Is This Move Reactable?

  Рет қаралды 31,471

GekkoSquirrel

GekkoSquirrel

5 ай бұрын

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RESOURCES USED:
[1]Fighting Game Glossary: glossary.infil.net/
[2]A comparative study of visual and auditory reaction times on the basis of gender and physical activity levels of medical first year students: www.ncbi.nlm.nih.gov/pmc/arti...
[3]Human Benchmark Reaction Time Statistics: humanbenchmark.com/tests/reac...

Пікірлер: 206
@hectormartin9004
@hectormartin9004 5 ай бұрын
23 minutes of just saying "Hell No." was a brave choice on your part
@NotFortheMoonay
@NotFortheMoonay 5 ай бұрын
So brave. Could have done without the choice to just have a %10 opacity screenshot of Scrubquotes twitter page, but hey, it's his channel.
@itsaUSBline
@itsaUSBline 5 ай бұрын
Jokes aside, that is essentially what the video is.
@KarmaDama
@KarmaDama 5 ай бұрын
Gekko mentionned this rather quickly, I think it has a major impact on reactability: If your reaction time is 13 frames and you're trying to react to a 14 frame move, you are actually trying to react to the first frame of the startup. Meaning you need to be able to recognize, from frame 1, what move it is. By the time you recognize what move is coming, then add your reaction time, you end up with probably way more than 14 frames. To sum up: Reactable move startup = Reaction Time + Recognition Time
@lostporpoise8883
@lostporpoise8883 5 ай бұрын
its exactly why blankas command grab is SO SLOW but still extremely hard to react to. By the time you can tell that its not a hop forward or a rainbow ball, its not so slow anymore. Masking startups with similarly animated moves is pretty scary & stuff like juri dash in sf6 is the same speed but the first few frames not advertising the fact shes dashing makes it feel much faster
@Bluebatstar
@Bluebatstar 5 ай бұрын
Yeah, and unless the move glows or makes a noticable sound from Frame 1 you're looking for probably a very minor animation quirk, so you'd have to focus far harder on that character then you would for just a giant flashing screen. And that's not even taking into acound if the first frame of every move looks similar or not, which is might do.
@MrRaposaum
@MrRaposaum 5 ай бұрын
Not only you wouldn't recognize it on frame one, but also comparing the reaction of a person seeing a full screen changing colors and just clicking a button is something much more simple than being in a middle of a game and react *correctly* with your joystick. I think most people guess the mix-up if they want to mash, while only very few individuals are able to truly react to it.
@chaselowell4567
@chaselowell4567 5 ай бұрын
So it’s unreactable because rollback means you can’t see the first frame
@Joe-xx2ri
@Joe-xx2ri 5 ай бұрын
ah yes. you're right i should lab against elphelt. elphelt, the dlc character. elphelt the character i have to pay to even have my curser on
@DestroyerOfDoom
@DestroyerOfDoom 5 ай бұрын
Its so stupid honestly
@FelipeAlgumaCoisa
@FelipeAlgumaCoisa 5 ай бұрын
"it's reactable" Ok but can YOU react to it?
@memekingk373
@memekingk373 5 ай бұрын
To the people saying that 14 frames is reactable: Youre not that guy pal, trust me, youre not that guy
@willdangerfield50468
@willdangerfield50468 5 ай бұрын
Fighting game reaction time is also heavily impacted by lag. With games having built in delay, and online adding even more delay, then factoring in the time it takes to act on the reaction, the line for reactablility starts getting very fuzzy. Also things like DPs have a minimum amount of frames needed to do the input, so the line between can and can’t react just fucking vanishes
@LoraLoibu
@LoraLoibu 5 ай бұрын
Online in recent games (GGST, SF6, DBFZ is getting it soon™) adds very little, if any delay thanks to rollback
@Vimes839
@Vimes839 5 ай бұрын
​@@LoraLoibuAll games have some delay, if nothing else theres the time it takes for a controller's signal to reach the computer, then the time for the OS to hand over that info to the game, and for the game to finally do something the information. At absolute best its tacking on a frame or two. For Strive on PS5 there's about ~6 frames input delay for instance.
