Escape wrote:Latency perception improves with accumulation of input feedback in a given timeframe, but fightmen are full of timings we acclimatise to. No two plays of a twitch game are ever identical, so you're more attuned to their lag from relying on AV confirmations between inputs. (Imagine having to hitconfirm everything!) Animations also play their part, where one fightman can feel snappier than another with the same input lag. But to answer your question: yeah, I could feel the difference between 4 and 8 for reactive inputs. The rest of the time not so much. And maybe not at all if I'm just stepping about.
Really? I'd have thought it would be in almost everyone's.dynamiteReady wrote:Which is funnier still, because despite our fervence, I don't think any of us would have SF4 down on a list of our top 3 favourite versions of Street Fighter. Let alone a top 3 list of favourite fighting games. ...
Roujin wrote:games where there are shorter, fixed combos by rote, with maximum effort made to stop people feeling bad because they don't use the defensive tools to stop themselves getting reamed in the corner.
Shout outs mahvel 3, Tekken (all of them) and Guilty Gear ( up to Rev 2), and KoF 13 and maybe also 14 and possibly 15 iunno, shout outs Big Band trombone solos, shout outs Viper knuckle cancels and Hakan oil combos, shout outs any games I missed like BBTag where it happens but I dunno because I never played them.
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