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rtl42

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Everything posted by rtl42

  1. Hey guys, I'd like everyone to use this thread for asking any questions or makign any comments (tutorials? :grin:) about how you record videos and how you make combo movies. I'm also going to keep this thread stickied instead of having 3 or 4 loosely-related threads scattered throughout the board (and constantly referring people to those obscure threads). We just pruned all threads older than 18 months old, so we lost a couple of good threads. I'll try to have the information re-posted soon. There are also a few combo movie makers that hang around this forum, so hopefully they will stop by and drop a few helpful suggestions now and then :grin:
  2. rtl42

    Guilty Gear Videos on YouTube

    I've seen a lot of videos uploaded to YouTube over the past while, and there seems to be some interest here in having a reference for looking up GG vids on YouTube, rather than doing a search on YouTube itself, so that's what this thread is for. In this first iteration of a video link index/directory, please post links to any videos related to Guilty Gear (match, combo or miscellaneous) and include relevant info if possible. Combo Video example: Movie title (or filename if title is unknown) Author (or original host if author is unknown) Character(s) featured Game version (e.g #R, Slash, AC, etc.) Soundtrack info -- "Song name", Recording Artist (Album, if known) Match Video example: Characters featured Player names (if known) Game version Original host (e.g. GameChariot, A-cho, etc.) As we build up a solid number of links, I'll re-organize the thread as appropriate and eventually come up with a consistent format that will make it easy to look up videos according to, say, character, or game version, or possibly author/original host, etc.
  3. the name on his card (the name on the screen) says "arigatou... tsubaki" (Thank you... Tsubaki), but I can't find the player name elsewhere online. Sorry!

  4. rtl42

    Accent Core Players Guide

    it should be fine now. it's also accessible through the "Frame Data" link in the forum "menu" bar or w/e it's called (at the top of the page, just below the dustloop logo).
  5. rtl42

    [CSE] Hakumen Video Thread

    i googled the phone number, it's apparently some anime reference. no big surprise there.
  6. rtl42

    Guilty Gear Videos on YouTube

    i agree, it deserves its own thread!
  7. rtl42

    [CS2/EX] Hakumen Info and Discussion

    yes, from 90 to 100. h ttp://dustloop.com/guides/bbcs2/frameData/hakumen.html h ttp://dustloop.com/guides/bbcs/frameData/hakumen.html
  8. rtl42

