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View Poll Results: Is it fair? - Do some people deserve their rank? | ![]() |
| Steve is right |
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4 | 40.00% |
| Steve is wrong |
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6 | 60.00% |
| Voters: 10. You may not vote on this poll | |||
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#15 |
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Senior Member
Senior Member
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SSJKarma: Heres the best way I can explain it.
When you see the animations for your opponents attacks. You are actualy seeing your opponents moves several seconds after your opponent typed them. You are essentialy seeing their "after image"...this is LAG So you need to anticipate your opponents moves. And be in the right place at the right time preforming the right move to maintain control of a match. So yeah you have to "forsee" you opponents moves and react accordingly. You have to be able to say to your self.... "OK my opponent is going to jump in with a hard kick ,followed by a sweeping kick...I need to back away NOW and preform a Rocket Punch, followed by a Low Sentinel Force." Knowing that your opponent is going to advance on you,hard kicking, and then tripping, is based off of knowledge learned from studying "how" your opponent plays their chosen character. Is he an Aggressive player, a Projectile player, or an Advanced player? You MUST remember that your opponent is attacking YOUR "after image" as well....so the trick is this. "You need to NOT be where your opponent thinks you are." Even though your chosen character moves in "real time" on your monitor and you are beating the heck out of your opponents "after image" in "real time" on your screen. Your moves are not "real time" on your opponents monitor. EXPERIMENT: (for slower users...may work with faster users as well) 1: Get a friend to help you. Tell him not to fight back at all.. 2: You host a quick game. 3: Select any fighter and helper. 4: After the fight begins. A: Walk up to your opponent. B: Trip your opponent ONE time only and then jump away. Watch and see how long it takes before your opponent receives the damage. If done properly (and if LAG is the same for me as every one else). You should see your opponents "reaction animation" from your attack happen two times. 1: When you where actualy tripping him (in your screen "real time") 2: And second time a few moments later "post time". (when your opponent actualy receives the data that you have attacked,takes the damage,and then transmits back to you that he has been hit.) During the time frame it took you to jump away,and the time that you receive the data from the successfull hit. You could have preformed several differant moves....and this is where "true combos" come into play. Knowing what moves to preform in conjunction with each other that will maximize hits,before your opponent is no longer "stunned" or knocked out of your characters "attack range". PROJECTILES & TIMING: Example: Cyclops' Low Optic Blast, has high priority over Ryu's Fireball. This move is extremely fast,reachs across the entire width of the screen,and slices neatly through all other forms or projectile attacks. If these 2 character try and have a projectile "show down" Ryu will lose. Ryu need to "advance" on Cyclops and turn the game into a close combat brawl. The trick in "advancing" is in your reaction time. To advance on Cyclops projectile players you need to "jump in" and block in the air as soon as you have completed typing the "jump in" commands....and you need to type these commmands in as soon as Cyclops' blast has ended and before he fires again. Even though you are being attacked by your opponents "after image"...your opponent is "standing his ground"...now is a good time to "advance and block"..it should take you 2 "Advancing jump in, blocks" to reach an opponent "standing their ground". When you land the second "jump in" continue holding block...you opponent will more than like fire another low optic blast (your opponent thinks you are only half way across the screen)....as soon as he finishes his blast...use a fast attack/combo. You will then "appear" in front of your opponent attacking him a few seconds later, on his end of the game. The key is Timing and Blocking. Knowing when to jump in,block,continue blocking,strike. Left to Right LAG. Because you see your actions in "real time" and your opponents actions in "post time" Jumping over your opponent can create "teleporting". Or covering a distance in a short amount of time can create "teleporting" EXAMPLE: SENTINEL vs. WOLVERINE Sentinels Perspective There is a distance between your self and Wolverine. In anticipation of Wolverine advancing on you...you low medium kick. (knowing he will advance on you...you want him to get a face full of foot.) Knowing that the low medium kick shoves your opponent across the screen...you advance "jump in, hard punch" because you just tossed Wolverine across the screen and you want try and get a few extra hits in (you think). Wolverines Perspective. There is a distance between your self and Sentinel. You need to "advance" on your opponent. You elect to use the "long charging slash". You preform the move and get to Sentinel just in time to stop a low kick....you preform a bezerker barrage to get some extra hits. Heres where the left to right LAG kicks in. Since all these command where issued in "real time" for the players in less than 5 seconds. there is still the DELAY in data transfer. Because of LAG Sentinel low kicked,jumped in,punch's. lands on top of his opponents "after image" (still on the right hand side of the screen) and proceeds to beat on the after image,thinking his opponent "changed his mind" and chose to "stand his ground"....he later receives that data that Wolverine had "advanced left" quickly,and "should " be on the left hand side of the screen,since his "quick slash" landed its blow before Sentinels low kick. How the game it self handles these situations exactly i cant say for sure....but it appears at though the game takes "a few steps back." in time,and resets the players,according to command priority..or just omits the sequence of commands, and starts fresh with the "new" positioning....TMyApp could answer this one more specificly. But as far as game play goes....you need to reestablish your position on the screen. Techniques use are."retreating",summoning a helper,preforming a super. If you think you are suffering from left to right lag...the best thing to do is retreat and use projectiles...stay away from the corners. CORNERING: Escaping the cornering tactic can be a pain in the ass,and may require a "couple of tries", but the technique is the same at the Projectile Attacks and Timing mentioned earlier....get the right timing for blocking and advancing,and you can escape with ease.When you are cornered the best thing to do is continue blocking until you can make a timely escape,or counter attack. Damn...im spent on this issue. To Be Continued.......
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