@lostporpoise8883
@lostporpoise8883 5 ай бұрын
@@Vimes839yeah but most games are doing that at a base level, so its not added delay for online play
@Natalie-sr8hm
@Natalie-sr8hm 5 ай бұрын
@@Vimes839 I would generally argue that Elphelt Rekka is only really remotely practically reactable while playing in an offline on a good PC setup for this reason. Wouldn't ever even think to try and react at most tourneys given input delay on consoles, and that's before even considering the mental stack part which makes it so much harder. I labbed this out a week or so after she dropped and found out I could in vacuum react to it at least as well as I could guess on a good day, but throwing every other option she has into the mix makes to feel like its only worth it if I could also OS fuzzy backdash or something which makes you very weak to the low.
@LoraLoibu
@LoraLoibu 5 ай бұрын
@@Vimes839 I said _online,_ games do indeed have some slight innate delay
@mkol1998
@mkol1998 5 ай бұрын
Now I want "Did you get hit?" to be a fast and short version of "Will it kill?".
@owencmyk
@owencmyk 5 ай бұрын
In practice, you have to add a few frames to reaction time measurements when you're talking about gaming, because even with heavy accessibility options, and reducing the mental stack of your game, it's still going to take longer than a red and green flashing screen. Not to mention, humans react to brighter colors faster, reaction to Zato on a dark stage will literally decrease your reaction time by about a frame. That's why when you're designing a move to be reactable, it's best to be around 20 frames and with clear audio and visuals (like for example the orange glow on dust)
@JohnnyGuiltyMan
@JohnnyGuiltyMan 5 ай бұрын
Gekko going ballistic over a data graph is unbelievably relatable
@nkirmath8621
@nkirmath8621 5 ай бұрын
The craziest thing that I've seen elphelts do is end the initial hit with a grab(grab comes out surprisingly quickly), if they actually mixed with it instead of relying on it I might have been scared.
@macanudo6206
@macanudo6206 5 ай бұрын
the worst thing is the kara cancel into overdrive grab, its sooo hard to read it
@nkirmath8621
@nkirmath8621 5 ай бұрын
@@macanudo6206 I can't imagine
@cerdi_99
@cerdi_99 5 ай бұрын
​@@macanudo6206I actually labbed that, of you Kara into the cg super it'll white bc it'd grab before the invul after blockstun is over. U have to wait out the recovery and then use the super. It's still a good option imo
@macanudo6206
@macanudo6206 5 ай бұрын
@@cerdi_99 ho ok, so you got to time it then, thx for the correction!
@zapcat6029
@zapcat6029 5 ай бұрын
Main problem is that even if my reaction time is faster than the startup I still have to somehow determine within a couple frames of time whether THIS flippy move where she spins the gun is the overhead or not
@tgw910
@tgw910 5 ай бұрын
Absolutely LOVE the new format, idc if it's temporary I would love to see more candid video essay with your face on em
@SkiGlovesie
@SkiGlovesie 5 ай бұрын
My own personal reaction time is god awful. So I go into every round with a plan, my instincts, a rhythm and a reminder that it'd be funny if I interrupted exactly one (but not the first) blockstring with a fully charged Call 4B9 (malfunction). Nothing in this game is reactable.
@Cassapphic
@Cassapphic 5 ай бұрын
Reject frame data, return to vsf gas leak balance
@SumGuyLIVE
@SumGuyLIVE 5 ай бұрын
Nah
@djsharky3822
@djsharky3822 5 ай бұрын
Big issue you are wrong about you can't deflect shield it, there's a glitch where her combo is drawn into the shield kind of like Faust's game break (banana peel sucked into deflect shield crashes the game)
@HotaruLikesDagashi
@HotaruLikesDagashi 5 ай бұрын
Are you sure it's a glitch? All of her rekkas except the ender can be cancelled on whiff so she'll easily keep moving forward even if you push her out. Dumb design decision, but intentional I believe.
@TetraBui
@TetraBui 5 ай бұрын
@@HotaruLikesDagashiI haven’t tried it but does reflect shield into super jump work?
@justafanboy3968
@justafanboy3968 5 ай бұрын
So happy you brought up mental stack and options, this was something MoldyBagel mentioned in his video in DBFZ when rollback was being mentioned.
@KnightLederic
@KnightLederic 5 ай бұрын
Thanks for talking about this Gekko, I hope more people start recognizing what goes into a move being reactable or not.
@XNDL44
@XNDL44 5 ай бұрын
While I do not mind seeing your face, I have grown accustomed to the avatar you used and the different poses you used to convey emotions. Either format is fine with me
@chillmadude
@chillmadude 5 ай бұрын
tbf, part of why it's unreactable is because the startup frames of the overhead are very similar to the low, meaning most people dont have the full 14 frames to react to. afterall, gekko here found a small detail he could use to tell the difference between the 2 moves, and he still didn't do much better than a coin flip.
