Head Movement: Final Boss Thread

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  • DaisukEasy
    Pro
    • Jul 2016
    • 577

    #646
    Re: Head Movement: Final Boss Thread

    Originally posted by SUGATA
    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.
    The super wavedash is a frame-perfect physics exploit in Super Smash Bros. Melee that can only be performed by Samus. If the player performs it right, they will go a very far distance however, it is important to release the control stick after the...


    This means when performing the SWD, the player will hit the opposite direction they want to go on the 39th frame, then hit the direction they want to go on the 40th frame.

    This is is significantly more difficult than what you're talking about. Not only does it require a player to hit one direction, then the other direction from edge to edge, it also requires you to do so on two specific frames. So in both speed and timing it requires frame perfection.

    Yet people do it all the time.

    You're just wrong buddy, sorry.

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    • Phillyboi207
      Banned
      • Apr 2012
      • 3159

      #647
      Re: Head Movement: Final Boss Thread

      Originally posted by GameplayDevUFC
      You can't just say that without justification though.

      I can think of no reason why you couldn't implement an arcade fighting game at 15hz let alone 30hz.

      All you're losing is resolution, but the fundamentals remain unchanged.
      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

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      • GameplayDevUFC
        Former EA Sports UFC Gameplay Developer
        • Jun 2014
        • 2830

        #648
        Re: Head Movement: Final Boss Thread

        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.

        Comment

        • Solid_Altair
          EA Game Changer
          • Apr 2016
          • 2043

          #649
          Re: Head Movement: Final Boss Thread

          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?

          Comment

          • DaisukEasy
            Pro
            • Jul 2016
            • 577

            #650
            Re: Head Movement: Final Boss Thread

            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..

            <iframe width="560" height="315" src="https://www.youtube.com/embed/EhgFQAN8hpQ" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
            Last edited by DaisukEasy; 01-11-2018, 01:25 AM.

            Comment

            • SUGATA
              MVP
              • Apr 2016
              • 1375

              #651
              Re: Head Movement: Final Boss Thread

              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, 02:43 AM.
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              • DaisukEasy
                Pro
                • Jul 2016
                • 577

                #652
                Re: Head Movement: Final Boss Thread

                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.


                - 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..


                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, 02:41 AM.

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