a good point about that article (http://www.dustloop.com/forums/content.php?517-On-Playstyles-and-Useful-Terminology) I just put up, which is that we should have an actual thread to foster some actual debate about what operational definitions...</description>
			<content:encoded><![CDATA[<div><b>Mynus</b> brought up a good point about that <a href="http://www.dustloop.com/forums/content.php?517-On-Playstyles-and-Useful-Terminology" target="_blank">article</a> I just put up, which is that we should have an actual thread to foster some actual debate about what <a href="http://en.wikipedia.org/wiki/Operational_definition" target="_blank"><i>operational definitions</i></a> we should use to talk about Guilty Gear, airdash fighters, and fighting games in general. <br />
<br />
I think <b>Dustloop</b> is as good a place as any to curate a <i>glossary of terms</i> that are <i>well-defined, consistent, and useful.</i> This will help us to <i>communicate clearly </i>about gameplay concepts, allowing the forum to be an even better <i>source of information</i> and discussion on the games we discuss here than it already is.<br />
<br />
Operational definitions are a matter of <i>community consensus.</i> We can eventually use the wiki to keep a record of terms we can agree on. But for now, let's have a thread about it. I'm going to post some terms I think are useful in a separate post, since what I'm <i>not </i>trying to do here is try to force people to use terms I personally like. But I <i>am</i> going to outline some guidelines for what to consider when <i>agreeing on the definition of a term</i>.<br />
<br />
<br />
<br />
<ul><li style="">An operational definition needs to be at least somewhat <b>measurable. </b>The very best kind uses <i>math</i>, but where that's not possible, it should at least have a <i>built-in metric</i> of some kind so that if people disagree, they can argue with <i>facts and data, </i>and we can reasonably expect there to be a <i>correct answer in theory</i>, even if in practice an agreement isn't ever reached. You should define terms with a <b><i>test that defines</i> <i>how they can be measured</i>.</b></li><li style="">An operational definition needs to be <b>consistent</b>. Terms that we have operationally defined need to mean the same thing every time. Obviously what the <i>overall implication</i> of something is can be context-sensitive, but the <i>terms themselves</i> need a 1-to-1 correspondence to other uses of the term.</li><li style="">An operational definition <i>ought to be <b>useful</b></i>. The existence of the term should make discussion clearer and should refer to something that comes up enough that we actually <i>need a definite word for it</i>.</li><li style="">Operational definitions of more complex concepts can and should be built, where possible, from <b>other terms we've operationally defined. </b>This allows us to have usefulness, consistency, and measurability all the way down.</li></ul><br />
<br />
<br />
As such, I'm going to start our <u><b>Glossary of Terms</b></u> with an operational definition that we all already (hopefully) use consistently:<br />
<br />
<b><u>Static Difference:</u></b> The number of frames of stun an attack causes, minus the number of frames the move takes to recover. In its normal use, <b>static difference</b> refers to this statistic in the specific situation of the attack connecting on its <i>first active frame</i> and being blocked by a <i>normal standing guard.</i> (Other cases of <b>static difference,</b> such as after the attack is <i>instant blocked</i>, should be <i>specifically stated.)<br />
</i><b><br />
<u>Frame Advantage/Disadvantage/Neutral:</u></b> The three possible states a <i>player</i> can be in in terms of strict <b>static difference</b>. The accepted notation is to say that someone is &quot;+/- <b>x</b>&quot; and sometimes E.G. &quot;on block&quot;, or &quot;on hit&quot; etc., where <b>x </b>is the difference in number of frames before each player can act. Thus, a player at +2 can act 2 frames before her opponent can.<br />
<b><u><br />
Situational Advantage/Disadvantage/Neutral:</u></b> The statistical likelihood at a given frame that, given a random choice of the available actions, one player will <i>win an exchange</i> (defined as connecting with an attack). Analogous to static difference but more complicated, as it includes ranges, invulnerability, etc. A player <i>can</i> be at situational advantage and frame disadvantage, but it is less likely.<br />
<br />
<b><u>Transition Model of Fighting Games:</u></b> A model of fighting games that talks about gameplay in terms of <i>transitions between <b>situational game states</b></i>, of the form &quot;S1 -&gt; S2&quot; E.G. &quot;SA -&gt; SN&quot; a move from s<i>ituational advantage</i> to <i>situational</i><i> neutral. </i>(Props to blitz on this one)<br />
<b><br />
<u>Pressure:</u></b> Actions taken by a player at <b><i>situational advantage</i></b> in order to remain at <b><i>situational advantage.</i></b> Or, in transition model notation (SA -&gt; SA).<br />
<br />
I'll keep stuff we seem to have reached a consensus on in this top post. As previously stated, any terms I'm personally coining, or offering a more (in my opinion) narrow or operational definition of than is currently typically used, will be posted as suggestions for community comment. I encourage anyone who wants to to contribute terms to be discussed here, and to criticize or voice support for any definitions that have been proposed.</div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?2-Guilty-Room">Guilty Room</category>
			<dc:creator>Digital Watches</dc:creator>
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			<title>Xbox Community</title>
			<link>http://www.dustloop.com/forums/showthread.php?16237-Xbox-Community&amp;goto=newpost</link>
			<pubDate>Tue, 07 May 2013 12:08:11 GMT</pubDate>
			<description>Quick question; picked GGXXAC up on Arcade, had a quick look at online and found precisely one player from Japan in Player matches. 
 