@GeneralBrwni
@GeneralBrwni 5 ай бұрын
The high/low isn't necessarily unfuzzyable, but it can be with a delayed low, though then the low loses the advantage of being gapless, so it loses to invincible moves, but an undelayed low will probably catch most motion inputs so... it's another layer of 50/50
@webbacon7106
@webbacon7106 5 ай бұрын
Doesn't matter if it's reactable or not cuz that's just the kind of game this is. I-no, bridget, baiken, johnny, and millia all have instant overheads
@ThePoodle
@ThePoodle 5 ай бұрын
every(?) character has instant overheads via backdash brc
@webbacon7106
@webbacon7106 5 ай бұрын
@@ThePoodle true
@emperoriro4391
@emperoriro4391 3 ай бұрын
Bridget? What instant overhead does she have cus it isnt the roll
@emperoriro4391
@emperoriro4391 3 ай бұрын
@ThePoodle saw a video on it and it's honestly crazy cus it's a safejump and can lead to another setup
@emperoriro4391
@emperoriro4391 2 ай бұрын
@ThePoodle if I can get a vid on that it would be helpful. Haven't player Strive in a while but I still got some skill
@Ataraxia0
@Ataraxia0 5 ай бұрын
i paused this video to go make some food and the moment i unpaused it cut to the bit where he asks if you're going to finish your food so now im convinced gekko is clairvoyant
@KyleJohnsonVA
@KyleJohnsonVA 5 ай бұрын
6:58 The answer is that we adapted this trait because being able to react to sounds faster than vision was more useful for surviving against predators.
@mush9921
@mush9921 5 ай бұрын
in tekken, most people consider 19 frames and below unreactable. this is because, in addition to human reaction time and the mental stack, theres also the challenge of executing the correct solution to the opponents attack. one of the things that the space bar test doesnt account for in this context is that most reactions in fighting games are more complicated than pressing a single button. like, despite how simple it might seem, holding downback takes more time and precession than applying pressure to one part of your body in the case of tapping a space bar. this is one of the reasons hitboxes and button based controls may have an advantage over traditional fight sticks. we dont need to get into motion inputs as a source of difficulty for reaction as well, or how the tekken mental stack is bigger than the movelists it's characters have, but as a side note, tekken is obviously animated differently than 2d games, or even most 3d games, so moves are pretty much always less reactable to a fault as well.
@joeadams9744
@joeadams9744 5 ай бұрын
As someone who spars against a Potemkin all the time, just guess right.
@drdipshit2022
@drdipshit2022 5 ай бұрын
Love the new video style! Keep geckin king!
@Natalie-sr8hm
@Natalie-sr8hm 5 ай бұрын
Shortly after Elphelt released I saw someone on twitter talking about the Rekka overhead being reactable and had to try it for myself, basically did all the math you did here on my own that day, and ended up finding out that in a vacuum on an offline PC setup, I could react to it at least as well as I could guess. The limit of both human reaction time and my own in fighting games has become a bit of a curiosity to me since then. I ended up looking at other situations in Strive such as TK Badmoon, and Leo backturn. TK Badmoon results were unsurprising, while it might hit on a similar frame to Elphelt rekka P, the animation is in practice significantly more hidden, given that the move comes out 15 frames after you start to jump cancel but only 11 of those frames are Badmoon itself this makes a lot of sense,. On a good day my reaction speed was about 12.5 frames, I couldn't react to an 11 frame move almost ever, there might be someone in the world who is that guy and can react to it atleast in a vacuum, but even that will not hold up with a little mental stack. Leo backturn on the other hand I found more surprising, its an 18 frame move which is what I've always heard is generally considered the fastest a move can be to be practically reactable even in online or console settings, but I found it much harder to actually react to Leo bt.H in a vacuum compared to Elphelt Rekka P. That doesn't mean I felt as if I could never react to it, but I felt a lot more like I didn't even know what I was looking for and like by the time the animation is clear it was typically too late. None of these moves are ones where I relying on reactions would be a good idea for most people, but it's interesting none the less. All this makes me think it would be really cool to see someone break down the level of practically of different mixups in fighting games, maybe even using something like that scale you made near the end of the video.