    [CSE] Video Discussion Mk.II

    Thanks to jourdal for re-upping this to youtube: http://www.youtube.com/watch?v=hvLVbtnqf9A Any comments that I've inserted, which aren't in the original video text, are indicated by brackets []. ========================================== Summary of Glitches 1) Wallbounce Glitch [Example: Valk vs Bang.] Valk: No bug Valk: Uses bug The wallbounce glitch is a glitch where, if you satisfy certain conditions, attacks that would otherwise wallbounce the opponent will lose their ability to do so. Using Bang, I'll explain how this works in detail. Rule #1: If you put a grounded opponent into either hitstun or blockstun using an attack with the "pull-in" effect [here on, I'll just say "attacks that pull in"], then the opponent will be affected by the wallbounce glitch. While in this state, if the opponent is sent into the corner via getting hit by an attack that causes wallbounce, the bounce will not occur at all. This glitched state has a fixed duration, and once this duration is elapsed, the opponent will return to their normal, "un-glitched" state. [Example: Bang vs grounded Ragna in the corner. In both sequences, Ragna is affected by the glitch because Bang's j.4B pulls in.] Rule #2: If you put an aerial opponent into blockstun using an attack that pulls in, then the opponent will be affected by the wallbounce glitch. If the opponent doesn't block the attack while in midair, then they will not be affected by the glitch. [Example: Bang vs jumping Ragna in the corner, again using j.4B. On hit, bounces as usual; on block, doesn't bounce.] Rule #3: If the opponent is affected by the wallbounce glitch, and you then hit them (regardless of whether they successfully block or not), the glitch state will be removed. However, if you hit them with an attack that puts the opponent into midair, the glitch state continues. [Example: Bang vs standing Ragna in the corner. Bang puts Ragna into the glitch state using j.4B, but then hits him with a move that keeps Ragna "grounded", before knocking him into the corner, thus causing Ragna to wallbounce as normal. In the 2nd and 3rd sequences, Bang follows up j.4B using an attack that knocks Ragna into the air, so Ragna fails to wallbounce in this situation.] This concludes the explanation of the conditions for which the bug will occur. With that said, let's try to cause the bug to occur with several characters. [Example: Noel vs Arakune.] Noel: No bug Noel: Uses bug [Example: Lambda vs Hakumen.] Lambda: No bug Lambda: Uses bug [Example: Carl vs Tager] Carl: No bug Carl: Uses bug Follow-up Remark on using Carl to cause the wallbounce glitch: || [ = Nirvana; = Tager; = Carl; || = corner] In this situation, from Nirvana's POV, Carl's attacks appear to "pull in" (towards Nirvana), so this is why the glitch occurs. [Example: Bang vs Valk.] Bang: Uses bug Follow-up Remark on using Bang to cause the wallbounce glitch: When you remove a GP and then teleport behind the opponent, the knockback from stuff like IBing or throwbreaking makes it look like an attack that "pulls in" from Bang's POV [post-teleporting]. [Example: Bang vs Valk, starting from a throw break. 1st sequence shows the above remark in action. In the 2nd sequence, the bug does not occur.] 2) Camera Scroll Glitch This is a glitch where, if you cause the camera to move a lot right when the camera tries to return to its original/previous position after a super that causes the camera to move/shift (Arakune's "f of g", etc.), the camera won't scroll properly. Seeing it is probably easier/faster, so have a look. [Example: Arakune vs Valk.] Camera: no problems Camera: not scrolling correctly [Example: Bang vs Valk.] 3) D Confutatis Maledictis (236236D) Glitch [if there's a good abbreviation for the name "Confutatis Maledictis", plz let me know lol.] If you hit Tsubaki with very specific timing during 236236D, then only the attack's visual effects will remain [no hitboxes]. Courtesy of: tyty [Example: Tsubaki vs Litchi. Litchi uses Daisharin to interrupt Tsubaki just before the 2nd hit comes out, causing the glitch.] Doesn't look like there's any hitbox. You can even do it more than once. Follow-up Remark: On portable versions [i.e. PSP version I guess], possibly as a result of the device's processing capability, if you create too many orbs using the above glitch, [some sort of] processing errors will occur. The limit is more or less 10 orbs. On the arcade version, no errors occur with increasing number of orbs, and there doesn't appear to be any limit to the number of orbs. [Example: lol.] Created by hima
  9. yeah, it's CS2 data. look at the URL, the folder name says bbcs2, and the data is the CS2 data.
  10. rtl42

    AC Millia: Official Changes & Frame Data

    A revision of the Millia frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info (from the guide) are listed as follows: j.D: Changed Cancel to "CJR". Throw: Changed Damage to 50. Lust Shaker: Changed Recovery to 5. Iron Savior: Changed Active to "Till reaches corner". Changed Recovery to "18 + landing 8". Silent Force (S) and (H): Changed Active to "1 (1) x n until hits ground or corner". Aerial Pretty Maze: Changed Recovery to: "landing 12". Winger: Changed Guard to: "HLF x5, HF". Changed Recovery to "landing 30". Gatling Table: Removed extraneous "5" notation for neutral attacks; renamed columns. Added K-D, 2H-D. Removed H-6K, 6H-6K, 6H-c.S, 6H-f.S, 6H-2S, 6H-H, 6H-2H, 6H-D, 6H-2D, j.K-j.H. 6H is not JCable. Aside from the above, although I can't say there were any errors in the original translation, several Comments were re-worded/-interpreted, and in a couple of instances I think some small bits of info were added (e.g. how the SD for certain moves are calculated). But like I said, the original was mostly correct, so this isn't a huge revision/update or anything.
  11. rtl42

    [CSE] Hakumen Video Thread

    some players actually suck, but don't forget that not all recorded matches are from tournaments, some are from casuals, so people will be more likely to screw around and maybe try something out that they wouldn't have tried in a tournament match. also, even if a Hakumen player is "good", they'll look like garbage if their opponent is much better (as a player) and outplays them the whole match. maybe you've been accounting for that, but just in case you haven't, i thought i'd post.
  12. rtl42

