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J4S*PlatO
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PostSubject: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:42 am

Is thers some crazy German here who is mad enough to translate this?

click here lol!

could be awesome if that is done, it'll take time, but it's worth it.
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'!'Ghost'!'
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:49 am

mh lol!
that's google's answer xDDD


1st Introduction:
First time:
Points are calculated from Base score multiplier times
The Base score is the sum of all the Trix found in the combo made.
The multiplier is the number of Trix.
Here are a few examples of how to reach 1 million:

100,000 x 10
10,000 x 100
32,000 x 32


With the help of this tutorial and a little exercise, it should be easy this goal, or even far more. Enjoy!
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:49 am

2nd First Base:
A combo should always be at least 3 by experts associated Reverts Lair Trix
(See 3) in a halfpipe start and then transferred into the line.
The base should always look like this:

1st 1080 ° Almost Plant Handspring layout + + 1234 (both Trix in a jump)
2nd 900 ° special grave
3rd 720 ° special grave


(Each connected by Revert + Manual)

Then you can either Revertollie (see section 4), or 1 or 2 540 ° special pins are connected, or over the line.
After a good base is already loose, incidentally 100,000 x 10, which is already one million in about 10 seconds:).
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:50 am

3rd Special Trix:
Lair experts Trix may be divided into 3 types.

-- Special flips:
This Trix bring ansich most points, but can not be rotated or kept. Therefore, they are not so high with jumps, where you eh not much, or could rotate. Furthermore, they are useful in places, where you can not shoot well, because you like exactly straight land.
Best special flips: Kick flip back flip, flip Misty

-- Special Spins:
This Trix during the execution can still be rotated (see 10), which points to increase substantially, so they will also bring more points than the special flips. The best medium for jumps, where you can reach 540 ° rotations, so it is well worth it.
Best special Spins: Handspring layout, 1234

-- Special Grabs:
This Trix as the spins during the execution be rotated and also by holding down the grave longer be what they Trix of the most powerful of the game. You use it, ideally at the highest jumps
Best special Grabs: Superhandclap, Assume the Position II, Christ Air, AC Air

-- Special Manuals:
.. übeflüssig are! They make you slowly bring only after a certain time points. But as long as you manualt eh! (See Cool

-- Special grinds:
Bring all the same number of points. Sold you more than 2 slots with Spezialgrinds your choice, preferably elect at least one of the foot position changes, eg Nose Grind to pivot. This automatically switches back to switch and when it executes, making it gets more points all the wear and Trix is reduced.

Notes:
-- We must always special Grabs key to the grave. Otherwise you can not!
-- Many of these come from Bonusskatern Trix (demoness, Neversoft Eyeball, Officer Dick). You can therefore only be used if you have this freigespielt!
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:50 am

4th Revert Ollie:
Revert Ollie means that after a Revert not the same as a manual is made, but immediately Ollie ausgefürt is, which is considerably less speed loses. This makes it possible Reverts more in the line or einzubaün eg A baseline with 5 discount Trix to make before it is too slow.
In the Pros Revert Ollie is often not as welcome as some of it for a Glitch, but it fits scho;).
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:50 am

5th The line:
The line is the most important! Who the Lines does not know is never good points on the board. It is virtually the optimal level line in the Grinds, manuals and airs the most sense. Of course, there are variations and you can also invent their own lines. Here I can only speak very theoretical, because the lines as I have said may vary. The simplest method, the best lines out is to watch videos Pro.

Important when the line is that the Grinds not too long, otherwise you lose too fast Balance (see 6). Dear many small Rails as a very long. This gives you then speed, which is important in order to make the air.
Airtrix can to 3 species in the line built:

-- Wall Rides:
Wall Rides are a very good way to einzubaün Airs. Whenever you see in a normal straight wall past, you can make quite a Wall Ride + Ollie (Wallie) + 540 ° special spin out.

-- Quarter Pipes:
At Quarter pipes can depending on how fast it is 720 ° or even 900 ° Airs be executed. The problem is that the Revert. Furthermore, you do too many pipes in the line, one loses too much Geschwindigtkeit, which is generally shit ever.

-- Kickers, ramps, slopes, depths and edges:
At many points in the levels there are opportunities that a very high jump, for example, Rails at the end bent up. This can be very slightly different Spezialairs. Stay on such bodies and tries to use them. From time to time can be a pretty good kick flip back flip, when one of elevated herunterspringt points, eg by electricity lines in Rio or the lamp in the Airport. Stay tuned for something.

After a one Air is mostly slow. Therefore, a Rail reached to return quickly. In addition, attempts will also offer opportunities for Shufflen (see 7) or bounce (see Cool einzubaün to the multiplier should be increased.
A line is initially good times when Base score and multiplier equally fast rise, for example, 150,000 x 150th Sowas as 30,000 x 250, or 500,000 x 100 would benefit from a badly unbalanced Line testify ... Wink.