@robertmahiques6218
@robertmahiques6218 5 ай бұрын
I like the new format. Gekko has become the J1mmy of the fgc
@Ramsey276one
@Ramsey276one 5 ай бұрын
15:20 that is the music to fight the despair! XD
@blujay1294
@blujay1294 5 ай бұрын
I remember For Honor had a problem early on with Orochi, where console players physically/mechanically could not swap their guards fast enough to match another player spamming light attacks just from different directions, it was a wild thing to read about LMFAO, I was on PC at the time thankfully.
@rookbranwen8047
@rookbranwen8047 5 ай бұрын
Was practicing dodging raging strike on reaction in Granblue Rising. With it being ~20 frames it was easy enough to do alone, but when I set the dummy to start doing frame traps and run up throw it became much more difficult to deal with all of the options. And this is without adding in character specific mixups.
@maxcar7298
@maxcar7298 5 ай бұрын
That's a great video format ngl
@Ouryuu-Zenokun
@Ouryuu-Zenokun 5 ай бұрын
It really isn't feasible to react to stuff faster than 19 frames unless it has a really big telegraph like the orange dust glow tbh, I don't get how anyone that plays fighting games genuinely thinks otherwise
@h2_
@h2_ 5 ай бұрын
if you watch the video on 2x speed, gekkosquirrel is doing a very urgent peepee dance the entire video
@idiosyncraticRyugu
@idiosyncraticRyugu 5 ай бұрын
lol, watched the prevous one thinking where tf has gekko been... and now this one. Cheers xD
@Cassapphic
@Cassapphic 5 ай бұрын
One other thing I would consider adding to the reactability scale is what the intended or most reliable answer to the move is, baiken's s kabari is plus on block and gives her great presssure, but if you 6P and get tot he upper body invuln frames you can "dodge" the move and punish her if she's close enough, further away you may need a slower move which means reacting faster.
@zacedwards466
@zacedwards466 5 ай бұрын
Was the background music when he was ranting about the bell graph the witch music from L4D?
@javierperezmerino9457
@javierperezmerino9457 5 ай бұрын
This video was pretty epic. I loved the format. Hope you do a couple T8 streams
@spring0nion980
@spring0nion980 5 ай бұрын
Loving the new video style
@dextra_24703
@dextra_24703 5 ай бұрын
i think Kliff in +R, one of his attacks just has like 5 frames of just his crouch which reduces the moment you know he does something to like 11-13 frames or something like that where it has unique animation frames, so just seeing him crouch next to you might be a sign that he is already doing an attack
@hhjk97
@hhjk97 5 ай бұрын
Yup, his 5D. According to dustloop it's for about half of its 27 frame startup
@ShimyIa1
@ShimyIa1 5 ай бұрын
This is a good format
@Gabriel.570
@Gabriel.570 5 ай бұрын
13:55 Yes you are right You can notice that you are going to get hit but, the time your brain takes to: 1 realize that you need to block, 2 send the "signal" to the rest of your body and, 3 really do the block input So just roll a dice in your brain and guess
@Sleeper_6875
@Sleeper_6875 5 ай бұрын
Good format
@reallycoolblonde2368
@reallycoolblonde2368 5 ай бұрын
im so happy that green screen gekko has returned, even if it was only for a little bit.
@Ziegrif
@Ziegrif 5 ай бұрын
I presume this video is fueled by sheer spite.
@lucifer9032
@lucifer9032 5 ай бұрын
That's why you have to kinda guess and mash accordingly.
@axemafia2325
@axemafia2325 5 ай бұрын
This was way more indepth than i thought 😂
@djcwittz3012
@djcwittz3012 5 ай бұрын
Something important about mental stack, is it's not always about what your opponent can do with a character, it's what they WILL do with a character. They may be able to fool you into thinking they can't or don't know how to do something when in reality they can and will. CONDITIONING BABY! But if you correctly read them or successfully sus out that their genuinely new then that really shortens the size of the stack. Just feel your opponent out where you can, play defensively at first and see what they pull out on you, adapt, and learn your matchup with that player. GGs boyos
@moonsalibi
@moonsalibi 5 ай бұрын
Love this style of video. "Guy goes insane for an unreasonable amount of time about one specific topic, getting stuck on the details along the way"
@Bloxman12boo
@Bloxman12boo 5 ай бұрын
Gekko, buddy. WHERE HAVE YOU BEEN?!
@kewle3
@kewle3 5 ай бұрын
not the will it kill beginning XD
@FayeHunter
@FayeHunter 5 ай бұрын
Big fan of the RocketpoweredMohawk "....................i am calm now" moment
@Kamaalwillingham
@Kamaalwillingham 5 ай бұрын
I just mash anti air soon as they start doing flips.
