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- Apr 10, 2008
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Can I get someone to confirm this.Buffering also 'shortens' the move by 1 frame.
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>___>
I should know these things...
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Can I get someone to confirm this.Buffering also 'shortens' the move by 1 frame.
It doesnt!Can I get someone to confirm this.
<___<
>___>
I should know these things...
The thing though is that we measure attacks by frames, not by specific time intervals. I mean if you want to get technical, you can just make a chart for every frame with each time interval specified and measure it by that, but most people prefer to say "Hey that Fsmash starts on Frame 8, ends on frame 22, and has cooldown lag until frame 35" or whatever it may be.
Say we have a move that takes exactly 30 frames. In 30 fps, it would take up an entire second. In 60 fps, it would take up half a second. In 120 fps, it would be 1/4th of a second. So the FPS matters time wise if you are measuring by frames. Measuring time intervals matters frame wise if you are measuring by time.
Frames are basically equal to time, because you are measuring the frames as they go by with a unit of time. 60 Fps means each frame ~ 1/60th of a second. If you have 120 Fps, each frame cannot be counted in a 1/60 second interval, you would be missing frames. If you have more frames being "counted" in the same length of time, then they must be "counted" faster.
Being a nerd isn't necessarily a bad thing. They generally get higher-paying jobs in later life.@_@
You nerds. ^_^
Correct, the amount of frames nearly doubles while the amount of time you have to place an input in between is halved.That's fine, but the individual frames pass by faster in a 120 FPS game. Basically in a 120 FPS game, you would have a 2 frame window to input whatever and have it come out as fast as 60 FPS.
Say we input/something comes out on frame 5 in 60 FPS or timewise it comes out on 0.0833333333. In 120 FPS, it could come out on frame 9 and timewise come out sooner than .0833333333 because of the increased speed of each frame (2 frames occur in 120 FPS in the time it takes for 1 frame to occur in 60 FPS). If you got it to come out on frame 10, it would be the same time as frame 5 in 60 FPS.
Correct. Primarily because the game waits less time for that input before the next frame.For inputs, you are right. There is a small thing to note though that the more FPS you get, the smaller of a time window each frame has, so it gets harder if you specifically want something to occur on, say frame 30 instead of 31, the higher the FPS reaches.
Took ya long enough.Cool, we got that settled.
Oh yeah, how many of you have looked at the "Japanese Tier list"? I don't know if it's even the official one, but it gave me a quick laugh.
It makes me giggle.Cool, we got that settled.
Oh yeah, how many of you have looked at the "Japanese Tier list"? I don't know if it's even the official one, but it gave me a quick laugh.
Same goes for me and sonic brohamI would love to go to japan and school them on Peach for where they have her on that list.
fixed unneeded "oh wait".Yeah well I would go show them how good Zelda is for puting her that low D:<
it was funnier the first way. =/fixed unneeded "oh wait".
now it's funny.
fixed for you, too.it was funnier the first way. =/
Oh wait...
You can't buffer anything if you're being releasedYou can't buffer shields? And how many frames does it take to get your shield up (put an end to the 1frame/2frame debate)?
I once asked in the "Ask a question" thread stuff about buffering, and no one answered me. I repeated the question yet again later on, yet no one still answered me...
Ad its like I said EARLIER.You can't buffer anything if you're being released
Like I said before, shield is 1 frame, jab is 1 frame, input is 1 frame.
release, neutral situation
ZSS
Buffer jab (+0 frames)
frame 1: hitbox
Opponent
input shield (1 frame)
frame 2: shield
Input adds a frame which can be negated by buffering
Attack has one frame of startup from input-
if buffer; negate.
Actually, if you input anything on frame 1, it won't happen until frame 2. Having no buffer indeed does not "add" frames like Xonar continues to insist on, but it does prevent you from acting on your first neutral frame. Call it a "frame gap," it's basically the first possible frame that the game can take your inputs, but nothing happens until frame 1.Ad its like I said EARLIER.
You are speaking inaccuratey.
inputs do NOT follow frame laws.
Seriously READ my post
1 frame is equal to .016 seconds.
very .016 seconds, the game puts up the next frame.
So if you place an input on .015 the action does not occur until .016 seconds.
SO if you input ON .016, your shield will still appear.
So no, the opponent doesn't need the buffer in order to powersield.
As long as he smack the input on .016 (frame1) the game will still bring out the shield on frame 1.
Every game acts the same way ankoku. You can check out the development kit.Actually, if you input anything on frame 1, it won't happen until frame 2. Having no buffer indeed does not "add" frames like Xonar continues to insist on, but it does prevent you from acting on your first neutral frame. Call it a "frame gap," it's basically the first possible frame that the game can take your inputs, but nothing happens until frame 1.
No, of this I'm sure, frame 0 exists because it is the frame that a command is interpreted. The existence of buffer frames allows the frame 0 to be the final frame of something else, like a grab release animation, and is referred to in Capcom games as a "reversal." This is why Shoryuken is so strong - it can be buffered into a reversal, so it has absolutely no vulnerable startup frame. Performing a normal attack command on wakeup with frame 1 invulnerability that cannot be reversal'd will still have a single vulnerable frame - the frame 0 after wakeup.Every game acts the same way ankoku. You can check out the development kit.
If you want to have that move come out on frame 1. you have the previous frame, until the actual start of the frame to get it to work.
So from 0-.016 you can have the shield come out on frame 1. Of this I am very sure.
If I am wrong, meh, dont get grabbed?
Dont say frame zero. Its a headache.No, of this I'm sure, frame 0 exists because it is the frame that a command is interpreted. The existence of buffer frames allows the frame 0 to be the final frame of something else, like a grab release animation, and is referred to in Capcom games as a "reversal." This is why Shoryuken is so strong - it can be buffered into a reversal, so it has absolutely no vulnerable startup frame. Performing a normal attack command on wakeup with frame 1 invulnerability that cannot be reversal'd will still have a single vulnerable frame - the frame 0 after wakeup.
That is the proper terminology, yes.Dont say frame zero. Its aheadache.
Well, it's more the frame in which you inputted the final command. In the case of a Shoryuken, frame 0 is when you press the Punch button after the DPM. In the case of an fsmash, frame 0 is when you press the A after smashing the control stick forward.Frame 0 as you put it would merely be the point in time in which you smacked it.
No, buffering is not required. You're confusing buffering with command interpreter windows. The Shoryuken is only buffered if it comes straight out of blockstun or wakeup.For such moves like a shoryuken which uses multiple inputs, yes, buffering is required.
Again, it's impossible for you to do anything on the first available frame without any buffer frames to allow for the command to be interpreted beforehand. If the game allowed for something to happen on the same frame that it was inputted, then a frame would essentially be "cut" from the animation. Think about it. Things are done in 60 fps because that is the limitation of the TV signal. If you inputted something on the first possible tick of a frame that's already being broadcast, there's no way for the TV to suddenly switch to frame 1 of whatever you did.For something like powershielding? No because it is a singular command.
Which can be during a frame or as soon as it starts. At least from when I last checked other games you could start a move on time .016 (frame 1).
ough as I said, if I misinterpreted the hardware thats my fail
They would also need the proper output cables. You're not gonna get better than 60 fps on composite.Actually there are games that do run on 120fps, though they require newer t.v's.
I think.
Maybe.
Was it Forza?
Meh if im wrong im wrong.