Are you are already so good that it reached 251 multiplier, you should vary your lines so that the base score rising faster than the multiplier, so you have more points you can get, because multiplier 251 is the end! (11) To the multiplier should be kept very low on their Shufflen and small flips during the Bouncens refrain, but this is as I said only relevant if it has already can reach 251 multiplier
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:50 am

6th Balance:
In principle, depending on your their skills have a certain amount of time, how long you grind the manual or you can keep balance. It is also not the way, but the time. The longer it grindet or manualt, the worse the balance. In addition, must always be taken to ensure that a neür Grind it begins, as the last one left off! Is z.b. Grinds at the end of the balance pointer far left, he is the next Grind at the beginning, also left. Therefore you should always try to end a pointer in front Grinds in the middle buxieren, or at least remember where he was, so that the next Grind can respond immediately. The same applies to the manual.
Here are some features:

-- Grind:
When you grind: Every time when a neüs Rail gegrindet there is a little balance back. Therefore, should always prefer many small Rails as a long gegrindet, since then every time something balance recovers. This does not, however, when on a long rail is important and often jumps weitergrindet, but quite the contrary. One loses in this extremely Balance!
To balance you have to win at least between 2 different Rails jump back and forth.
From the optimization Therorie this is the Shufflen emerged (see 7).
On a Rail and the same to jumpen and weiterzugrinden without first touching another is basically
very bad. This also applies if between manual or other Trix been executed, but it makes sense exceptions, if you like extremely slow. Then prefer once and quickly jump to the end grinden than ever on the rail to hang grind and too much time to consume.

-- Manual:
The Manual Balance is not so complex. Here, just briefly, and manuals on long distance Bounce (see Cool
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:51 am

7th Shufflen:
The Shufflen (some freaks also known as "stitching", "Railjumpen", "Jumpgrinden", or "Bumbumbumbumbum"Wink is the ultimate technology for quick scores crude to reach! It grindet a thick Rail (eg the flat Maürn in Rio), or 2 Rails, which lie close together in parallel (eg escalator railing at the Airport) and always jumps from one side to the other back and forth, left grinden, grinden right, left grinden right grinden .... etc.
With a bit of exercise doing it so fast that instead of a long Grinds just like 15 times Kissed The Rail. This balance is extremely get back (see 6), also increased significantly and the multiplier strong wins in speed.
The disadvantage is that if you very well, it can be quickly reached 251 multiplier, and then unbalanced scores like 30,000 x 251 and the combo gets quit, although still remaining balance.
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:51 am

8th Bounce:
Bounce means that the Manual for only a fraction of a second berüht the ground and immediately another Ollie + flip stunt, and then only for a fraction of a second and then Ollie manualt + flip stunt.
This is as good as Manülbalance not consumed, but still be very large distance! In addition, we increased the multiplier is good. Bounce should be one hand in order to overcome great distances and in principle at the end of each Combo, when the grind balance should be consumed and we therefore pretty much nothing else can do. This is mostly level, where you do not shufflen. Then Bouncet the multiplier is still high and the combo is completed.
A real Pro has obviously not necessary and is going down the line to 251 by;).
Instead of flips for more points can also be used Grabs
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:52 am

9th Normal flips:
Another possibility unexpectedly many points out is the replacement of the normal flip Trix. The Flips can be divided into 2 categories (actually there are 3 but this is not so important. Essentially, there are 2):

-- Quick Flips:
You can while Grinds rises up and running, but bring little points
Basically, you should prefer quick flips, because there is always risk, because of some small edge bailen.
Normally you have here Impossible or pop-Shove It. They express, however, only 100 points and after 10 times it has even only 10th
A 360 or a flip Ollie Airwalk, however, are the properties of the same, but bring 500 points and then still 50th Therefore, these should be on the top and bottom flip + + flip basket, because they use the most.
With a multiplier of 251 individual brings a flip of 360 points while a 125000 Impossible "only" 25100. The impact on the mass flips, during the combo performs significantly! Likewise, the other as kick flips or flip Heel Flip through example Varial kick flip or Invard Heel Flip exchanged.


-- Slow flips:
They can not be executed while Grinds and not to increases up. Z.b. if you from the bottom to a rail jumpt and such a flip out bailt man. If you but on the flat land they can be easy. Full sense are here Varial 360 and finger flip, each approximately 1000 points and bounce can be used. However, I should not be more than these two flips with slow show, as they always a risk and not really necessary, because you could instead also grabs as well.
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:52 am

10th Rotations:
Basically should rotations with R1 / L1, as you so 1st rotates faster and 2 verreissen not the bounce and wrong, because L1 and R1, in contrast to Steürkreuz no influence on the jump direction! Only with L1 / R1, it is possible a 1080 ° to land. This requires (sufficient speed and full special bar vorrausgesetzt) very early in the Pipe Plant a fast running. This jump extremely high and it remains almost for a moment in the air. Also, make R1 or L1 before takeoff hold so that the rotation automatically in the earliest moment begins. Then it is quite simply ° to 1080.
Also, make the jump to or from Rails, or the bounce at least 180 degrees - Drehunge made. Similarly, after Spezialflips which does not rotate during the execution, but still a little behind 180 degrees if we allow high enough. A Misty Flip + 180 ° brings almost twice as much as without a subsequent 180 degrees.
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:53 am

