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Krackatoa

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Everything posted by Krackatoa

  1. Gonq Thursday Meetup TheColonelTossedYouLikeASalad Edition Algonquin College. e206b. 2nd Floor above the Starbucks. Bring a controller plz. Bring stations if you want a guaranteed place to play. 5pm until Midnight (or whenever I stroke out from high sodium intake...)
  2. Yo. I'm snooping about the internet for interest in side-games for the February event. Anyone interested in Skullgirls? I'm also scoping out interest in DOA for a friend.
  3. And with that... Algonquin College Meet-Ups e206b (Possibly e209 Offices today). 5pm onwards. Student Commons. Second Floor above the Starbucks. Bring your controllers. We have four monitors and two 360s, plus two CRTs. Bring what you need to play.
  4. Oof. Didn't know that. Thanks for the heads up. I'll talk to our guy calling the shots and see if we can't do something about the overlap. I'd hate to have animu without you guys there.
  5. You have to lull them down here with poetry. Ahem. Ci tu n'es pas gratuit. Come fight me. <3, Krackatoa. http://forums.shoryuken.com/discussion/187266/bytown-brawl-1-02-22-2014-ottawa-ontario I would love to play with you guys again. Free venue, plenty of location perks (Above a Starbucks, across the street from Tim's/Restaurants). We should also have access to the GO equipment again, which means plenty of stations for everyone. More than last year.
  6. We're back in full today. Algonquin College Meetups e206b, Student Commons. Second floor above the Starbucks. 5:10pm onwards. Bring your own controller. Maybe bring monitors if you want a guaranteed place to play (I couldn't bring my extra today). Capcomu, Animu, Waifu. Let's go do it. Fite me bro.
  7. Looks like Gonq is a thing today. Gogogogo.
  8. I would have if I had checked Dustloop earlier.
  9. Some numbers. 16.6ms is one frame of gameplay. A local ping is going to be roughly 32-50ms. Cross-country could be anywhere between 80 and 120ms... or worse, depending on the torrents/home network load/router. People can generally successfully react in 20 frames to a distinct animation. This varies based on the player, the display they're using, and other forms of lag. Unfortunately (Or fortunately), many characters have options balanced around the magic "reaction" number. Characters have moves that may just be barely reactable, and could be reacted to every time if the defender is paying attention. You may see instances where these moves have bigger payoffs than quicker "invisible" options. Lag makes these reactable options unreactable. Don't crutch on them if you know they're not good. :| Throw setups have a problem where, if done as a tick throw, may have a huge windup to get within throw range (Or you opponent could react to you not following through with your gatling). The effective range for a invisible throw grows substantially when there's lag. You may find certain setups, when not accompanied by a throw-tech frame trap, lose all effectiveness offline. The same goes for overhead setups. Reliance of certain High/Low setups that seem solid online, or get you a lot of damage, may actually not be mixups at all offline. The key is looking at the speed of your mixup. Seeing where in the animation a defending player may "identify" your chosen mixup option is coming, then checking to make sure it hits before they'd feasibly be able to react. Try to keep a mixup under twenty frames, or heavily obscured with razzle-dazzle in order to keep the opponent guessing if the mixup is technically reactable. When on the defensive side of things, make sure to look at what you got hit by and identify whether or not the mixup was merely a lag gimmick or a true, solid, invisible mixup. Simply remember what's legit so that you can mentally adjust when facing offline competition. Don't fall for the precarious human trap yourself. Being able to tell whether or not something is truly invisible, by eye, is very hard. Many things, such as airborn momentum and the X-axis on certain characters in crossup situations may mean that seemingly "reactable gimmicks" are actually really good.
  10. There is nothing to do in Napanee but play Skullgirls.
  11. Somehow, the internet finds a way: Leaked localized Xrd footage.
  12. As soon as I get back from break, I'll be looking at booking times and go through the Gonq Tourney Rodeo again.
  13. BRING ME GG. (Also monitors.)
  14. Haha. I didn't see the SRK posting. I'd fight you for it, but I ate your sandwich. You go for it.
  15. Blah Blah Blah Algonquin. Blah Blah Blah 5pm - Onwards. Blah Blah Blah Room e206b or e209 Blah Blah Blah Bring setups. We got 4 monitors and 2 CRTs. Blah Blah Blah Heading to setup now. Should be ready at 4pm tonight. I told Pritz to bring CP. I wanna play GG. Bring a station. D:
  16. Let's goooooo! Gonq Meetups - 5PM ONWARDS Where are we today? Algonquin College Student Commons somewhere. They're running open houses today, so there's a bunch o' shits running around. Not sure what kind of space we have. Check e206b, e209 and the hallways on the second floor of the Student Commons. What we got? The usual. Four monitors, two 360 stations. Copies of everything but animu (Save for P4A). (plzbringmonitorsandstations)
  17. I would say that the Hitbox isn't that much better at doing 632146 motions than stick. 3-button motions can slow you down as you try to coordinate your fingers. Hitbox is king of doubletaps (66/Dash). Variations on motions like 8236/8214 and the 7 and 9 versions are also insanely fast. You can buffer a QCF before leaving prejump frames after inputting 8 in many cases. You'll also never overshoot your QCFs, and double QCF is really easy.
  18. Thanks for coming out guys. I learned a lot. o_o alsololprostateexams
  19. If no one can sleep, come watch Lofo and Sage bop eachother for hours... for charity (Not that we have any donations. Hahaha.)
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