Jump to content
Dustloop Forums

Maho

Members
  • Posts

    420
  • Joined

  • Last visited

Everything posted by Maho

  1. So back at Stunfest, I played Rev for the first time and as I don't have a PS4, I was using my PS3 stick (360TE with a Kitty TE) and had a feeling my timings were off. I spoked with a few others players that were in the same situation and all had the same feeling, but we thought maybe it was just the PS4 version being a bit different. After the release of the full game, a guy on the EU discord for Xrd (don't remember his name sorry) did some tests and told us the PS3 sticks lag by 1.5 to 2f on PS4, which seems somewhat in line with my feelings. Now just today, on the French Xrd discord, we were talking about input lag and one of the guys there works as a dev and has access to a debug ps4, so I asked him if he could look into that. He had both PS3 and PS4 sticks on hand and he was able to check the differences, and indeed there are some. So I'm gonna skip the technical explanation he gave me on how the PS3 drivers work, mainly because I'm not sure I would be translating those correctly, but in the end the game takes almost two times longer to process inputs from a PS3 device than from a PS4 one. And there's also another noticeable thing, a PS4 device has access to 16 inputs from the input buffer but a PS3 device only has access to half that, this can make getting some moves a bit harder to come out. So in the end, the thing to know is that playing in a tournament that's done on PS4 with a PS3 stick doesn't look like a very good thing to do if you can avoid it. Maybe it can be fixed? Does anyone know if this happen on other games that use this driver? Strangely I remember reading that SF5 has 1f less dalay with a PS3 stick, but who knows if it's related with the input lag issues this game have.
  2. Some Yuuki stuff : https://youtu.be/afapWgX7Q28
  3. Against gadget mixup, I would add jump forward jA as an option, and quite a good one actually. It will lose to Tager's 5A like 5A and jump back barrier would, but will beat every of his anti backdash options (6C, 5D, slight charge 6A, delayed 360A, held 720), all anti 5A options (360A, pink 360B,720) and finally his AA 623C. You also get a small combo from hitting with this (jAx2 > jC > 5B > TCL), not as good as it was in 1.1 with the starter nerf that got jA but that's still some damage, downside is that it loses to 5B and 2B which Azrael 5A would beat in this situation.
  4. Against his stance, if you block a middle attack and do S flashkick straight out of blockstun, it will hit whether he cancels into a low/high attack or not.
  5. Damn Qwenthur with Boogiepop assist can deal some really high damage, especially with his potential that gives free followups to his EX specials : https://youtu.be/13JpScuX2mw#t=10m59s For changes I noticed in that batch of vids, Yukina now has a triple jump and Krino got the same character potential as Miyuki (decrease support recharge time for 20s) but it activates when you hit with a trump card.
  6. Taiga has another buff I noticed today, she can jump cancel the first hit of her 214B.
  7. Here's a few changes i noticed from the vids I saw, for characters : - Shizuo has an anti air hit grab (can be used in combos), he can combo EX command out of a normal one, and he also now has a charged jC that ground bounces on hit. - Taiga's full charged 236AB is quite faster and thus can be used in combos (I saw it after Enju's 6S) for good damage and knockdown. Also she has a charged 2C and her 214AB does more hits and connects better in combos (air version too). - Shana's 2AB is a knockdown, she can combo out of it before they touch the ground. - Kuroyukihime 41236BC in mode green is a command grab (still can be used in combos), looks like she can act faster after 214x~C. - Selveria has a teleport followup to her fireballs (only saw horizontal movement like the A tp). - Kirito can cancel 5AB with 2AB on hit, probably trump card only as it made a bit of his life grey like for his specials chains. For assists : - Isaya's 6S recharge time is longer. - Kino's 6S recharge time is longer. - Dokuro's 6S damage looks a bit lower. - Tatsuya's 6S hitbox has been greatly expanded and hits airborne opponents, it looks it has a lot of hitstun (might be a knockdown) and blockstun, it can now be used as a legit combo extender and I even saw players use it as anti air. Also if you hit with it, your next super will get the power up even if it's not used in the combo where the 6S hit. Lastly his 5S recharges a bit faster, he looks a lot stronger overall and seems quite popular now, and one amusing detail, Tatsuya nows appars in the ending pose of Ro-Kyu-Bu super if it's been powered up with 6S : https://youtu.be/6J2Rn2ag-hQ#t=1m26s - Sadao only needs to hit once to go into demon mode. - Ryuuji's 6S does 7 hits instead of 6. - Mashiro's 5S startup is faster, her 6S has 2 cats coming back when they touch the edge of the screen instead of 1. - Boogiepop 6S does a lot more grey damage when blocked, about 3 times more I'd guess. - For Erio's 6S, I saw her doing 1, 2 and 3 three passes but I don't know how it works, in this match you can see Akira getting hit and Erio still comes back and attacks. Her 5S is active longer. - Wilhelmina 5S tracks.
  8. 5D stagger on normal hit would also probably give a combo if you have meter to RC it, which would be really nice, especially in the corner.
  9. Yeah I thought the same thing about the negative edge as the most probable reason how that player would mistake it as an OS in the older games.
