C0R Posted February 19, 2012 Posted February 19, 2012 Suuuuure. Because we're not going to get word of another version of before people get done with these videos... BB3 is more or less a fact. However, it is far from the near and present update that CSX was at the time of the idea's drafting. The tutorial videos are a community-driven project, not some secret moderator-only backroom plot. The character subforums most motivated to put them to use have, despite your skepticism, have made great strides in seeing it done.
Xie Posted February 19, 2012 Author Posted February 19, 2012 In any case, I agree that there is no better medium than a straight tutorial, especially in terms of # of people reached and information presented in a concise and meaningful way. So, maybe I should devote more of my effort to getting these things off the ground? Just a thought perhaps.
keinight Posted February 25, 2012 Posted February 25, 2012 I have watched and learnt from the beginner mode from episode 0 to 3. It does help me improving a lot . Just wanna say thanks to Xie for putting an effort on making these helpful vids. Thanks dude.
keinight Posted February 26, 2012 Posted February 26, 2012 (edited) Does hit-stop really important since we already have hit-stun and block-stun ? And how does hit-stop exist between hit-stun and block-stun? One more question, what are the numbers appear in the "Counter Hit" column in the character frame data stands for ? For example, Hakumen 5A's counter hit is 9. Please help. Thanks Edited February 26, 2012 by keinight
Fluck Posted February 26, 2012 Posted February 26, 2012 Does hit-stop really important since we already have hit-stun and block-stun ? And how does hit-stop exist between hit-stun and block-stun? One more question, what are the numbers appear in the "Counter Hit" column in the character frame data stands for ? For example, Hakumen 5A's counter hit is 9. Please help. Thanks Hit-stop refers to amount of time the game freezes when you hit the opponent. Let's say a move has 10F hitstop. When you hit the opponent with that move, the game will freeze for 10F where nothing happens at all, then proceed normally and start counting hit-stun. A greater amount of hit-stop gives you more time for hit-confirms (since the game freezes longer), but you don't really need to know the actual numbers or do any math regarding hitstop. The number tells you how long the move is in Counter Hit state, starting from the first frame of start-up.
keinight Posted February 26, 2012 Posted February 26, 2012 The number tells you how long the move is in Counter Hit state, starting from the first frame of start-up. I still don't get it. Can u please explain more ?
Fluck Posted February 26, 2012 Posted February 26, 2012 I still don't get it. Can u please explain more ? Well, like you said, Hakumen's 5A is in Counter Hit state for 9 frames. Which means, after the Hakumen player hits 5A, if he's hit for any of the following 9 frames, it'll be a counter hit.
keinight Posted February 26, 2012 Posted February 26, 2012 Is this what u mean : press 5A will begin with the start up 5F then active 3F then recovery 6F. And within Frame 1st to frame 9th of that action, Haku is hit by other move of opponent then Haku is put in counter hit state ?
Airk Posted February 26, 2012 Posted February 26, 2012 Is this what u mean : press 5A will begin with the start up 5F then active 3F then recovery 6F. And within Frame 1st to frame 9th of that action, Haku is hit by other move of opponent then Haku is put in counter hit state ? Yes, precisely. So for the 5F of startup, the 3 active frames, and then the first frame of recovery, if he is hit, it will be a counter. After that, it will not (even though he is still recovering). Also, the one other weird thing about hitstop is that it doesn't have to be the same for both characters. Some moves (Tsubaki had a lot of specials that were like this in CS2 - the CSEX data doesn't seem to have hitstop information) stop the attacker for longer (I'm sure it's possible for it to work the other way too, but I don't specifically know of any instances) which means that the attacker is more minus (or less plus) frames than they would have been if hitstop had been the same for both players. This is a sort of weird special case, and I don't know why they do it that way, but it's something to keep in mind.
Onehardtard Posted February 29, 2012 Posted February 29, 2012 Unfortunately I JUST joined this site. and I just saw this thread. I see episodes 1-12 on the youtube channel but is there anywhere I can see the other ones or is it a lost cause? I'm really interested in the Litchi one.
Xie Posted February 29, 2012 Author Posted February 29, 2012 Sorry, that's it for the moment. I'm in the middle of BEING EXTREMELY BUSY IRL, but I'll be posting my next project in Beginner Mode pretty soon. Episode 12 is pretty much the last one that will be on youtube, given I can't even find time to resync the audio for the last one, Episode 13.
Onehardtard Posted February 29, 2012 Posted February 29, 2012 ah. Oh well, IRL is far more important. No worries.
Alpha152 Posted March 29, 2012 Posted March 29, 2012 Not so much game play related but kind of relevant, do most tourney set-ups with Asus monitors use HDMI or VGA connections? I would also like to know how input delay from HDMI compares to VGA.
Xie Posted April 17, 2012 Author Posted April 17, 2012 Usually it's HDMI. I haven't seen people use VGA in a really long time, but since it would be Analog signal to the monitor, I can't actually know whether or not it would be better. Makes me wish I had an LED stick/button thing I could do the test with.
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