GUILTY GEAR -STRIVE-

GUILTY GEAR -STRIVE-

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Lex Feb 20, 2023 @ 12:07pm
please, explain to me how the juggling system works
I still can't figure out how to do combos in this game, there is no clear distinction when a character can still be hit, some combos are not intuitive due to timings (frameperfect), the game does not have a command buffer, which is why a correctly entered command is eaten by recovery, for some combos you need to use legal bugs (tiger knee, kara cancel).
In two years, developers have not added framedata and hitboxes to training, although it has long been clear that this feature is vital for beginners.
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Showing 1-15 of 52 comments
Meseki Feb 20, 2023 @ 12:52pm 
I'm pretty sure that you can keep hitting a launched target as long as they don't touch the ground (though it may be that they 'touch the ground' earlier than it seems). There is a gravity scaling mechanic or something in this game, and it is affected by what the start of the combo is (so a combo that works on one starter could fail or become extremely strict with a different one, even if it isn't long).

Also, there absolutely is a 5 frame input buffer (for attack buttons, I don't know if it applies to the dash button).
Tiger kneeing is not a bug and probably has never been a bug in any fighting game ever; it's just doing the motion before the jump and the game having lenience on the command input (allowing you to overshoot a quarter circle and still get the command).
Kara cancels in this game have graduated to an actual feature, since the reason they existed in previous games doesn't apply to the kara cancels I know in this game (lenience on simultaneous multi-button commands, like some games' throw).
Just be glad you don't have Jump Installs in this game.

And I wouldn't say beginners are the ones that vitally need frame data and hitbox displays, because beginners are the ones who may easily put too much emphasis on the numbers without having a good idea of how it works in practice. (Not that I'm saying it would be bad to include those displays)
Rook Feb 20, 2023 @ 12:58pm 
This game does have a command buffer, a five frame one. You just need to play the game more and figure it out.
Lex Feb 20, 2023 @ 1:30pm 
Originally posted by Meseki:
I'm pretty sure that you can keep hitting a launched target as long as they don't touch the ground (though it may be that they 'touch the ground' earlier than it seems). There is a gravity scaling mechanic or something in this game, and it is affected by what the start of the combo is (so a combo that works on one starter could fail or become extremely strict with a different one, even if it isn't long).

Also, there absolutely is a 5 frame input buffer (for attack buttons, I don't know if it applies to the dash button).
Tiger kneeing is not a bug and probably has never been a bug in any fighting game ever; it's just doing the motion before the jump and the game having lenience on the command input (allowing you to overshoot a quarter circle and still get the command).
Kara cancels in this game have graduated to an actual feature, since the reason they existed in previous games doesn't apply to the kara cancels I know in this game (lenience on simultaneous multi-button commands, like some games' throw).
Just be glad you don't have Jump Installs in this game.

And I wouldn't say beginners are the ones that vitally need frame data and hitbox displays, because beginners are the ones who may easily put too much emphasis on the numbers without having a good idea of how it works in practice. (Not that I'm saying it would be bad to include those displays)
I am aware that each hit shortens the time spent in juggling and increases the distance, I do not understand when the enemy goes into an intangible state. Also some punches launch differently depending on the timing, but it's damn short, because of this, it is impossible to make the optimal combo and you have to do the simplest (Why would I do something that works 1 time in 10 attempts?).
Buffer not working after finishing hits (I spam buttons to continue), some hits shorten the input buffer (sol kick - but I not sure).
All commands executed in the wrong sequence are a bug, the game should read the movement not as 9236 but as 2369 (this means that you should have a regular hit). Shortcuts appeared due to the inconvenience of the stick as a gaming device.
If "kara" is a game mechanic, then why is it impossible to use it normally (it is inconvenient for input and has disgusting timing)?
I believe that every fighting game must have a frame data and hitboxes, the developers are always on their minds, they release an awesome imba and do not nerf for half a year.
The “blessed, because they don’t know” policy doesn’t suit me, people don’t like a lot of things without it, on the other hand, if you give people more information, they may stay longer. Even tekken added framedata, and there it was needed like insulin for a diabetic.
Last edited by Lex; Feb 20, 2023 @ 1:39pm
Meseki Feb 20, 2023 @ 2:19pm 
Originally posted by Lex:
I am aware that each hit shortens the time spent in juggling and increases the distance, I do not understand when the enemy goes into an intangible state. Also some punches launch differently depending on the timing, but it's damn short, because of this, it is impossible to make the optimal combo and you have to do the simplest (Why would I do something that works 1 time in 10 attempts?).
Buffer not working after finishing hits (I spam buttons to continue), some hits shorten the input buffer (sol kick - but I not sure).
All commands executed in the wrong sequence are a bug, the game should read the movement not as 9236 but as 2369 (this means that you should have a regular hit). Shortcuts appeared due to the inconvenience of the stick as a gaming device.
If "kara" is a game mechanic, then why is it impossible to use it normally (it is inconvenient for input and has disgusting timing)?
I believe that every fighting game must have a frame data and hitboxes, the developers are always on their minds, they release an awesome imba and do not nerf for half a year.
The “blessed, because they don’t know” policy doesn’t suit me, people don’t like a lot of things without it, on the other hand, if you give people more information, they may stay longer. Even tekken added framedata, and there it was needed like insulin for a diabetic.
The enemy becomes intangible when they touch the ground. I'm pretty sure this game doesn't have anything that makes a target in hitstun invincible while they're in the air (excluding wall stick recovery). Optimal combos exist to reward those who can reliably pull them off; if you can't do them reliably you either do the safe combo or you take the risk of messing up.

