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Everything posted by Teyah
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6K getting too easy to block? HERE COMES DAREDEVIL Oh, and 2D too. Download here Webpage version
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I've been thinking about adding in Disc mixup - as in, Millia does a sweep, performs disc, then does a mixup. But there is a big problem with this in my current layout - the attack will always come at the same time. So you can alternate between like 1-3 frame 'reaction' time and FAULT by simply hitting a key when you know the move will be coming. I would have to develop a new standard of testing for that, because frames is not a very good measurement for something like that that has a decent probability of being guessed. On the other hand.. holding focus for a long time is quite hard. I might have to shorten the duration of the delay time - currently it is 0.5 - 5 seconds. I might drop it to 1 - 4 seconds or even shorter. This should help a little bit in maintaining focus over the entire test -- and no more chance of (rare) double overheads or 2S-6K overhead chains, lol. It could also be that there is a drop in the FPS when you blow the image up, which causes the timer to slow down and gives you a false reading. But in your case probably not, 19-20 is perfectly doable. But make sure you download and use Flash Player to run the program to be on the safe side - browsers and random lag / memory leaks aren't super accurate! Hell, even adding in a sound effect upon starting the animation will throw off the timer (which is why the sound only plays a little after you are hit or have blocked). It seems very sensitive to other things happening at the same time.
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Yes, in case others haven't seen it! http://www.teyah.com/milliablocker.html - click the link from there to save and run offline to reduce chance of random hiccups screwing with the timer And yeah, I was so bored out here I learned how to do simple coding ^ My best run, out of like 100 or so attempts. I just ran a set of 20 no-fault tests and my average came out to 21.9875F. Which seems to be average to slow reaction time, just like I'd expected. I usually get 20.X frames if I'm able to maintain focus when the overhead comes out, or 22.X frames if it comes at a moment where my focus reserves are drained. Also, caffeine seems to help reduces reaction by ~1F and seems to help me hold focus - as in my best result / results from yesterday.
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Believe it or not, you can do a 6K from crouching with no additional startup time if you press 6+K at the same time (this isn't hard). It can actually be a useful fakeout for a low, as can the reverse of stand up, then immediate 2K/2S/2D.
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Thanks for all the responses guys! FYI this simulator also simulates the 1F input delay buffer of GG, so it remains accurate to ingame timing for the GG series. If you're looking for "actual" raw delay, subtract 1 from the result, though this isn't a useful number in the context of GG. Actually, it's only "push" the button, not "push and release". You can also bind the keys to your pad/stick using a program like Joy2Key quite easily (and you'd have to, since Flash has no joypad support). And there's no way that doing [1] -> [4] on a stick is faster than pressing a key, considering the amount of force required for each. Millia's overhead generally comes in a preset situation: after she lays disc, and is 20F, and is still rarely reaction blocked. I've played since HF, and those types of situations you reference are twitch reaction situations -- not choice reaction. You're simply reacting to the other guy doing anything, not the move of choice you're looking for. He could do something like go from standing to crouching, or do a cr.lk instead then walk back and make you whiff. The window to punish something like whiffed shoto low forward is 11 or 10F depending on if your poke is 4F or 5F - that's not reaction punish, it's reaction guesswork (twitch reaction) on the attacking player's side.