@JayDayKay
@JayDayKay 5 ай бұрын
12:29 this is the best Take I’ve ever heard
@Couldntpossiblybeme
@Couldntpossiblybeme 5 ай бұрын
Ah yes, the part of the video where we hear "Its technically reactable if you both recognize and act within a 3-4 frame window, but how are you going to react when we add 5 more options, all of which are equally likely to occur, and all of which REQUIRE a diffrent reactions." Fighting games are not one dimensional instances strung together. They are a string of potential options that you always need to worry about. In general, at 17 frames, you need to acively be looking for something to block it. At 20ish+ frames, you can react (as in adapt without actively searching for the option) with more and more regularity the higher the frame count gets. Me? Im pretty sure i sit around average. About 17-20 frames if im just going to end out blocking it, and 22+ frames if I need to actively attack to get out of the situation just because of start up.
@hunterkinsella5303
@hunterkinsella5303 5 ай бұрын
Elphelt is gonna be smash 4 bayonetta all over again just like in Xrd if arc system works does not do something about this shit.
@RemixedYoshi
@RemixedYoshi 5 ай бұрын
To save u 23 minutes he says technically yes but actually No u cant so 50% 50% chance
@Ramsey276one
@Ramsey276one 5 ай бұрын
0:59 okay, fans... ALL TOGETHER NOW!
@silvanatteveld6637
@silvanatteveld6637 5 ай бұрын
I don’t know if many people will still know about For Honor, but the combat in that game is almost completely Rekka’s and lives off of mixup. So as someone who has 900+ hours in this game. Elphelt’s rekka is baby stuff. Still not reactable though.
@SaberToothPortilla
@SaberToothPortilla 5 ай бұрын
If you're really zoned in and your recognition/reaction times are godlike, then yeah, that's reactable, but even then, there's no way that's consistent. A lot of games have overheads with twice that start-up that are considered fair or only maybe a little weak. So I think it's fair to say that it's "Not reactable" for practical purposes if nothing else.
@Ramsey276one
@Ramsey276one 5 ай бұрын
19:19 Oh? ... what are you selling for my Persona? XD
@wermaus
@wermaus 5 ай бұрын
Your number at 13:54 isn't accounting for input delay Input delay effectively acts as an increase on startup frames. Strive has 2-4 frames input delay, you can directly test input delay by recording a video of the screen with the input device in profile in the frame. This can get you really specific for a more accurate test. I've though a lot on reactions in fighting games. I think this is jut in that zone of you CAN react to it, and you're way more likely to if you're like ZONED IN. the chart at 20:00 can be adjusted for this with just + input delay as a base.
@michelemichienzi934
@michelemichienzi934 5 ай бұрын
I have an avarage of 320 at the green screen thingy while drinking, and I always play while drinking. I ain't reacting to jack shit that's under 23 frames
@53k07
@53k07 5 ай бұрын
damn whats the music near the end
@MegaHarden
@MegaHarden 5 ай бұрын
I beat a friend without ever using it and without looking at commands, he has been using it for 1 week, nothing more to say.
@brain_cell
@brain_cell 5 ай бұрын
GEKKO IN THE REAL??? 😱
@soewithanumber
@soewithanumber 5 ай бұрын
Something i noticed which was a big help is that the low is more reactable than the high (whether it be because of the animation or the frame data; i haven't read elphelt's frame data), so for me, blocking high and reacting to the low has been a bit better
@lostporpoise8883
@lostporpoise8883 5 ай бұрын
That’s actually the opposite of what you should do since the first hit of OH whiffs if you crouch. Maybe animation wise its easier but frame wise blocking low is better
@nunyabiznes7446
@nunyabiznes7446 5 ай бұрын
As a new player, if Elphelt gets me in the corner (and that's not exactly difficult for her) we enter the Mystery Zone where a seemingly endless stream of attacks come out, all of which are faster than my normal response options, and some of them are definitely hitting high or low but god knows which ones are which. Immediately running to forums after getting my ass handed to me 3-0 has informed me that I should be using my punch here, but not only do I have no idea where the tiny gap is in this chain of attacks that seemingly contains no turn for me, but I really don't have anything that can follow up that punch faster than Elphelt can begin her turnless nightmare combo again. It's fkin brutal, I'm not even playing, like, good Elphelts. The combo is apparently easy enough that even down here in the noob leagues people can pull off a passable version of it.