A tiger knee is not its own input, it's just jumping and pressing the attack button so quickly after the jump that the previously inputted quarter circle is still valid. In order to stop that, you would either have to require the attack button to be hit while holding the correct direction (which would make Dragon Punches more difficult, and probably cause other issues) or you would have to reset command input buffer upon jumping (which could also interfere with charge characters in certain situations). And then you'd probably end up having combos that require doing 9236, which is notably more difficult to do quickly than 2369.

Kara cancelling can be a game mechanic and still be difficult. Or is Instant Blocking not a game mechanic with its window that's probably more strict that kara cancelling?

I don't disagree that having a frame data and hitbox display is useful, I'm just saying beginners aren't the ones that would be largely benefited by it. In fact, I've seen cases of beginners who have complained about 'how much they needed to memorize' because they put too much emphasis on frame data without knowing how it applies in real matches and how much they needed to actually know.
ness Feb 20, 2023 @ 4:46pm 
I'm not too sure the specific issue since we don't know the character, but there are multiple factors to comboing juggled opponents. Obviously opponents will be harder to combo because of pushback and gravity to prevent combos, but types of attacks can have properties. For example Ky can land an OTG launch on an opponent after hitting them with 6H and 214S. I think this is because of the launch wallbounce attribute on the 6H. This could be shockstate but idk and idc.

Also don't worry about hitboxes and frame data and kara cancels brother. Only pretty damn advanced players need to know that. I'm 500 hours in and still play on feels and if something is fun to do.
Vassago Rain Feb 20, 2023 @ 6:20pm 
Since they took out air recovery, there's not really a system to speak of. just a lot of formulae and math. If the opponent's been launched into the air, and you hit him again X frames after he gets sent flying, but Y frames before he's fallen close enough to the ground to where he would be standing up were he not currently air combo'd, then you'll keep connecting and juggling the opponent.

Successive attacks apply gravity to the character. while launching someone into the air, and how high they go from whatever level of force, is a simple matter of weight. Heavy characters fall much faster. but don't get sent as far away from you, or as high initially, while light characters fall slower, and get sent flying across the screen if you touch them with strong buttons (Bridget). Leo is probably the best example of what this looks like in practice, and most players, even if they never looked at the math, will deduce that Leo is somewhat difficult to combo for most of the cast, and there are combos that only work on him, or work much better on him.

There's momentum to consider. If you hit Bridget with a fully charged dust, but don't do the homing followup, he'll still fly into the sky like a looney tunes rocket, and if you hit him again, because he was already moving at rocket speed, he'll keep flying very fast. Naturally, hitting an opponent who's already falling will make them fall faster. A good example of this in effect is Potemkin's j.D, which spikes people to the ground almost instantaneously. Because of Potemkin's own momentum and weight, j.D becomes more advantageous the higher you are when you press the button. It also works as an air brake, cancelling all of his horizontal movement, and forcing him straight down if at all possible. A lot of characters have moves like this.