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Backstory: I was browsing through SRK one day while reading messages from several people who claimed that it was possible to react to choice reaction situations in (what I thought to be) superhuman reaction times. I heard that anywhere from 15 to 7 frames were possible to be reaction blocked consistently from various people, so I thought to myself - hey, why not create a very basic choice reaction time test program to see how well the average person can actually react? And what better character to use than Millia. So I came up with this in 3 painful days of learning how to code using Actionscript. http://www.teyah.net/milliablocker.html Downloadable version (right click, Save As) Stuff you should know: - Press any key to get it going, press again when you see the 6K come out. - Pressing any key when Millia is NOT doing a 6K (eg. crouching, standing, doing 2K, 2S) will result in a Fault - 6K hits on frame 20. It's Millia's slowest overhead outside of 5D which nobody ever uses... ever. - TK Bad Moon hits on frame 16. It's Millia's second fastest overhead. - FRC j.K hits on frame 4. This will not be added in due to the large startup on Haircar that only leaves a 0-4F timed guess or a Fault as a possible outcome. - Needs to be played at 60 fps or the results will be really inaccurate. If you see Millia's foot hitting your head and 20+ frames are not displayed, then you may not be able to run it at 60 fps. Planned for future versions: - Cleaner interface - Support for holding downback -- though this wouldn't really speed up reaction time, since hitting a key is just as fast (or faster) than moving a metal mechanism or tapping d-pad - More mixups! Haircar, 5D, maybe even crossups like Roll, Turbofall, and IAD. - (FB) Disc overlay - Removal of yomi blocking (anything under like 10F) - Removal of averages / harsh penalties for faulting. You really shouldn't be faulting more than once every 4-5 full tests, if you're using this program for its intended purpose of choice reaction time measurement. Give it a shot, post your results/comments/bugs here. As of 3 days ago I had zero experience in coding so please try to be reasonable in your suggestions. Version history: --------------- 0.1: The basics: a 6K for overhead, 2K and 2S for lows. Random delay between attacks, and random changing of standing -> crouching stance and vice versa. 0.2: TK Bad Moon and 2D added. Wait time shortened, increased shortest possible delay (no more insta double overheads). Fixed crouch/stand animation change inbetween frames to match ingame. 0.21: Removed average if a Fault is registered on any test. 0.3: Added Iron Saviour (Haircar). Added win, or more likely, lose poses. Reduced wait time even further. Added instructions on main page on how to use stick/pad.
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The Alberta thread: "Wait, we have a scene for games other than SF?!"
Teyah replied to Yoshara's topic in International
You advertised 40+ which included 20 locals and estimated 20+ out of towners. But np if you want to deny it. At CC you should have done the reasonable thing before DQing me (twice) - use the PA system. Or check with the front desk and SSF4 guys. At the very least try to project your voice more than 8 feet? But you got my 10 bucks its all good Also I don't really have to slander your name. Just asking around at Canada Cup told me enough. -
The Alberta thread: "Wait, we have a scene for games other than SF?!"
Teyah replied to Yoshara's topic in International
Like the GG tourney at WCC2 where you promised 20 locals and a total turnout of 40+. I drive 8 hours to Edmonton. Yet only me and 8 Calgary guys showed up. Seeing that we were tricked, we left to go hang out elsewhere. Not a single Edmonton GG player has ever showed up to any GG tourney in the NW. How you could advertise 20 locals in good conscience is beyond me. Fast forward to 2010. Canada Cup. I enter BB and SSF4. I am at my pool (Pool D) which is literally 8 feet from the BB setup yet I do not get called and am DQed. Later I am told that you refused to refund my $10 entry fee. Please stay out of the GG scene, we don't need people like you Thanks -
Are you sure you're hitting them from the ground with 2H? If so, sj.S-P-S-H works on all of Sol/Ky/Axl, but for Ky you need to do an immediate superjump sj.S after 2H to catch him. If you want to go for the relaunch after the H(3 hits), delay the sj.H slightly after the second sj.S. If you're messing up in general on all characters, you might be timing the first sj.S too late. For details on how to combo/relaunch everyone in #R, I wrote up a pretty extensive post awhile back that can be found in the GGXX#R Millia guide thread. Check it out here: http://www.dustloop.com/forums/showthread.php?463-GGXX-R-Millia-Guide&p=29978&viewfull=1#post29978
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[AC] GGXX: Accent Core on PC - now (actually) playable online
Teyah replied to Teyah's topic in Guilty Gear Online Play
I was able to play ~15 games without desync, from WC to Chicago, at a consistent delay 5 @ 60 fps. So there's definitely the possibility to run smooth games of AC, you just need to find the right people (ie. people who are close enough, have a good internet path to you, and who have the specs to run the game well). Unfortunately it seems like you have to play on Kaillera servers to avoid desyncs, and you have to choose 'Excellent: 30 keyframes/sec' which means that only 30 inputs will be recorded per second as opposed to 60. This makes a pretty big difference in things requiring precise and quick inputs like IADs, IB, and especially wakeup backdash (compared to #R online, this is pretty damn risky to try). I drop over half of my IAD unblockable puddles because either the jump or one of the dash inputs gets dropped. FRCs are okay for the most part since they have multi-frame windows that won't be missed if the input carries over to the next frame. That sounds pretty damn solid. My specs are pretty much half of that (Dual core @ 3 GHz, single 4890, 4 GB DDR3) but I can run a solid 60 on pretty much every stage online... except Eddie's. But yeah, come idle in #reloadonline on irc.chatspike.net, I'm usually around to play some games! Also, I'll be in Calgary at the end of this month on business, but I'll have nights free to hang out if you're up for it. -
I guess this also belongs in Odds & Ends, but HnK is now playable online via the latest version of Demul. Last I checked the HnK IRC channel it was pretty dead, is it still around?
