GG’s to @HWFREEKYJASON
Who I ran into on ranked.
His Kan-ra Destroyed me.
ggs man
A bit off-topic, but I was just watching the latest This Week on Xbox video with Larry Hryb, a.k.a, Major Nelson on Xbox Live, and at the very end of the video, during the “Did you know?” segment, he credited our very own @SightlessKombat for the tip! Way to go, buddy!
What tip was it?
GGS to @STORM179.
Near 90 matches!
Wow… o_O
Pretty sure it was closer to 100 actually
94 matches by my count - GG’s as always!
I wonder how long you and Ostrich play KI matches? Is it 2 or 3 hours?
How to use the narrator assistive feature.
GGs to @flashexpl0sion for that quick FT5 - I’m so free.
See me in Devil’s Landing! I’m still free, but free @ 60fps! XD
EDIT: Oh, he’s not the forumgoer. He should be. THEY ALL SHOULD BE!!! BWAHAHAHAHA!!! * lightning strikes *
Off topic a bit but I feel this is the best place I can get a decent answer…’
why the HELL can players break on the very last frame of a lock out while Im canceling the AD into an ENDER?
Its clearly still locked out on my screen yet it breaks?
Are they seeing something different on their end due to online rollback?
Or are they just mashing in hopes of a break before the ender?
Is their a trick behind this that few know and I do not?
Super ■■■■■■■ salty right now
If the lockout was still active on your screen, then I’d assume rollback. You can break AD’s right up until the last frame though, so if you’re extending even slightly past your lockout window, then yes, you are giving your opponents’ an opportunity to break.
Does this happen to you often? Ive noticed it for a long time now but Ive never said anything or questioned it.
But damn it earlier it cost me an intense match and Im just like WTF? Can I not trust a lock out?
Ive also seen timing lockouts completely appear and disappear before as if the game was like “oops…my bad…that wasnt a lock out…sorry!” LOL
Im just curious as to what others experiences are with this and if there is a trick to doing it or avoiding it.
Extend past the lockout window? On occasion. A lot of times people don’t check what aren’t true “lockout” combos, so I’ve definitely had times where what I thought was an unbreakable combo in fact had a few frames of breakability there at the end. I think I’ve removed most of these from my play however.
As for timing lockouts disappearing and reappearing, I’d assume resets in most cases. It’s pretty easy to get timing lockouts on someone if they’re mashing and you just keep resetting them. Each new combo will clear the previous lockout, so you’ll just see the lockout go away and then you’re stuck in another combo.
Ahh ok… ON the timing lockout I was referring to I had the lock out the opponent and when I went all in thinking I had them locked out… well it disappeared and they had opportunity to break. But the reset makes sense.
How do you determine " Unbreakable combos" compared to lock out times? How do you know what the timing is if they can lock out on different frames of the linker/AD? What makes it unbreakable to the point that its part of your plan and you KNOW its not break able?
Im not fully understanding this term as in "how is it guaranteed the lock out wont end before you end?
You do your final double/manual/linker before the lockout X disappears. Nothing more to it than that.
You basically just want to make sure your final double is over with right before the lockout X goes away. Then you just go into ender and there’s nothing they can do about it. There isn’t really a great way to test out optimal lockout combos that aren’t counterbreakers in Practice Mode, but playing a lot and being familiar with your characters should help with it.
HOw do you ensure it beats the timer? Can you cancel out the AD into ender earlier than normal?
Im asking because it seemed the way to stated it there was an actual science behind it and not just a visual ques of “Oh shitt better hurry and end it”
Thanks for the help
No. AD’s always take the same amount of time to complete in all situations. The “science” behind maximizing damage is simply that all your combo elements (and the timer) are discrete, and thus it is possible to stack them in some optimal arrangement.
One of my common combo strings is ORZ opener->delayed heavy linker->heavy AD->light linker->medium AD->ender. If the opponent timing locks out on the delayed linker (which is my intent), then the final medium AD ends right before the lockout ends. This is determinate, and will always be true if the opponent timing locks out before my linker.
Ok, I got you. SO you plan this out in the lab by setting the AI to lock out on the specific AD/linker in order to “time” the combo?
Nope. :-p I plan it out by feel for the most part, and then as I’ve found combos that extend too far I’ve modified them accordingly.
Like I said, it’s kind of tough to test lockout maximization in Practice with the exception of counter break combos. You could probably figure out some way to do it with the record feature if you wanted though.