As you combo the opponent, the gravity pulling him towards the ground greatly increases, same with the gravity that's pushing you away from him horizontally, which is the game's main way to prevent infinite combos, lame jab walking, and what have you. This system has been creatively nicknamed THE COMBO DECAY system. More hits=stronger gravity=the opponent will eventually get sucked to the ground or pushed out of your reach=your combo will end. Different attacks have different inherent COMBO DECAY values. There's additionally some kind of bonus COMBO DECAY penalty if you repeat moves, which you can easily see in effect if you mash Chipp's j.P. Super high COMBO DECAY can work in your favor if the opponent's close enough to the wall, and you've hit him enough, to where the game will let you wall splat him.

The higher the COMBO DECAY value, the more burst and tension you'll give the opponent with each attack. There's some HnK math to this, plus the math to figure out how much tension you're gaining yourself while hitting someone with giga COMBO DECAY, but it really doesn't matter: you walk someone with no burst to the wall with a mashy combo, they'll probably get their burst back, and tension for a roman cancel.

A kara cancel is when your character has an attack that moves him forward or backward, and you input something during the startup so you'll get all or part of the movement, but the attack itself won't take place, instead you'll do whatever you cancelled it into. Sometimes you have to be very precise (street fighter 3 Remy HK>MP+MK, flashkick karas, Chun spinning bird kick>super2), sometimes it doesn't matter (guilty gear missing link Ky 5HS>c.S), sometimes it's hard, but actually mandatory (KOF13 EX Kyo is an entirely different, much weaker character if you can't kara cancel heavy kicks into specials on demand), and sometimes it's a nice thing to have (Potemkin 6K>any special).

Tiger knee is ultra trivial. Just add 7, 8, or 9 to air OK moves. Pick Ky and see how many tiger knee'd aerial stun edges you can do in a row. You don't even have to put the up direction at the end in modern games.
infohazard Feb 20, 2023 @ 6:28pm 
not gonna explain bcuz i dunno the intrecasies of the system but core resource to improve overall is dustloop https://www.dustloop.com/w/GGST go in there pick the character and go ham, the character discords are also good to see updated stuff
infohazard Feb 20, 2023 @ 6:47pm 
also the input buffer is 5 frames, and you also have hitstop which varies by move so thats even more frames. you can gatling any move on recovery if it didnt whiff except for K normals and command normals, you might be trying something that isnt possible anymore, cursed or just a showoff combo
Last edited by infohazard; Feb 20, 2023 @ 6:47pm
Lex Feb 21, 2023 @ 4:17am 
Originally posted by Meseki:
Originally posted by Lex:
I am aware that each hit shortens the time spent in juggling and increases the distance, I do not understand when the enemy goes into an intangible state. Also some punches launch differently depending on the timing, but it's damn short, because of this, it is impossible to make the optimal combo and you have to do the simplest (Why would I do something that works 1 time in 10 attempts?).
Buffer not working after finishing hits (I spam buttons to continue), some hits shorten the input buffer (sol kick - but I not sure).
All commands executed in the wrong sequence are a bug, the game should read the movement not as 9236 but as 2369 (this means that you should have a regular hit). Shortcuts appeared due to the inconvenience of the stick as a gaming device.
If "kara" is a game mechanic, then why is it impossible to use it normally (it is inconvenient for input and has disgusting timing)?
I believe that every fighting game must have a frame data and hitboxes, the developers are always on their minds, they release an awesome imba and do not nerf for half a year.
The “blessed, because they don’t know” policy doesn’t suit me, people don’t like a lot of things without it, on the other hand, if you give people more information, they may stay longer. Even tekken added framedata, and there it was needed like insulin for a diabetic.
The enemy becomes intangible when they touch the ground. I'm pretty sure this game doesn't have anything that makes a target in hitstun invincible while they're in the air (excluding wall stick recovery). Optimal combos exist to reward those who can reliably pull them off; if you can't do them reliably you either do the safe combo or you take the risk of messing up.

A tiger knee is not its own input, it's just jumping and pressing the attack button so quickly after the jump that the previously inputted quarter circle is still valid. In order to stop that, you would either have to require the attack button to be hit while holding the correct direction (which would make Dragon Punches more difficult, and probably cause other issues) or you would have to reset command input buffer upon jumping (which could also interfere with charge characters in certain situations). And then you'd probably end up having combos that require doing 9236, which is notably more difficult to do quickly than 2369.