    [AC] May 101: A Primer for Newcomers

    (May mods, if this post is out of place, please let me know and I can move it elsewhere for you.) A revision of the May frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info (to the guide) are listed as follows: j.P: Changed Cancel to CR. j.K: Changed Guard to HA. j.S: Changed Guard to HA. j.H: Changed Guard to HA. j.D: Changed Cancel to cCJR. Changed Guard to HA. Mr. Dolphin (Hor) (S) and (H): Added: "Untechable for 20F." Restive Rolling: added: "During the first 2 active frames, untechable time is 40F." Aerial Restive Rolling (H): Added: "SD is for the fastest possible RR from the ground (Startup 19)." Direction Change: Added: "Max of 3 consecutive Direction Changes possible." Hakushu de mukaete kudasai: Changed to "Applause for the Victim" as per the GGX2 manual. (This move is somehow missing from the AC manual.) Attack was re-classified into two attacks, as follows: (TG, GB+ and GB- values are based on the mook info; complete guide has no such values) Go, Mr. Dolphin! (Hor) (S) and (H): Added: "SD is based on the fastest possible case from right next to the opponent." Great Yamada Attack: Added: "For the 11 frames following the super-flash, the opponent is frozen. The whale goes through projectiles." Chouzetsu Monzetsu Kirimomi Daisenpuu: Changed name to "Super Screaming Ultimate Spinning Whirlwind" as per English manual. Added: "Dizzy modifier x0." Deluxe Tile Bomber: Added: "Goes through projectiles." May to Yukai na Nakama-tachi: Changed to "May and the Jolly Crew" as per English manual. Added: "Whiff animation: 23F. Can also be input as 6321463214H." Edited the footnotes: "*1 Landing recovery on whiff can be cancelled with anything except for ordinary movement. On hit or guard, landing recovery is 5, in crouching state. FRC window is 10-12 frames after hitting or being blocked. Minimum charge time of 30F." removed *2 due to breaking up Applause for the Victim into 2 attacks. Gatling Table [*]2K, H are not JCable. [*]2H is special-cancellable. [*]Added 2S-H, 2S-2H, 2H-D, 2H-2D.
  13. rtl42

    WANTED: Translators for BBCS2 Mook

    is this high enough resolution? h ttp://iplaywinner.com/storage/logos/blazblue-continuum-shift-2-arcade-logo.jpg
  14. rtl42

    [CSE] Hakumen Video Thread

    http://www.youtube.com/watch?v=ym4dnHm8Dl4 Red Hakumen is Tenchi, white Hakumen is Kakyuu, yellow Hakumen is Zu~ru/Zuuru.
  15. A revision of the Ky frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info are listed as follows: P:"G" cancel is "C". H: recovery is 12, not 19. Stun Edge Charge's comments now include: "In CH state from 1-30. Follow-up attack can be input from 9-27." H VT: Startup is 11, Active is 4. For all of the supers, reversed the startup sums. Added: "Throw invincible from 15-19." to RTL Comments. Added: "Floats on hit, untechable for 45F." to Aerial RTL Comments. Gatling Table Tested and revised P-S, 2P-S, 6P-S, K-S, 6H-S to P-c.S, P-f.S, 2P-c.S, 2P-f.S, 6P-c.S, 6P-f.S, K-c.S, K-f.S, 6H-c.S, 6H-f.S. (this may have already been implied in the previous "X-S" notation, but adding both c.S and f.S makes it 100% clear) Added 6P-H, K-D, 2H-D. Also, I noticed that your browser encoding has to be on some western/US format for the plus-minus signs in the SD columns to render properly, so if you notice a strange character in the SD columns of P and 2K, try using US ASCII on your browser.
  16. rtl42

    [AC] Video Discussion Thread

    what do you mean by "the ones from Nicovideo as well"? nico has videos from all kinds of players, from across the country (kind of). do you mean does A-cho also upload its footage to nico? anyways, A-cho has high-tier players, although it also has mid-tier players, so you'll see some of both. keep watching and you'll become familiar with the good players.
  17. rtl42

    [CSE] Hakumen Video Thread

    probably "kogatan fu (bu?)hiiii...". The entrant roster is here (Japanese): ttp://www.a-cho.com/ac/201101_06/bb20110321.html This guy is "Kogatan no Musume" lol, but it's not Tenchi; Tenchi was on a different team.
  18. rtl42

    [Accent Core]Sol Badguy (Official Changes)

