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About Teyah

- Birthday 08/07/1985
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Calgary, AB
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GGXrd Input Lag Tests / Results (PC, PS4, PS3)
Teyah replied to Teyah's topic in Guilty Gear General
Yeah, I did some quick / nonrigorous tests when I noticed sluggish response when using PS3 sticks in PS4 XrdR. It's somewhere between 1-2F of additional lag when using PS3 sticks. For simplicity's sake I'll call it 1.5F for now, though I will run some tests on this when I'm able. -
GGXrd Input Lag Tests / Results (PC, PS4, PS3)
Teyah replied to Teyah's topic in Guilty Gear General
You can turn on all the effects and increase aliasing to achieve near parity with the console versions. Also.. there is an LED lamp wired to the button, you can see it just above the stick on the left side. It glows upon button press and is used for timing the zero frame. My testing methods are detailed in my other thread on input delay, I'll copy that over. I did test multiple times to arrive at this result, what you see above is the most common result. -
GGXrd Input Lag Tests / Results (PC, PS4, PS3)
Teyah replied to Teyah's topic in Guilty Gear General
V-sync adds a minimum of 1F of delay in order to synchronize frames, so tweaking could only result in more lag and not less. So I think we're okay on that end, since in game V-sync is already down to 1F of extra delay. -
I heard that the PC version of Xrd was performing amazingly fast, and after I tried playing on it I could definitely notice the difference. I just finished testing the input delay of the PC version of Xrd, and thought I'd compile my results here. First of all I'd like to mention the methods I used. I used the red LED light on a TE Kitty to time the input of a button press to the exact frame, then counted the number of frames until the first frame of animation, using a 60 fps camera to capture video. I used Faust's 5D as the button input, since it has a huge first-frame animation (the huge tornado spin). I took several passes of video for all versions of each port and confirmed that the results shown below were, by far, the most common result. Almost every time, the results were as shown below, rarely they were one half or one frame off - this is likely due to variances in input timings (whether the input arrives at the beginning or end of the frame buffer). After taking several (~20-25 tests) on each setting, I can say with confidence that these input delay results are accurate. Here's a list of the equipment that I used: Canon PowerShot SD800IS - used for taking 60 fps video Panasonic HD CRT TV - Used to test GGXrd PS4/PS3. Panasonic is known (and tested by me) to have the lowest lag CRTs on the market, especially when it comes to HD CRTs. This CRT was confirmed to be 100% lagless - measured at 0.0 ms delay for the top bar, using the Leo Bodnar tester. Samsung SyncMaster 955 DF - a zero-delay CRT computer monitor, used to test GGXrd PC PC running dual GeForce GTX 680s, 32 GB DDR3 RAM, 5th gen i7 processor, Windows 7. GGXrd PC runs at a constant 60 fps. PS4, PS3 consoles - for testing GGXrd ports PS360+ PCB for testing on PS4 - confirmed to have the lowest lag (+0.0 ms) of any PS4 arcade stick, self-tested TE Kitty PCB with LED for testing on PC/PS3 - confirmed to have near-zero additional lag (+0.27 ms), LED is used to time the zero frame of input Arcade stick lag testing methods & results can be viewed here: http://teyah.net/sticklag/overview.html & http://teyah.net/sticklag/results.html Now for the results. Watch the red LED light to see when the zero frame of input is. PC Xrd: 1F Delay (FXAA, no V-sync, no post effects), 2F Delay (FXAA, post effects on), 3F+ Delay (MLAA or SMAA, V-sync on, post effects on) Tested image is with V-sync off, smoothing turned off, standard FXAA. The amount of delay you experience depends on which Display options you tick, roughly as follows: Standard delay, FXAA: 1F MLAA/SMAA: ~+0.7F V-sync ON: +1F Post effects ON: +1F Processing -> Quality mode: No effect PC Xrd runs at a native delay of about 1F, which is even faster than the PC port of GGXX #Reload which had a delay of 2F (as tested in my other thread) and considerably faster than the PS3/PS4 ports of Xrd which have 4F of delay. So what does this mean, now that we know that the PC version is about 3 frames faster than the console standard? Assuming a stable, smooth connection, you should be able to play up to Delay 3 on PC Xrd and have it feel like "offline". The PC port being much faster than the console port is what also lead to #Reload being so great online back in the PS2 era. We were all used to Delay 4, so being able to hop on PC and play in roughly the same delay, but online, was a great experience (most of the time). PS4 & PS3 Xrd: 4F Delay Posted via twitter awhile back: Picture shows PS4, but I'm fairly sure I tested PS3 to be the same speed. I'll re-test this one since I can't find the videos I took to confirm. No LED on this one, since that stick does not function on PS4; however if you compare the "-1" and "0" frames, you'll see I'm being very generous with the timing of the zero frame here.