Kara cancelling can be a game mechanic and still be difficult. Or is Instant Blocking not a game mechanic with its window that's probably more strict that kara cancelling?

I don't disagree that having a frame data and hitbox display is useful, I'm just saying beginners aren't the ones that would be largely benefited by it. In fact, I've seen cases of beginners who have complained about 'how much they needed to memorize' because they put too much emphasis on frame data without knowing how it applies in real matches and how much they needed to actually know.

I am 200% sure that the recovery in the air exists and does not allow to cause damage while the target is still flying to the ground (at some point in the fall, the game simply prohibits hitting the opponent).

Violation of the sequence of commands is a bug, the fact that it was deliberately left or added as a feature does not negate the fact that this is a bug at the level of bunnyhop into a quake (in terms of utility) or some kind of select options (pressing a zone in For Honor to parry - was fixed). Everyone is happy with this, but I am pissed off by the lack of explanation of this as a mechanic in the game and the artificially inflated complexity of execution.

Anji received a buff in a long-standing patch that does the same as Kara, only better and easier. The only character in the game who needs Kara on a permanent basis is Potemkin (the heaviest and most predictable character in the game). Instablock requires you to just press one button and depends not so much on the timing, as on the perception of the animation, and this is much easier. Kara, in turn, requires an inconvenient input of commands with a strange timing of pressing two attack keys (absolutely unintuitive and incomprehensible garbage).

Simplify learning and let people get used to the game faster - no. Now people write "plz, nerf Zato, I can't understand how it works and where it has weaknesses", with the introduction of a date frame, most questions will simply disappear. Having received more information, people will start dripping on the brains of developers - what a horror, well, if they listen to everyone without filtering, then these are bad developers. We almost never get patches anyway.
Last edited by Lex; Feb 21, 2023 @ 4:18am
Lex Feb 21, 2023 @ 5:17am 
Originally posted by Vassago Rain:
Since they took out air recovery, there's not really a system to speak of. just a lot of formulae and math. If the opponent's been launched into the air, and you hit him again X frames after he gets sent flying, but Y frames before he's fallen close enough to the ground to where he would be standing up were he not currently air combo'd, then you'll keep connecting and juggling the opponent.

Successive attacks apply gravity to the character. while launching someone into the air, and how high they go from whatever level of force, is a simple matter of weight. Heavy characters fall much faster. but don't get sent as far away from you, or as high initially, while light characters fall slower, and get sent flying across the screen if you touch them with strong buttons (Bridget). Leo is probably the best example of what this looks like in practice, and most players, even if they never looked at the math, will deduce that Leo is somewhat difficult to combo for most of the cast, and there are combos that only work on him, or work much better on him.

There's momentum to consider. If you hit Bridget with a fully charged dust, but don't do the homing followup, he'll still fly into the sky like a looney tunes rocket, and if you hit him again, because he was already moving at rocket speed, he'll keep flying very fast. Naturally, hitting an opponent who's already falling will make them fall faster. A good example of this in effect is Potemkin's j.D, which spikes people to the ground almost instantaneously. Because of Potemkin's own momentum and weight, j.D becomes more advantageous the higher you are when you press the button. It also works as an air brake, cancelling all of his horizontal movement, and forcing him straight down if at all possible. A lot of characters have moves like this.

As you combo the opponent, the gravity pulling him towards the ground greatly increases, same with the gravity that's pushing you away from him horizontally, which is the game's main way to prevent infinite combos, lame jab walking, and what have you. This system has been creatively nicknamed THE COMBO DECAY system. More hits=stronger gravity=the opponent will eventually get sucked to the ground or pushed out of your reach=your combo will end. Different attacks have different inherent COMBO DECAY values. There's additionally some kind of bonus COMBO DECAY penalty if you repeat moves, which you can easily see in effect if you mash Chipp's j.P. Super high COMBO DECAY can work in your favor if the opponent's close enough to the wall, and you've hit him enough, to where the game will let you wall splat him.

