dekillsage
Well-Known Member
reaction time is not something you can learn or teach -_-
For simple clicktests like this, the average reaction time is 220-230ms; 270 is exceptionally slow.
Things. Are you sure your monitor doesn't lag~
GET READY FOR A SHOWSTOPPER!
As I mentioned before, it being a c.LK is completely meaningless.
What does have meaning is how much time you actually have to confirm it, including hitstop, frame advantage, and the startup of the move you're canceling into.
Valentine's c.LP can be confirmed on raw reaction tooooo, so can Peacock's c.LP into c.LK... I've gone through all the characters I can play and made an effort to find what I can and cannot reasonably confirm from.
A confirm, as in a cr.Short QCTx2...did it hit? Okay, Punch.
I have seen your replays, so I will BET you don't believe this. :^P
I personally go off sound.
A confirm, as in a cr.Short QCTx2...did it hit? Okay, Punch.
I have seen your replays, so I will BET you don't believe this. :^P
But it is completely true. One cr.Short is hard in 3s, but two is easy, and two is about the length of time you have to confirm off one light in SG because in SG you can hit the next button well after the previous move connected. 18f to confirm whether or not to hit another button, when your choice is only "hit it or don't hit it"is NOT hard with practice.
You didn't omit it, I corrected you Oo
I averaged 300 and I hate all of you.It might be my laptop trackpad click that's causing extra lag. I'm on a macbook pro, you see, and while I don't think the screen is laggy the trackpad might just be shit. I'll have a go with an actual mouse.
250 ms instead of 270. Yeah, my average reaction times are pretty slow.
BUT, Pretty slow reaction times are apparently good enough to confirm c.LK c.LK in kof, and c.LK into c.MP with big band!
HK version becomes current MK version (stops in front of them).
MK version becomes current LK version (stops halfway to them).
LK version always moves her forward a set very small distance, about as far as HK goes when they are in a little bit front of you, and will appear behind them if they are inside that distance.
This c.LK has 0f recovery or what?
This c.LK has 0f recovery or what?
It looks like this:
1] c.LK which has 50f hitstun and 10f recovery (+40 on hit), linking to 5f Normal: 45f to confirm (50f hitstun - 5f startup), 35f link
2] c.LK which has 50f hitstun and 45f recovery (+5 on hit), linking to 5f Normal: 45f to confirm (50f hitstun - 5f startup), 1f link
Whether you spend the time you have to confirm in a move's recovery or in "I can do anything" is completely irrelevant
What matters is hitstop+hitstun-startupofthenextmove; whether the move is +100 or +5 on hit matters for how hard the LINK is, not for how difficult it is to confirm that you hit at all.
Jesus Christ. Go play literally any other fighter competitively for a month.
Wait a minute. Does Double even have a safe block string that would make hit confirms relevant anyways?
Mike, is this part of getting past "first order good"?
No but seriously, hit stun isn't so forthcoming in any other game. Though on the other hand, few things are + enough on hit for you stop your chain and link something else.
The only thing that advantage has to do with how long you have to confirm is that a move which is +100 on hit at least needs to have 100f hitstun, which is a boatload. But all of this is the hitstun, none of this the frame advantage.
The only thing that advantage has to do with how long you have to confirm is that a move which is +100 on hit at least needs to have 100f hitstun, which is a boatload. But all of this is the hitstun, none of this the frame advantage.
If you take a move which has 100f hitstun and 95f recovery, it is +5 on hit and NOT A SINGLE SHIT harder to confirm. Note how the frame advantage got reduced by 95% AND NOTHING CHANGED. This is a slight hint at: Frame advantage doesn't matter for crap.
There is no "we're both right", you're wrong.