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AtrixWolfe

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About AtrixWolfe

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  1. AtrixWolfe

    Using rhythm to help learn combos

    So for all thoughts and appearances, it appears, yes people do this. And yes having a tool that has THE timing down so you can listen to it would enable people to learn faster. Now the question is finding time to do it. I planned on doing it in C, but the mention of a program that already does something similar (stepmania) got me thinking I might be able to just throw together partial programs out there and get one working. Integration > programming from scratch. Also, I third the notion of having vocaloids sing combos
  2. AtrixWolfe

    Using rhythm to help learn combos

    My thanks. I mispelled rhythm too :P If you could fix that I will bow to the mighty frog :D Now... since this got derailed, I'm going to set us on track again. I'll update the main thread for clarity.
  3. AtrixWolfe

    Using rhythm to help learn combos

    While I agree, I'm not talking audio cues in the traditional sense, but your own personal sense of rhythm. Like. You are singing a song to yourself in your head when you do the combo kind of thing. Like my example above in the parry loop.
  4. AtrixWolfe

    Using rhythm to help learn combos

    I can explain it better if you need xD But basically, every combo in BlazBlue has a timing, or rhythm to it. If we standardized a way to record movement inputs, and turn them into sound files that would emulate the clicking you hear when someone is performing a combo, it would be a great learning tool for all tiers of game play, but especially beginner and intermediate players. Stuff ~ Never heard of it o.O wiki'd it, might be an interesting movie. I agree it's about remembering the motions. But muscle memory isn't always going to get you there and muscle memory is developed in the first place through SUCCESSFUL repetition. It isn't so much the audio cue's in the game, but the rhythm in which you enter in the inputs. Like, for the parry loop I think, dun, du-du (98746) dun, du-du and so I am hitting b, c, c at that tempo and I can hear the buttons being pressed at that tempo and s helping a ton. Thanks man :D If made might you use it? I already have an idea for the tones I could use: Key of C Taunt: Octave above middle C A: flat 7th above middle C B: the third above middle C C: middle C D: fifth below middle C Directional input: 1 octave below middle C In addition the start of each keypress would be accompanied with a clack or a drum. Perhaps as following: Taunt: Closed High Hat A: Small Tom B: Medium Tom C: Snare D: Floor Tom or Bass Directional: cymbal? All that might get too confusing though, so a generic clack could be used.
  5. AtrixWolfe

    Using rhythm to help learn combos

    rhythm, the more I practice and I understand of the game, the more I understand how important remembering beats are, not just combinations of keys input at rapid succession. On that end, I think my ability to comprehend new combos is greatly increased if I can view the entire combo and hear the audio cues, and even more so, if I can see a video with the player doing the combo and hear the clack clack of their inputs being registered. Then I turn this into my own little song of comboing :D Sooo I play guitar, piano, and a few other things, and I have a drum set I'm in the process of learning on. But my idea is thus, what if hard combo strings, like the parry loop and taunt loop, had little mp3 files with them in guides. We could even give each beat a different tone for each key being pressed. For instance, a would be a higher more trill note, while d would be more bass. I'm unsure what to do with the directional input at this moment. But maybe some kind of constant sound for when directional input is being done, and you'll just know what it is. Then when learning a combo, someone could make the mp3 file for you to hear their timing. I'm a computer programmer too, so I might even make some kind of program that can facilitate move entering and turn it into this sound file. Which you could then loop, listen to on the subway and learn combos all day hehe. Anyway, does anyone consider the idea to have merit? If it existed, might you use it? I find audio queues MUCH easier and more consistent than visual ones. Maybe that is just me? Re-clarifying the thread which was derailed The Idea: A software that will take user input from complex combo strings (Like Tao's taunt loop or the parry loop), from people who do it with 100% efficiency and rendering a sound file from this. This sound file can then be used to help train players. The Implementation: It will use clacks or drum sounds for each input, as well as pitches/tones for each key. (For non music theory in know: middle C is the key in the middle of a piano and third, fifth etc are in reference to the major C Scale) A: Flat seventh above middle C B: 3rd above middle C C: middle C D: fifth below middle C Taunt: Octave above middle C Directional input: octave below middle C Drum Sounds or clacks will be played at the start of each input. Difference to tones may be made to make differentiating easier. But the main aspect is and always will be the drum. The tones are merely to help remind you what is being pressed at any given time. The Question to You: Would you use such a tool? And if so would you use it in training? Or simply out of curiosity? I was thinking of making a standard preset. But too I could alter the scale and drum sounds to make Blazblue combos sound like various genres of music. Using the classic scale I could make it sound normal. I could use the jazz scale and jazz drum usual for a jazz version, and the pentatonic and blues scales for rock and blues versions. A problem might be too many sounds going on too quickly to recognize, in which case I would set drum sounds to just metronome sounding ticks.
  6. AtrixWolfe

    [CS1] Taokaka Combo and BnB Thread

    I'm not good enough yet to do all the combos, I'd need help of better players to compile it but I can start one
  7. AtrixWolfe

    [CS1] Taokaka Combo and BnB Thread

    Has anyone made a combo list with all the damage ratings? Or at least compiled a list of both taunt combo loop and non taunt combo loops with different starters, and listing the highest damage combo for each one?
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