The higher the COMBO DECAY value, the more burst and tension you'll give the opponent with each attack. There's some HnK math to this, plus the math to figure out how much tension you're gaining yourself while hitting someone with giga COMBO DECAY, but it really doesn't matter: you walk someone with no burst to the wall with a mashy combo, they'll probably get their burst back, and tension for a roman cancel.

A kara cancel is when your character has an attack that moves him forward or backward, and you input something during the startup so you'll get all or part of the movement, but the attack itself won't take place, instead you'll do whatever you cancelled it into. Sometimes you have to be very precise (street fighter 3 Remy HK>MP+MK, flashkick karas, Chun spinning bird kick>super2), sometimes it doesn't matter (guilty gear missing link Ky 5HS>c.S), sometimes it's hard, but actually mandatory (KOF13 EX Kyo is an entirely different, much weaker character if you can't kara cancel heavy kicks into specials on demand), and sometimes it's a nice thing to have (Potemkin 6K>any special).

Tiger knee is ultra trivial. Just add 7, 8, or 9 to air OK moves. Pick Ky and see how many tiger knee'd aerial stun edges you can do in a row. You don't even have to put the up direction at the end in modern games.
Thanks, I know how COMBO DECAY works and everything else. Here is a specific situation in which I got burned. (25 sec)
https://youtu.be/MySq-Lfxvzk?t=25
I tried this combo when he came out, problems start after "236 slash", "6 kick" misses or doesn't throw high enough. I start doing fast clicks - it doesn’t help, I do it slower - it doesn’t help, sometimes the game just doesn’t count "6 kick" (no buffer after the end of a series of hits). When it was possible to make a hit, the problem began with a long aiming at the target after 214slash, it simply does not keep up with the falling character (you either miss or do it without a clean hit).

One more combo, (do not laugh) (59 sec)
https://youtu.be/PaRsXdZdkF0?t=59
First problem, I can't jump after kicking the enemy (the command is ignored by the game - no command buffer). the second problem, I can’t hit the enemy in air (the distance is longer or the enemy falls faster), the third problem, after a dash in the air and a slash, the enemy changes sides (again, I can’t figure out what timing for swotting the keys).

Last combo i tried (2min 20 sec)
https://youtu.be/8qt56E7gMrs?t=139
How to get the second hit after the jump? I tried dash - didn't work, I tried pressing 8 or 9 while jumping - didn't help.

This game is so unintuitive and difficult to build combos that I'm already trembling with frustration.
Last edited by Lex; Feb 21, 2023 @ 5:21am
Lex Feb 21, 2023 @ 5:30am 
Originally posted by sycopomp_:
not gonna explain bcuz i dunno the intrecasies of the system but core resource to improve overall is dustloop https://www.dustloop.com/w/GGST go in there pick the character and go ham, the character discords are also good to see updated stuff
Can I see the same numbers and hitboxes in the game? Maybe the developers will do their job of promoting the product to the masses.

Originally posted by sycopomp_:
also the input buffer is 5 frames, and you also have hitstop which varies by move so thats even more frames. you can gatling any move on recovery if it didnt whiff except for K normals and command normals, you might be trying something that isnt possible anymore, cursed or just a showoff combo
This stupid buffer only works on a series of attacks, having finished the series, you have to spam keys to continue action, otherwise you can lose the timing.
Meseki Feb 21, 2023 @ 6:25am 
Originally posted by Lex:
I am 200% sure that the recovery in the air exists and does not allow to cause damage while the target is still flying to the ground (at some point in the fall, the game simply prohibits hitting the opponent).

Violation of the sequence of commands is a bug, the fact that it was deliberately left or added as a feature does not negate the fact that this is a bug at the level of bunnyhop into a quake (in terms of utility) or some kind of select options (pressing a zone in For Honor to parry - was fixed). Everyone is happy with this, but I am pissed off by the lack of explanation of this as a mechanic in the game and the artificially inflated complexity of execution.

Anji received a buff in a long-standing patch that does the same as Kara, only better and easier. The only character in the game who needs Kara on a permanent basis is Potemkin (the heaviest and most predictable character in the game). Instablock requires you to just press one button and depends not so much on the timing, as on the perception of the animation, and this is much easier. Kara, in turn, requires an inconvenient input of commands with a strange timing of pressing two attack keys (absolutely unintuitive and incomprehensible garbage).

