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Shadow Ninja 64 posted:You're asking the wrong question here. As long as fighting games rely on the dual conventions of startup/active/recovery frames and hitstun/blockstun (bundled together into the overarching concept of frame advantage), links will exist, including and especially one frame links. What you should be asking is what kind of importance the game system puts on links versus chains or other cancels. Having an input buffer should be able to remove one-frame links though, shouldn't it? For example, if you input a command during the last five frames of recovery, have it come out on the first frame afterward. That turns a one-frame link into a five-frame link. Doesn't Blazblue do something like this? Or am I totally wrong?
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# ¿ Jan 10, 2012 22:11 |
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# ¿ Apr 28, 2024 07:10 |
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Gwyrgyn Blood posted:It actually doesn't anyway, because inputting something TOO fast can be wrong as well! It does largely eliminate them though, because most hard links do require you to hit the button as soon as it is possible to do so. Yeah I was considering mentioning that when you need to wait between hits to continue the combo later (I play Litchi in BB, so this is painfully familiar to me), an input buffer wouldn't do anything. I figure that's outside the realm of what links are usually considered though, particularly in games like SF4. But at that point it's really just semantics, so oh well. Thanks for the responses all.
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# ¿ Jan 11, 2012 00:56 |
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If anyone wants to watch a stream, my university fighting game club is streaming Skullgirls tonight at http://www.twitch.tv/team2a
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# ¿ Apr 13, 2012 01:08 |