Is this the average population to be expected or are there simply certain times where population spikes?</description>
			<content:encoded><![CDATA[<div>Quick question; picked GGXXAC up on Arcade, had a quick look at online and found precisely one player from Japan in Player matches.<br />
<br />
Is this the average population to be expected or are there simply certain times where population spikes?</div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?2-Guilty-Room">Guilty Room</category>
			<dc:creator>OryxCallotis</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?16237-Xbox-Community</guid>
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			<title>Main Question</title>
			<link>http://www.dustloop.com/forums/showthread.php?16219-Main-Question&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 03:16:27 GMT</pubDate>
			<description><![CDATA[Not a pick a main for me thread per se, just wanted input from people who probably know this game better than I do. I'm looking to find the rushdown character in this game, though one who is different. I play Relius in CSX, and Yukiko in P4A, so I was wondering who had a similar style to them in...]]></description>
			<content:encoded><![CDATA[<div>Not a pick a main for me thread per se, just wanted input from people who probably know this game better than I do. I'm looking to find the rushdown character in this game, though one who is different. I play Relius in CSX, and Yukiko in P4A, so I was wondering who had a similar style to them in this game. In short, I guess it's someone who starts their pressure from far away and can lock the opponent down. Please advise.</div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?2-Guilty-Room">Guilty Room</category>
			<dc:creator>EmptySkyForm</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?16219-Main-Question</guid>
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			<title>Chicago Guilty Gear Stream</title>
			<link>http://www.dustloop.com/forums/showthread.php?16215-Chicago-Guilty-Gear-Stream&amp;goto=newpost</link>
			<pubDate>Sat, 04 May 2013 04:37:05 GMT</pubDate>
			<description><![CDATA[Hello GG fans. In hopes of helping the US gg community we bring to you our weekly stream. We are hoping to stream every friday (at least). We'd appreciate your support. :) 
 
http://www.twitch.tv/chicago_guiltygear_asylum/]]></description>
			<content:encoded><![CDATA[<div>Hello GG fans. In hopes of helping the US gg community we bring to you our weekly stream. We are hoping to stream every friday (at least). We'd appreciate your support. :)<br />
<br />
<a href="http://www.twitch.tv/chicago_guiltygear_asylum/" target="_blank">http://www.twitch.tv/chicago_guiltygear_asylum/</a></div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?2-Guilty-Room">Guilty Room</category>
			<dc:creator>Sym_</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?16215-Chicago-Guilty-Gear-Stream</guid>
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			<title>Gold characters unlock for accent core+</title>
			<link>http://www.dustloop.com/forums/showthread.php?16166-Gold-characters-unlock-for-accent-core&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 08:26:52 GMT</pubDate>
			<description>Can you unlock them like in X2 Reload by playing a set amount of hours or survival and story mode are my only bets? 
 
Thanks in advance.</description>
			<content:encoded><![CDATA[<div>Can you unlock them like in X2 Reload by playing a set amount of hours or survival and story mode are my only bets?<br />
<br />
Thanks in advance.</div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?2-Guilty-Room">Guilty Room</category>
			<dc:creator>harisnikolop</dc:creator>
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