  10. One question, a french player claims this worked from XX and that he was using it, I just tried in #R pc and recorded 60fps vids to check my inputs, even with only 1f between the special button and the second button to get FD, I can't get it to work, I get FD all the time. Is there a special trick I don't know in this version or is the player mistaken and it doesn't work? My theory for why it's easier to do after a blocked move is that you have to get the special input at the very end of your move's recovery, so it will come out right after it in a normal situation. Now at the time of this input, you can't jump yet, so if you input the second button before the end of the recovery of the previous move, FD will take over and stop you from jumping. I guess the extended buffer window in 1.1 helps to make this work, maybe that's even why we didn't heard of this sooner. As for Stance D, it was the first thing I tried when I realised some non-hiting moves would trigger the special to come out, and sadly for us it looks like it doesn't, when I do the OS as a record and try to do stance mixup against it as Leo, stance D get me the FD 100% of the time.
  11. Well this is also very bad for Leo as it's really strong against stance mixups it the opponent have a reversal. One strange thing is that some projectile attacks don't trigger the special, like little eddie's attacks or Chipp's shuriken, while some moves that don't hit will trigger it, like for example Slayer's dandy step, Sin's command jump or Millia's roll, fastfall and chroming rose activation.
  12. Yes the bounce on 6A was changed, this make some combo no loger works but also gives a more stable one if you CH with it midscreen. Also, there is no reduction in BHS minimum damage, still does 1200 and 1480 in OD.
  13. If you hit close, the link straight from 6K works also on Axl, I-no, Ky and Sin, you're in range to hit Chipp with 2P but for some reason it doesn't combo, also I couldn't get it on Slayer myself. It does combo from 5P/2P on the characters I listed even from a bit of distance (but not max distance) except on Bedman, the main use for me isn't really the damage but the corner carry, ending it with 2D if necessary.
  14. Yeah I don't know why I thought it did more damage, I guess 236H combo can be used for side switch, it feels easier too, or maybe that's juste because I'm used to do it. Also I guess it's probably due to the input buffer increase, but the character specific 6K > 2P link on standing feels a lot easier now, I can do it consistently even online so I'm using it as a bnb on Bedman, Elphelt, Faust, Leo and Potemkin : 5K > cS > 6K > 2P > 5K > 2H > rekkas.
  15. You could also do it, but there was no reason to (and this still applies in 1.1) as you can do a way easier and more damaging combo on those characters : bt.D > 236H > btP > hjS > jH > j236H.
  16. Claire Stanfield with Chane Laforet assist please.
  17. Just been told that Kazunoko will attend the event.
  18. Finally got BBCP2 to be included in this year Stunfest lineup, tournament will happen on Sunday May 23rd and will be capped at 32 players, english info on the event can be found here and you can register in advance here. Stunfest also has an Xrd tournament on Saturday May 22nd, capped at 64 players (33 players registered for now), the TOs didn't yet revealed all international players invited but I know RF will be attending the event and enter the GG tournament. TOs said I would get internet access so I should be able to stream both BB and GG pools on my twitch. Also on Saturday, after GG pools are done, I will lend the channel to my friends that run the KOF13 tourney, so it should interest those who like that game, most of top european players will be there along with Tokido and Misterio, the winner of the last IGT in Korea.
  19. Well it's not as easy as it sounds, pushblocking the last hit protects you for quite some time and makes you fall faster to the ground, so for this to work you would have to be blocking 236AB very high. Also I didn't mention it in my previous post, but you can avoid a trump card in the air when not blocking with a power blast, trump card has a lot of recovery so unless you do it very high right in front of her, you'll be safe.
  20. 6P also has 80% proration so the combo would end up doing quite less damage. cS is the best starter if you go for a flashkick RC combo.
  21. Both fireballs and flashkick charges are 40f.
  22. And even that might change in 1.1 seeing the buffs he got.
  23. It's not exactly free damage, the opponent can pushblock the 236AB in that situation and the trump card will whiff.
  24. Saw those in the Venom forums, vids from the last 1.1 loc test : http://www.dailymotion.com/video/x2jnaqb_karl-kablisk-guilty-gear-1-1-arcade-test_videogames http://www.dailymotion.com/video/x2jnaq9_karl-kablisk-guilty-gear-1-1-arcade-test_videogames http://www.dailymotion.com/video/x2jnaqa_karl-kablisk-guilty-gear-1-1-arcade-test_videogames http://www.dailymotion.com/video/x2jnaq8_karl-kablisk-guilty-gear-1-1-arcade-test_videogames
  25. The jumpy feeling you talk about with rollback netcode is there only when your ingame delay is set too low in regard of the actual delay you have with your opponent, if you really want your game to be smmoth looking and don't mind the extra lag, you can just set your delay higher and never get nay rollbacks, but that requires the game to offer you the option to chose your delay like we can see in Skullgirls, GGPO or CCCaster. I think if you're going to use a rollback netcode, you must give this choice to the player, and eventually put an "auto" option as a default for those who don't want to bother with it. Now from what I understand, a rollback netcode is more resources intensive than a delay based one, which might be a problem for the PS3 version of the game, and I doubt Arc Sys would give up on PS3-4 crossplay to get the PS4 a better netcode.
×
×
  • Create New...