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That's some good advice from Jackal, I also wanted to give some comments on things I noticed on your matches vs Sol (as I play both characters): - Far S - you mentioned this yourself, but it's really an amazing poke against Sol, especially when he's running all the way in and bullying you like that. At worst you'll get hit by Sol's own far S (which leads to nothing), but more likely you'll beat out Sol clean. It's also good to just do after a blocked jump in, if you feel the opponent is mashy. Once you have meter, you can convert some of these into 5H RC -> air combo, which is a huge payoff. - Jump D - I would avoid using this move air to ground against characters who run lower to the ground (Sol, Millia, Chipp) since it'll most likely whiff and you'll eat a punish during your landing recovery. It's a great air to air at times, just try to not jump in with it. - Teching: air teching is really strong in Xrd, since they added a bunch of invicibility to it since XX, so for the most part the only way you can get punished hard is by airthrow done on prediction. Against Sol, I'm a fan of back teching then doing immediate double jump to gain more height (this keeps you safe from air throw), then coming down with either Turbofall, air dash, or air dash into Turbofall/Pin. Neutral teching late also works well, but this can be punished hard by Wild Throw if the Sol sees you going for it often. Teching in the same spot without double jumping is generally not so good, unless it's a really low air tech (eg. after you get hit by Sol OTG 2K xx Gunflame, you can forward tech and j.K him safely, if you're close enough)
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Teyah reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Teyah reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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All of them - the PS360+ is tested against every other stick as it's the baseline measurement of my PS4 tests.
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It really depends on what you're used to. When I went from 0 ms to 21 ms Fightstick Pro, I was unable to hit Millia throw combos in +R. If I was on 21 ms all along it might have been OK, but that is a lot of extra lag to be playing with. It also matters for reacting to overheads and other borderline reactable things (run up throw, airthrow positioning, bandit revolver punishes, etc). Less time to react lowers your success rate on things that were tough but reactable before.
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Proration is a nerf. Millia got proration added to more moves than most characters, and some characters had proration lessened or removed on normals/specials (Millia did not). The addition of proration definitely isn't applied evenly. The lower damage isn't the only thing that comes with proration though. You're also lowering your damage dealt to enemy burst build ratio, which means that in some cases they will build burst and be able to escape where they couldn't before. So you could look at it more as 1 additional mixup + potentially 1 more escape from oki and reset to neutral.
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Pin -> Lust Shaker ender is to optimize meter gain and minimize enemy burst gain while doing so. You actually lose setup time compared to just ending with j.H (no Pin) ender, but the extra ~10% meter gain is meant to make up for it. Just make sure you don't use this ender after 8-10 seconds of having used a YRC or RC, since the meter gain penalty lasts much longer after the 1.1 patch.
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Added the complete list of changes, including a couple things I tested. Interesting to see that they made her DAA a whole 10 frames safer than before. If I missed any, let me know! Edit: Added + / - to indicate buffs and nerfs.
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(Placeholder post)
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Xrd Millia changes from 1.0 -> 1.1, pluses are buffs and minuses are nerfs: Far 5S - Initial damage proration of 90% (from 100% / no proration) 2H - Guard gauge decrease changed from -6 once per combo to -12 each time 2H is used during the combo. 6P + Stagger time on counter-hit increased 6K - Attack level reduced from 4 to 3, resulting in decreased frame advantage from +7 to +5 on crouching hit and from +3 to +1 on standing block 6H + First and second hit now launch the opponent on Counter Hit, untechable Tandem Top S (236S) - Initial damage proration of 90% (from 100% / no proration) Secret Garden (214H) - Forced damage proration of 90% (from 100% / no proration) + Input window for directions has been extended by ~15 frames Digitalis (214K~H) - Initial damage proration of 75% (from 80%) - Recovery increased by 3F, changed to -11 on block (from -8) + Counter Hit untechable time / wall stick time increased Bad Moon (236P in air) - Recovery increased by 2F, changed to -17 on block for TKBM (from -15) - Now recovers crouching instead of standing Iron Saviour (214P) - Pushback on block reduced, now recovers closer to opponent. Winger (2141236H) + Initial damage proration of 90% added (forced proration removed) - Final hit reduces guard gauge by 15 +/- Wall bounce changed to ground slide; slides long enough to run up and relaunch in the corner, even when done during very extended aircombos Chroming Rose (214214S) - Now only invincible during super freeze, was previously invincible for one frame before the freeze. Dead Angle Attack - Animation and hitbox changed to match that of her 6P - Now blows back on hit, still causes knockdown. Leaves enough time to run up and oki with frame advantage only (cannot safely set disc). + New frame data: 10/3/23, level 2 attack, -12 on block (Old frame data: 10/3/33, level 2 attack, -22 on block) Air hurtbox - Expanded during air hit - Expanded during air block Feel free to discuss all new changes, combos and techniques here!
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I've tested the HRAP4 and a few other PS4 sticks using GGXrd, and the results are not that bad for any PS4 stick out there (5 ms delay at worst, or about 1/3 of a frame). Keep in mind this is the incremental extra input delay caused by a stick (scored vs the best alternative), not the total delay of the entire setup (console+TV+stick+game). Results: http://teyah.net/sticklag/results.html Method: http://teyah.net/sticklag/overview.html
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Not sure for other characters (but the answer is probably yes), but this is definitely true for Millia in most game-ending situations. Since her combos scale hard towards the end, it's really common to bring someone down to 10% or less health at the end of a combo but have no way to deal more than another 2-3% with an ender. The issue with Millia is that you need the right setup to take advantage of the IK opportunity; you'll usually have the 50% meter needed to IK at round end since she builds meter during the lead-up combo. Anyway, my video that was linked above explains all that probably better than I'm doing now!
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Yeah that's the basic air combo, works on everyone (even Venom). If the Xrd 1.1 recovery nerf to TKBM goes through, that combo will no longer work on a good number of characters, so we should use it while we can. Re: SG - just input it the moment after hitting the H in 214H, and do it quickly/smoothly. It has to be a pre-practiced motion so hit training mode until you can do it consistently. I like to start the first 2 inputs slowly then do the last 2 very fast, but YMMV.