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[PC] Guilty Gear Series Ranking Battles - Next round coming soon
Teyah replied to Teyah's topic in Guilty Gear Online Play
The IRC ranbat kind of went to hell at some point. Since this ranbat wasn't part of the series and was just done up quickly, no points were awarded. Afaik the standings at the end were: Winners' finalist: Teyah Losers' finalists: Dess , Scarecrow/Vici Now onto some recent news. Technology has finally caught up with my ambitions and we are able to have ranbats from other games in the GG series, as all of GGX, XX, #R, Slash, and AC are playable online. At this point the online play for the non-#R titles isn't solid enough to run something like a ranking battle, but once we find ways to make it more stable, expect the ranbats to return. -
[AC] GGXX: Accent Core on PC - now (actually) playable online
Teyah replied to Teyah's topic in Guilty Gear Online Play
Reserving for more info later. Also, the desyncing may be solvable via using Kaillera servers (oh god). If we could eliminate the giant threat of desync, then all that would be left is high CPU specs which can always be solved with $$. More research to come on this. -
WARNING: Any discussion relating to where to obtain rom files and other copyrighted goodness is not allowed on Dustloop and will result in immediate deletion With that out of the way. It's finally here! AC and pretty much the rest of the series is now playable online via emulation. Thanks to reaVer for coding a plugin that allows for NullDC to run AC online in a far, far better state than the previous Demul version (Desync Core) we had all given up on. The spec requirements to run NullDC are also much lower than Demul, so this improved AC online should be accessible to more people as well. This thread will be dedicated to discussing ways to set up AC online for new users, and identify and fix bugs and problems with the early build of reaVer's NullDC plugin. For faster technical support and matchmaking, we are still at #reloadonline on irc.chatspike.net. First of all, some basic comparisons to those who have played #Reload online and are wondering how AC stacks up: #Reload * Is playable at a selectable delay setting (this is super important) * Has very few desyncs * Runs at full 60 FPS speed all the time, so long as your computer is like at least 1 GHz with 128 MB of RAM. Graphics card optional! * Can run on laptops at fullspeed fairly effortlessly * Can play stable, 60 FPS, consistent games over long distances (eg. NW Canada to SE USA, or EC USA to Europe) AC- via Demul * Has variable delay (although it tells you how many frames it is delayed beforehand) * Desyncs extremely often, usually during every other game * Suffers from random slowdowns online, runs at an average of 50 FPS even if you can play @ 60 FPS offline. Requires at least a dual 3 GHz processor for fullspeed, with a decent graphics card (256 MB+) and a good chunk of RAM (2 GB+), and even then you aren't guaranteed stability. * Most likely isn't functionally playable on laptops at all AC- via NullDC * Is playable at a selectable delay setting (this is super important) * Has very few desyncs * Runs at full 60 FPS speed quite easily. NullDC is the most optimized Naomi emulator by a good margin, so with a half decent computer you should be just fine. No need for anything crazy as with Demul. * Should be playable on laptops * ...but currently lacks keyboard support (gamepad or stick only). Keyboard support hopefully coming soon! * Lacks a GUI, so you have to edit a text file with the other player's IP at the moment. If anyone would be willing to help code a simple GUI for us, please drop by #reloadonline on irc.chatspike.net and send a PM to reaVer. So, let's use this thread to discuss any problems with the current NullDC plugin. Keep it clean, everyone!
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Good games to SNJ in GGX and AC. Not fair that you abused slowdown to mash out of stun -> IK
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GGs to O.Jack GGs to N.Jack GGs to thepotemkin (from last year) I would play more often but I am still mourning the loss of my 8,000+ replays over the past 3 years.
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Guide for Blade - How to change music on GGXX games on PSP 1. Place headphones in ear. 2. Turn on MP3 player. You can also try this on the PS2 games but you'll have to share headphones with your opponent.