Home

Head Movement: Final Boss Thread

This is a discussion on Head Movement: Final Boss Thread within the EA Sports UFC forums.

Go Back   Operation Sports Forums > Combat Sports > EA Sports UFC
2025 Sports Video Game Predictions
The Operation Sports 2024 Game of the Year Is EA Sports College Football 25
College Football 26 Must Do More With Transfer Portal
Reply
 
Thread Tools
Old 01-10-2018, 10:01 PM   #657
Former EA Sports UFC Gameplay Developer
 
GameplayDevUFC's Arena
 
OVR: 0
Join Date: Jun 2014
Location: Vancouver, BC
Posts: 2,840
Re: Head Movement: Final Boss Thread

Quote:
Originally Posted by Phillyboi207
Wouldnt the response times be drastically different? For fighting games reactions play a big part and lower fps means slower reactions.

Every competitive arcade fighter is 60 fps and the pros all notice a difference if a game isnt consistently at that ratee
I'm not saying you wouldn't notice a difference, I'm saying there's nothing stopping you from building all the exact same mechanics that would function just as well.
GameplayDevUFC is offline  
Reply With Quote
Old 01-11-2018, 12:51 AM   #658
EA Game Changer
 
Solid_Altair's Arena
 
OVR: 0
Join Date: Apr 2016
Re: Head Movement: Final Boss Thread

Quote:
Originally Posted by SUGATA
Tell me the game which shows frame data log for analog sticks?

My example (1 frame Akira knee): please open the link and read... text is in english. Really. It seems you even dont read my explanations.
In short: no timing, just as quick as possible movement: on gamepad click square + triangle, then during 1 frame release triangle while keeping holded square button. The best way to do it - by sliding and keeping the finger on square. 1 frame... very difficult to do = lightning move.
No way to do it for RS edge-to edge, especially when you are doing the series of sways in match.
I'm pretty sure Soul Calibur and Skullgirls have that feature in the training mode. I'm not sure if the inputs are displayed frame by frame. Aaaaallllmost sure that is the case on Soul Calibur, though, as it shows you when inputs are made on the same frame, like a direction and a button. So moves require that precision.

Is the difficulty of the input in tapping the button quickly enough? In holding the input or a specific (short) amount of time? Or in pressing both buttons at the exact same time?

Also, did you see Daisu example?
Solid_Altair is offline  
Reply With Quote
Old 01-11-2018, 01:11 AM   #659
Pro
 
OVR: 0
Join Date: Jul 2016
Re: Head Movement: Final Boss Thread

Quote:
Originally Posted by Solid_Altair
I'm pretty sure Soul Calibur and Skullgirls have that feature in the training mode. I'm not sure if the inputs are displayed frame by frame. Aaaaallllmost sure that is the case on Soul Calibur, though, as it shows you when inputs are made on the same frame, like a direction and a button. So moves require that precision.

Is the difficulty of the input in tapping the button quickly enough? In holding the input or a specific (short) amount of time? Or in pressing both buttons at the exact same time?
The technique he's talking about is difficult because it requires you to press two buttons simultaneously, releasing one of them after 1 frame and holding one of them down. It quite honestly doesn't sound that difficult.. Press two buttons at the same time, release one of them immediately. Depending on where the two buttons are located this is either moderately difficult (requiring a different grip) or fairly easy from what I can tell.

Again though, just pressing G for one frame is easy. The difficulty lies in the fact that you're doing a symmetrical button press followed by asymmetrical button release. I can imagine that messing with your brain.

[edit]

Oh and how much leeway the game gives for simultaneous button pressing matters too. If there's no leeway then the timing can be tricky too. Since you're intending to hold one of the buttons for one frame, you'd need to be frame perfect in pressing them together as well.

But if the game isn't that strict and still considers buttons pressed within a few frames of one another as simultaneous, even when you've let go then it's not hard at all.

Either way, the timing and precision is the tricky part, not the speed.


[edit 2]

As I expected.. It's actually quite easy..


Last edited by DaisukEasy; 01-11-2018 at 01:25 AM.
DaisukEasy is offline  
Reply With Quote
Old 01-11-2018, 02:24 AM   #660
MVP
 
SUGATA's Arena
 
OVR: 0
Join Date: Apr 2016
Posts: 1,371
Re: Head Movement: Final Boss Thread

Quote:
Originally Posted by Solid_Altair
I'm pretty sure Soul Calibur and Skullgirls have that feature in the training mode. I'm not sure if the inputs are displayed frame by frame. Aaaaallllmost sure that is the case on Soul Calibur, though, as it shows you when inputs are made on the same frame, like a direction and a button. So moves require that precision.

Is the difficulty of the input in tapping the button quickly enough? In holding the input or a specific (short) amount of time? Or in pressing both buttons at the exact same time?

Also, did you see Daisu example?
- I am sure they don’t have this, so no games w frame data for analog sticks to test 1 frame cost for Anaog stick edge to edge
- as I said in Akira’ example no timing. Difficulty ONLY is for too short time 1 frame for just releasing yr finger up to 1-2 mm
- Example from Smash bros is a joke, nothing explains in our discussion
Our discussion btw is about - RS needs tighter Dead zone OR we need an option slider for it.
It is needed for responsiveness and reliability of sways series.
But
It seams that I was not be heard... sad.

Last edited by SUGATA; 01-11-2018 at 02:43 AM.
SUGATA is offline  
Reply With Quote
Old 01-11-2018, 02:38 AM   #661
Pro
 
OVR: 0
Join Date: Jul 2016
Re: Head Movement: Final Boss Thread

Quote:
Originally Posted by SUGATA
- so no games w frame data for analog sticks to test 1 frame cost for Anaog stick edge to edge
- as I said in Akira’ example no timing. Difficulty ONLY is for too short time 1 frame for just releasing yr finger up to 1-2 mm
Again, you're pressing two buttons, not one.


Quote:
- Example from Smash bros is a joke, nothing explains in our discussion
It is an example of a game that requires you flick your controlstick all the way left on one frame and then all the way right on the next frame to do a certain technique.. This is literally what you're saying is impossible. It shows that there is no discussion, you're just wrong..


Quote:
Our discussion btw is about - RS needs tighter Dead zone OR we need an option slider for it.
It is needed for responsiveness and reliability of sways series.
But
It seams that I was not be heard... sad.
I don't even necessarily disagree with you. Maybe the deadzone needs to be a bit tighter. Maybe we do need a slider. I don't know.

All I know is that your "1 frame RS flicks are not possible" argument is simply not true. It's not just possible, it's actually not even that difficult..

Last edited by DaisukEasy; 01-11-2018 at 02:41 AM.
DaisukEasy is offline  
Reply With Quote
Advertisements - Register to remove
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Combat Sports > EA Sports UFC »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 02:49 AM.
Top -