Who in your opinion is the hardest to fight in a laggy situation?

Discussion in 'Gameplay General' started by Notkastar, Mar 9, 2017.

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Who would you hate to fight in a laggy match?

  1. Filia

    25.0%
  2. Peacock

    25.0%
  3. Squigly

    0 vote(s)
    0.0%
  4. Valentine

    0 vote(s)
    0.0%
  5. Parasoul

    0 vote(s)
    0.0%
  6. Double

    25.0%
  7. Ms. Fortune

    0 vote(s)
    0.0%
  8. Eliza/Sekhmet

    0 vote(s)
    0.0%
  9. Cerebella

    25.0%
  10. Painwheel

    0 vote(s)
    0.0%
  11. Big Band

    0 vote(s)
    0.0%
  12. Fukua

    0 vote(s)
    0.0%
  13. Beowulf

    0 vote(s)
    0.0%
  14. Robo-Fortune

    0 vote(s)
    0.0%
  1. Notkastar

    Notkastar Not a- What?

    Location:
    Somewhere Amazing
    Steam:
    notstardragon
    Unknown
    Squigly
    Fukua
    Team combos aside, Which particular character do you think is the hardest to fight on a particularly bad connection? ╹‿╹)
    Would it be Filia since with a bad connection she would just warp over you with iad's
    Or would it be Pea since fighting her with lag means randomly exploding a lot ◠‿◠)

    I would have to say Squigly since her becomes a lot more deadly on the ground and
    basically impossible to hit while on the ground since the lag would give her enough
    heads up on your next move to stance cancel and block it.

    So what about you,
    Who do you think is the hardest character to beat on a bad connection?
    ╹‿╹)
     
  2. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    What does this mean?
    Can you elaborate further?
     
  3. Notkastar

    Notkastar Not a- What?

    Location:
    Somewhere Amazing
    Steam:
    notstardragon
    Unknown
    Squigly
    Fukua
    'Enough 'of' a heads up on where the attacks are coming from.'
    (Sorry about that typo dood)
    And for me, Being in a laggy battle doesn't just mean peeps warps from one point in the stage to another but the game it's self stuttering/repeating it's self from time and in Squigly's case this works to her advantage. The game might freeze or not register the attack data on the first swing giving the other player enough time to cancel whatever their doing to block the move.

    Summed up, It completely destroys the element of surprise making it so you can't touch Squigly on the ground because the player would see the move coming and be able to stance cancel and block it.

    Given their are some moves even Squigly can't stop in time even if she's able to see it coming/sees it freeze mid animation but, you get my point right?
     
  4. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    Ah, gotchya.

    So the way online works in fighting games is that it goes both ways.
    If you are playing in 200 ms of lag, then they are also playing in 200 ms of lag.
    It doesn't give you an extra 200 ms to react, it takes away 200 ms of time to react.

    So if you think about your overhead being 20F, that's ~333ms of start up, then you take away 200... and now you're left with a 133ms overhead, which is unblockable on human reaction.

    So the Squigly player will have no extra time to block your mix up in lag, it's the exact opposite, just as you have less time to block her overhead.

    Just wanted to clear that up.

    Also, if playing lag did add more time to react to moves, then that would benefit all characters, not just Squigly.
    (Reaction stancel doesn't recover in time to block most moves)

    As for the poll, probably Filia.
    She's just barely reactable, so adding any lag makes it no fun : (
     
  5. Notkastar

    Notkastar Not a- What?

    Location:
    Somewhere Amazing
    Steam:
    notstardragon
    Unknown
    Squigly
    Fukua
    Wow,
    You actually went as far to make a point that a Squigly player wouldn't in fact wouldn't be able to block something in the theoretical way I stated. Not trying to come of a sarcastic or anything, Just impressed a peeps actually went the extra mile. Bravo sir ~ w ~)

    As for Filia, I've seen and I tooootally agree,
    Speaking of stuff that's 'unblockable on human reaction' how am I suppose to block a dash->j.lk
    that comes out in less than a single frame? =T
     
  6. Lex

    Lex Skill pending

    Location:
    Scotland, UK
    Steam:
    Lex
    PSN:
    Ilexyellowdog
    Valentine
    Filia
    Double
    IAD, j.LK is 17 frames. That is just barely humanely reactable (though you'd have to concentrate on that which would leave you open, etc). There are no moves that come out in less than a frame (which would have to be instant). The fastest non-superflash move is 3f I believe (Bella's DDrop) and Band's SSJ is 2f start-up I think.
     
  7. HiroProtagonest

    HiroProtagonest Octoling

    Steam:
    Hiro Protagonest
    PSN:
    Hiro Protagonest
    Parasoul
    Filia
    Big Band
    ...I thought attacks were supposed to beat grabs.

    Guess that's why air is so strong in Skullgirls. JUMPS FOR DAAAAYS
     
  8. Lex

    Lex Skill pending

    Location:
    Scotland, UK
    Steam:
    Lex
    PSN:
    Ilexyellowdog
    Valentine
    Filia
    Double
    I was just listing the fastest moves in the game (to my knowledge at least, I may be wrong about the frame data, for reference the fastest jab is 5f). That isn't really to do with the input priority system. Surely that would only come into effect if you had a grab and attack (both non-invincible) make contact on the exact same frame? Otherwise whichever one made contact first would win.
     

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