11st 251-Limit:
The multiplikator goes up 251! Then you can make Trix as many as you want, but it is always on the 251st The Base score but it can be increased infinitely. The problem with 251 is that after the reach of 251 times a glitch occurs, the points counting totally crazy play. Sometimes you will get nothing even more for his Trix, sometimes everything remains normal, but sometimes you get huge points eg 50000 Base score for only an expert Lair. This is definitely a Glitch and obtained in this way Score is worth nothing! Therefore Prospieler quit their combos in principle at 251, even if they could still continue. Now höhre scores but to achieve it is also worth more to the base score to put the multiplier and as long as possible to keep under 251 by example to Shufflen (see 7) and flip during the Trix Bouncens (see Cool waiver. There are also methods to provoke the Glitch, if at 246 - 251 180 ° grave Trix makes Glitch is the most extreme.
However, as I said bescheissen ...
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:53 am

12nd DAO:
DAO (Degree Add-On - German number-degree accumulation) is also a Glitch, but it is similar to the Revert Ollie tolerated because it is 1st can not always be avoided, 2 still is predictable and 3 requires much skill and not as z.b. the 251 - Glitch just lucky to somehow wrong Scores ausspuckt.
If one or more tricks without rotation, and then with a rotation so it may be possible that the game is counted as if all with Trix rotation has been, thus increasing the number of points can significantly increase!

This is always possible if between the first trick and a maximum of one rotation Move has been made (such as a manual, a Grind, or Air).

The easiest way to achieve DAO by trick and rotation between the manual only as short out that this did not appear!

Kick flip short Manual + + 180 ° Heel Flip
results in the advertisement:
"180 + Heel Kick flip flip"


The above shows that both Besispiel Trix than 180 degrees assessed, although in reality only the heel flip a 180 ° stunt. This gets you for the kick flip more points than normal.
In this way can all DAO - chains are generated by Bouncet and then a rotation.

However, a manual displayed the chain is broken and DAO does not work.

DAO with special flips:
The thick points are correct, by special Trix, in particular the Spezialflips implicated in DAO. They express the most points, but have the disadvantage that they can not be rotated.
Using DAO can have weakness of Spezialflips neutralize and make huge points by using a Wallie + Special flip out again just makes the manual that he does not appear and then using a 2nd Wallies a quarter pipe or a 540 °, 720 °, 900 ° or even turn out!

Wallie with Misty Flip Manual + + short Wallie with 540 ° Handspring layout
results in the advertisement:
"540 Wallie Misty Flip + + + Wallie Handspring layout"


There may be more special Flips added, all as 540 ° Air count.

DAO with manual or Grind:
It is even possible, DAO to achieve, although it is between the Trix a long manual or even a Grind makes when it pays for the trick during the rotation waived. That can sense, if you z.b. Wallie after a first with a long Manual down a slope or a speed record Grind wants to be in a pipe to get more rotations.

However, after a long manual or a grind tricks no longer be executed, but only short manuals which are not displayed, and the rotation. Before the manual, and were the Grind may be wise to normal DAO - chains are produced.

Wallie with Misty Flip Manual + long pipe to drive + 540 ° spin without stunt
results in the advertisement:
"540 Wallie Misty Flip + + Manual"


Pivot DAO:
Pivots allow manual long run without having to display them. Instead, the pivot will be displayed and DAO works even with trick in the rotation.

Misty Flip Manual + long pipe with Pivot to + 900 ° Super Handclap
results in the advertisement:
"900 Misty flip Pivot + + Super Handclap"


The downside to pivot DAO is that the pivot balance extremely consumed, it is the pivot away, but the trick during the rotation waived.

Where exactly DAO possible variations in what is the best try, we can not just looking at the levels. In addition, you can see in our videos (especially in Cruise Ship, Ross Well, Foundry, Airport and Rio) DAO in action. Who exactly it respects knows now why the videos are now partially spin without stunt has been made;).

btw: Many pros are against the use of DAO Scores. But points from 100 million are in most levels without DAO hardly possible.
I personally favour DAO, as it as just mentioned a lot of skill and creativity requires!


So I think that was the most important as what one needs to know. Have fun and good luck! And never forget .. Practice makes Pro!
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeWed Jul 16, 2008 6:54 am

THATS TRANSLATED BY GOOGLE!!
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J4S*PlatO
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PostSubject: Re: Tutorial; Will Help Clan Members   Tutorial; Will Help Clan Members Icon_minitimeThu Jul 17, 2008 4:37 am

lol!


THANK U
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