    A revision of the Sol frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), as well as a handful of typos and inconsistent usage of notation. Actual errors and new info are as follows: Grand Viper active frames: 4x3, 2x3, 7, (19)3 Gunflame Feint: does 8 damage (not 60). Startup: 13; Active: 2; Recovery: 17. Knockdown's Guard entry is "HF". Bandit Revolver (DI)'s Guard entry is "HLA". Bandit Bringer's Guard entry is "HA". Ground bounce is for 140F. Comments: "Causes slide state on hit for 65F (slides for 50F)." Riot Stomp's SD entry (irrelevant as it is) is "-4~". The Guard entry is "HA". Fafnir's Active is 3, Recovery is 17. Comments now say "1-7 invincible to throws". Tyrant Rave's Comments used to say: "Hits 2-5 can pass thru projectiles", yet the guide doesn't have this, nor is there even a 5th hit of Tyrant Rave. Looked suspicious, deleted. Tyrant Rave ver. Beta's Comments now say "1-8 strike invincible". Added frame data for new move: Added note (at the bottom): "How to score Clean Hits: For GV, hit with the point of the hilt. For SW, hit with the end of his arm. For Fafnir, hit with the upper part of his fist. Hit stop from Clean Hit is 27." Gatling Table [*]Added 6P-H, 6P-2H entries. [*]Removed K-2K entry. Cleanhit Diagrams: new link to page with sprite images of the cleanhit boxes of every character. (made using sprite images and MS Paint lol) -> In the complete guide, there is a series of very small pictures in Sol's section that shows the cleanhit boxes on every character (too small to be worth scanning, trust me!). Not only that, but the pictures are in-game screenshots of the characters in a very specific animation frame (which I have used in the current diagrams), on a particular background (Slash Axl's stage), and the colour of the box is a shade of yellow very similar to Millia's hair, so for a handful of characters, the box was a bit difficult to eyeball because of the terrible juxtaposition of colours (snowy background, costume colour, bare chest, etc.), and it may not be entirely precise. My apologies in advance!
  19. rtl42

    WANTED: Translators for BBCS2 Mook

    yeah those are the same numbers as in CS1. again, don't know where the wiki got its numbers, so as always, extra corroboration would be appreciated. well just in case you're curious, apparently on p.66 of the mook, the input for Cavalier is mis-printed as 236236D, whereas it's 236C, but our frame data already has that listed correctly.
  20. rtl42

    WANTED: Translators for BBCS2 Mook

    the way it's written in the frame data comments in the mook, the following attacks have specific curse gauge values given: 5D 2D 6D f of g However, on the Japanese wiki, it says that it gives 30% (30,000) curse gauge on hit, and 15% (15,000) on block. http://www14.atwiki.jp/arakune/pages/77.html -> JD I'm not exactly sure where the wiki gets its numbers, but it would seem that the mook has a mistake, there. --------------------------------- On a related note, I checked the list of mook errors on the Japanese BB wiki, and there were just a few listed: Taokaka - 2A is actually a low. Arakune - 6D can be blocked in midair and standing. Bang - 6C can be blocked high and low. (There's also an error in Lambda's movelist, but that doesn't show up in the frame data scans, so no big deal, here.)
  21. while i think summarizing "tachimawari" as "skill" is quite misleading and misses the whole point, i suppose i misunderstood that you understood what it meant. sorry about that.
  22. rtl42

    [CSE] Hakumen Video Thread

    if you're talking about what i'm thinking of, then it often has to be a JCed running jump before that second-to-last j.2A you wrote.
  23. no, tachimawari is quite broad, and although skilled players have better tachimawari, they are not the same. although it fundamentally means how a player moves his character around the battlefield (with respect to his opponent), it incorporates ideas like poking, zoning, AA, pressure, turtling, runaway, punishing, and basically reading your opponent (and what they'll do next). http://www.kakuge.com/wiki/body.php?word=%E7%AB%8B%E3%81%A1%E5%9B%9E%E3%82%8A
  24. rtl42

    [CSE] Hakumen Video Thread

    the corner combo: <starter> -> Renka(1) xx Kishuu -> 6C ... requires you use the quickest 6C. at least in my personal experience, even if you hold down the C button a bit too long, your sword will completely whiff. he landed after the FC Hotaru, just btw. funny set of matches against that Plat, I get the feeling the Hakumen didn't use his card so that he could intentionally lose and not affect his PSR lol.
  25. rtl42

    [CS2/EX] Hakumen Info and Discussion

    i'll double-check that. it might be my imagination, but there's something about the hitboxes when they fall down that seems different from before. might just be me, though. speaking of which, what does the "spin" duration (80F for 6D) mean in the frame data -- from when the 2nd hit of 6D connects until the opponent hits the ground? or does that value include the time lying on the ground?
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