Simplify learning and let people get used to the game faster - no. Now people write "plz, nerf Zato, I can't understand how it works and where it has weaknesses", with the introduction of a date frame, most questions will simply disappear. Having received more information, people will start dripping on the brains of developers - what a horror, well, if they listen to everyone without filtering, then these are bad developers. We almost never get patches anyway.
If some form of air recovery or such existed, it would be explained on this Dustloop page[www.dustloop.com], considering the detail it has on everything about the combo mechanics. (And note that I already said that the point that the opponent 'touches the ground' may be earlier than you would expect visually)

If every little thing you can do within the game's mechanics is explained by the game, it doesn't leave room for people to discover things. Those who want to know every little thing about how the game works should do their research to figure out (whether that's figuring out for themselves or looking the information up). Having lenience on commands is better for everyone (at least this game's level of lenience; SFV's is probably too much), but that doesn't mean they have to explain everything you can do with the lenience. 2369 for tiger knees isn't the only useful thing that it allows; I'm fairly certain you can also do 624264X to get a 632146X regardless of which direction you're facing, and I don't think I've heard someone talk about that one (though I've only really looked on here and Dustloop for gameplay information of this game, so I could have missed it).

Kara cancelling is far easier than instant blocking, because the timing for kara cancelling is dependent on your own button press, while instant block is based on the timing of your opponent's action and what action they did (and most of the time you have to guess the timing, at least until their blockstrings become predictable). Decent Potemkins probably kara cancel more in a single match than most people instant block in over 10 matches.
(And even on controller, at least Potemkin's kara cancels shouldn't be that hard, since it's mostly K to P, which are two buttons that should be easy to slide between)

Also, most people that will do anything useful with an in-game frame data display probably have sufficient intelligence to search for frame data on Google (since it's really easy to find for this game), so it wouldn't significantly change the amount of character complaints in this game.



Another thing, mashing buttons to try and get a difficult timing down is the worst way to try to get the timing. Even if you're hitting the button 8 times a second (which you probably aren't doing, at least not consistently in a match), there's on average a 7-8 frame gap between presses, which with the buffer means for every press there's 5 frames that would work (if it's a situation that the attack can't start too early) and 2-3 frames that it wouldn't work. That means a ~28-38% chance of failure if you're mashing uncomfortably fast and you're in a situation where you can't do the attack too early.
Lex Feb 21, 2023 @ 7:12am 
Originally posted by Meseki:
Originally posted by Lex:
I am 200% sure that the recovery in the air exists and does not allow to cause damage while the target is still flying to the ground (at some point in the fall, the game simply prohibits hitting the opponent).

Violation of the sequence of commands is a bug, the fact that it was deliberately left or added as a feature does not negate the fact that this is a bug at the level of bunnyhop into a quake (in terms of utility) or some kind of select options (pressing a zone in For Honor to parry - was fixed). Everyone is happy with this, but I am pissed off by the lack of explanation of this as a mechanic in the game and the artificially inflated complexity of execution.

Anji received a buff in a long-standing patch that does the same as Kara, only better and easier. The only character in the game who needs Kara on a permanent basis is Potemkin (the heaviest and most predictable character in the game). Instablock requires you to just press one button and depends not so much on the timing, as on the perception of the animation, and this is much easier. Kara, in turn, requires an inconvenient input of commands with a strange timing of pressing two attack keys (absolutely unintuitive and incomprehensible garbage).

Simplify learning and let people get used to the game faster - no. Now people write "plz, nerf Zato, I can't understand how it works and where it has weaknesses", with the introduction of a date frame, most questions will simply disappear. Having received more information, people will start dripping on the brains of developers - what a horror, well, if they listen to everyone without filtering, then these are bad developers. We almost never get patches anyway.
If some form of air recovery or such existed, it would be explained on this Dustloop page[www.dustloop.com], considering the detail it has on everything about the combo mechanics. (And note that I already said that the point that the opponent 'touches the ground' may be earlier than you would expect visually)

If every little thing you can do within the game's mechanics is explained by the game, it doesn't leave room for people to discover things. Those who want to know every little thing about how the game works should do their research to figure out (whether that's figuring out for themselves or looking the information up). Having lenience on commands is better for everyone (at least this game's level of lenience; SFV's is probably too much), but that doesn't mean they have to explain everything you can do with the lenience. 2369 for tiger knees isn't the only useful thing that it allows; I'm fairly certain you can also do 624264X to get a 632146X regardless of which direction you're facing, and I don't think I've heard someone talk about that one (though I've only really looked on here and Dustloop for gameplay information of this game, so I could have missed it).

