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Everything posted by Digital Watches
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NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
Dddddamn. You make me almost want to make the trip again. Like genuinely considering it. Seriously. -
Socal: Arcade Infinity! Let's Match it UP
Digital Watches replied to choysauce's topic in Offline Community
Oops. Clicked the wrong SoCal thread. Ctrl+F fails me again! -
Socal: Arcade Infinity! Let's Match it UP
Digital Watches replied to choysauce's topic in Offline Community
Transplant. -
IIRC SB is active for like 2 frames, and it gets you down to like 2-4F of blockstun, regardless of move level? Something like that.
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NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
So he'd be prettier. -
NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
OH NO. Good games, y'all Special thanks to Tao for hosting the tourney Special thanks to Rod for hosting the sleep Special thanks to Magz for making me salty enough to win. Scott: Cry more, lawl. -
NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
Safeway does cashback IIRC. -
NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
Or you could, you know, just be discreet. If you charge entry after the fact, some people will duck it. -
NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
So does that mean that money-matches will be replaced with two-man winner-takes-all invitation-only mini-tournaments? -
NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
I have an even betterer solution: I have a PS2 cable that has S-Vid output in addition to the composite, and an extension cord for the s-Vid, plus splitters/extension for the composite sound (This is recording stuff, if anyone cares why I have it) -
You mad? He's right though.
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I'm slightly skeptical of the alleged "speed glitch." I've played on an arcade machine, and had no issue with timing, including 1F FRCs and 2-3 frame timings I have to confirm visually. I did notice slowdown when a lot of shit was on screen, but again, that seems to be slowdown, not framerate disparity.
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From what I understand, that's less an issue of framerate and more that there's occasional slowdown on arcade machines that happens because of weaker hardware.
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That's just it. It DOESN'T. Both characters freeze during hitstop. Okay, so the chart from the charts section should be transplanted into that data? I could probably talk to Shtkn about it. Okay, then yeah. The game runs at 60FPS, your monitor doesn't, so you probably don't see every frame. Slayer's moves seem to be exceptions to the Level rules, but it's probably safe to assume that you can apply the patterns shown in the charts to them. Just look at the frame data and do some math. My best guess: 6H is listed as Lv 5, and listed as doing 24F hitstun on standing hit. The chart lists Lv. 5 as normally doing 19F hitstun on standing hit. At this point, you can conclude that it's probably one of three things: 1. The 24F hitstun will apply across the board, so you should just add 5 to all the numbers listed under Lv. 5 2. The 24F is ONLY for hitstun, which is why it's listed that way. All other numbers work as normal. 3. The whole move is an anomalous (Lv. 6) case, thus might have abnormal numbers. Now, if this was the only data you had, you'd have to do some testing, by finding some way to ensure that you could get a move out in, say, 23 frames after the move was blocked, setting the training dummy to block "first" However, you also have the Static Difference (SD) listed with a special notation on his frame data sheet. Note that the SD for hit is listed in brackets for that move. The normal SD (on block) is 6F less than the hitting SD. The numbers make sense. The difference between hitstun and blockstun on a normal hit for a lv. 5 move is 1F. The difference between the normal hitstun of a lv. 5 move and the listed hitstun in the frame data notes is 5. 5+1 is 6. Therefore, it's probably safe to conclude that the move only gets extra hitstun, not blockstun, (IE solution 2) and thus acts like a lv. 5 move normally does when blocked. This is a good example of how to read frame data to figure out questions like this. Note that I don't use any information in this explanation besides data already available in the guides and basic math.
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Yeah it does. http://www.dustloop.com/ggac/data/hitstun.html http://www.dustloop.com/ggac/data/charts.html Yeah they are http://www.dustloop.com/ggac/data/charts.html Data on stun is slightly hard to test. Maybe it doesn't mean anything. Seems like a rather minor issue Er, it doesn't seem all that important, but from what I can discern it's just a basic equation of velocity. If you're running, you push the character at that speed, and if they're running, it goes counter to it. As far as we can tell, the game runs at 60 FPS. Your MONITOR/TV might not. Uh. What you're asking is unclear, but that section describes what hitstop is and what it does just fine. "When a move connects, the object that did the attack and the object it hit (Either a character or a fireball or something) freezes for X frames," where X depends on the level of move and is listed on the bottom chart in the article you linked. The only effect it should have on the "combo system" is when A. Someone can buffer something into hitstop that they couldn't do in the amount of time normally (See: Venom CR loop and May Dolphin Loop in their respective forums for specifics), or B. When something is on-screen that ISN'T effected by hitstop (IE Venom hits you, his balls keep moving while you and him freeze) I REALLY don't understand what you mean by "Does hitstun only affect movement".
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NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
Le cover, she is blown! -
Do you not have a lot of competition? Learning matchups can be done to an extent that way, but it's much faster (And ultimately almost completely necessary, at a high level) to just play someone who's decently good at that character. If that's really what you're doing, I'd say pick up someone who no one in your scene plays.
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Dio: Lawl why? There's a point where it's like... you're just picking random characters. For the most part I don't even recommend being too serious about a second character until you've got a pretty good idea of the game (IE are pretty advanced). Here you have, what, 4 alleged "casual" characters and want recommendations for a fifth? It's fine to play random characters whilst dicking around, but do you really need us to tell you who to randomly pick?
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NorCal INSTALL! GGAC, MBAA & T6 Ranbat [Season 6: 6/5/2010]
Digital Watches replied to TaoFTW's topic in Archive
Well, the classic trick for it not being gambling is making it seem like some of the equipment was bought for the venue, indicating that the entry fee is actually a venue fee (to the people you're answering to), and then handing out prize money discreetly. -
Going To/Running My First Gathering/Tournament
Digital Watches replied to pulsr's topic in Beginner Mode
I've never heard a smash person say "Cash Battle." The others are true and weird though. -
Uh. It just seems kind of pointless to go to all the trouble if you're not doing frame data I mean if you want a movelist, you could just press start and find one in the menu of the game...
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The bridget one definitely works. The other one works on some characters better than others.
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Wobbuffet for S-Tier