Kara cancelling is far easier than instant blocking, because the timing for kara cancelling is dependent on your own button press, while instant block is based on the timing of your opponent's action and what action they did (and most of the time you have to guess the timing, at least until their blockstrings become predictable). Decent Potemkins probably kara cancel more in a single match than most people instant block in over 10 matches.
(And even on controller, at least Potemkin's kara cancels shouldn't be that hard, since it's mostly K to P, which are two buttons that should be easy to slide between)

Also, most people that will do anything useful with an in-game frame data display probably have sufficient intelligence to search for frame data on Google (since it's really easy to find for this game), so it wouldn't significantly change the amount of character complaints in this game.



Another thing, mashing buttons to try and get a difficult timing down is the worst way to try to get the timing. Even if you're hitting the button 8 times a second (which you probably aren't doing, at least not consistently in a match), there's on average a 7-8 frame gap between presses, which with the buffer means for every press there's 5 frames that would work (if it's a situation that the attack can't start too early) and 2-3 frames that it wouldn't work. That means a ~28-38% chance of failure if you're mashing uncomfortably fast and you're in a situation where you can't do the attack too early.

But it would be possible to shove the framedata and hitboxes into the game and not suffer with a bunch of dry text and not check the testimony when turning off the game.

I don't want to know everything, I want to know how elementary things work, that work for everyone except me. I'm trying to make elementary combos and they don't work.

I tried to make a Kara on Potemkin and i got only 3/10, there is no timing to do it right, game does it by accident.

It's interesting about 30% of the killed input commands. I don't understand how it works? It turns out that I cannot compensate for the lack of a sense of timing with a large number of clicks (I have to guess where the character ran out of recovery). I only hit the keys hard when I'm done with a series of hits, I don't spam during gatling. When you finish the series, the character goes into recovery and the command buffer stops working (this is how i think it works).
Suntorias Feb 21, 2023 @ 7:14am 
Originally posted by Lex:
All commands executed in the wrong sequence are a bug, the game should read the movement not as 9236 but as 2369

It's not a bug, it's how the developers intentionally implemented the interpreter. It works consistently as intended, this method has it's clear advantages, and you not liking it, or the devs not making it as YOU think they should doesn't make it bad.

Originally posted by Lex:
This stupid buffer only works on a series of attacks, having finished the series, you have to spam keys to continue action, otherwise you can lose the timing.

The buffer is universal. Maybe if you didn't mash like no tomorrow you wouldn't miss the reasonably lenient timings. On average, gamers manage to mash buttons on a 6-8 frame interval if they are fast, even larger if they aren't. Pretty easy to see how inconsistent hitting a 5 frame window(that's easy to time manually) is if you just randomly spray inputs, hoping one hits.
Lex Feb 21, 2023 @ 7:23am 
Originally posted by Suntorias:
Originally posted by Lex:
All commands executed in the wrong sequence are a bug, the game should read the movement not as 9236 but as 2369

It's not a bug, it's how the developers intentionally implemented the interpreter. It works consistently as intended, this method has it's clear advantages, and you not liking it, or the devs not making it as YOU think they should doesn't make it bad.

Originally posted by Lex:
This stupid buffer only works on a series of attacks, having finished the series, you have to spam keys to continue action, otherwise you can lose the timing.

The buffer is universal. Maybe if you didn't mash like no tomorrow you wouldn't miss the reasonably lenient timings. On average, gamers manage to mash buttons on a 6-8 frame interval if they are fast, even larger if they aren't. Pretty easy to see how inconsistent hitting a 5 frame window(that's easy to time manually) is if you just randomly spray inputs, hoping one hits.

I understand that this is not a bug, but you can at least make a postscript to move about TG.
(I’m already silent that TK and Kara rarely work on orders)

Well now I understand that the buffer does not work, because the buffer works.
Last edited by Lex; Feb 21, 2023 @ 7:25am
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Date Posted: Feb 20, 2023 @ 12:07pm
Posts: 52