@ThePoodle
@ThePoodle 5 ай бұрын
they are literally pressing 2 buttons
@bluegolisano7768
@bluegolisano7768 5 ай бұрын
Can you beat Chain Lolipop Low into Overhead? Meterless Reversal Characters (Sol, Ky, Leo, so on) - Yes. 50% Meter Reversal (Ramlethal, Giovanna, Testament, etc) - Yes, D E F I N I T E L Y with Mortobato. 50% Meter for YRC - Yes. 50% Burst (214D) - Kind of; if it's Here I Go! into any rekka mix into Here I Go! then it is way more reactable and can be grabbed from startup, even when in a blockstring. Burst - Fuck You Happy Chaos. (Yes.) Playing Anji and Baiken - Yes, get good at using your parries. Not to mention, Anji has a hard counter and iirc Youzansen is a meterless reversal.
@ThePoodle
@ThePoodle 5 ай бұрын
... anji's "counter"(spin) becomes active on frame 10.... it will lose badly. also youzansen is an air-only move, and it's not even invincible... please check dustloop before posting...
@MrRaposaum
@MrRaposaum 5 ай бұрын
One thing that throws people off about statistics that I feel that should be clarified here. People may hear "the average person" and understand that the vast majority of people are either in that category or under, which may not be true and in fact it isn't true in this case, based on the graph you've shown. The graphic doesn't peak at the absolute average because there's more people above the peak demographic than below it, so the absolute average will land somewhere *after* the peak.. The graph peaks at the amount of people that are in the exact average, you can see that the bell curve of it shows that the vast majority of people are actually around that average - and by a good fluctuation margin - so, *in the case of this statistic*, about 90% of people are not too far from the absolute average, with something very close to *half* (less than half, since the average is slightly after the peak) of these being above the average. Since the "absolute average person" is shy of only 0.82 frames of being able to react to her rekka variants, anyone who is able to react in up to 260 frames (247 + 13) can react to it. This 13 ms difference is also well within the 16 ms of the variation that average people have, which means that even people that are exactly in the average and the people that are *almost* in the average can also do it, but with less consistently. Again, these are not "few" people because they're still standing very high in the bell curve. The people who reach consistency in this reaction time are also still in at the top part of the bell curve, not too far from its peak and still far from the quick decline on the graph. Considering variations of reaction time between multiple test, it looks like most of the people *can* react to it and almost half of the people (I'd say about 45%) can do it with more than 50% consistency, while maybe around 30% of people can do it with a 80%+ consistency rate, because these people are still on the height of the bell curve, so they're really not that rare. But can you compare reacting to a full screen changing from very distinct colors,(with time to prepare before testing it), to reacting to an animated character in a game? At the level of detail and minutes of a second like you did? And should they recognize it from the *first* frame of animation? The answer both is *no*, so scratch what we both said. The screen test example is just what we data scientists call a bad data.
@Gabriel.570
@Gabriel.570 5 ай бұрын
If this game wasn't so expensive in my country i would love to get destroyed by the same move over and over again
@hoihatsune8023
@hoihatsune8023 5 ай бұрын
a 23 minutes video, for a move that a pink girl can do... MAGNIFICENT!
@kirbowaffle
@kirbowaffle 5 ай бұрын
any move is reactable if you're good enough
@mynameisconnorimtheandroid6080
@mynameisconnorimtheandroid6080 5 ай бұрын
My reactions time is around 200ms and 20 frame moves are the most I can react to because I need to see the startup and do the counter
@nemthenemesis
@nemthenemesis 5 ай бұрын
I didn't listen to anything for the first 22 minutes I just wanted to see the goofy rock lady
@thelaughingdragon32
@thelaughingdragon32 5 ай бұрын
But i don't wanna go to the laaaaab.
@aydo6721
@aydo6721 5 ай бұрын
this was my sign to lab against elphelt. 🙏
@CapRock9900
@CapRock9900 5 ай бұрын
Shouldn't input lag be factored in as well? You gotta add at least a couple frames to all of these timers to really say a move is "blockable" I think
@ThePoodle
@ThePoodle 5 ай бұрын
it is, characters with left/right or high/low mix are significantly stronger on PS, where there is higher input delay
@MurasakiBunny
@MurasakiBunny 5 ай бұрын
It's not even a matter of reacting BY 16 frames, you have to make sure you also don't react BEFORE 14 frames and get hit by a low instead.
@leonshirogane5541
@leonshirogane5541 5 ай бұрын
when the netcode is shitty. is always unreactable
@doomslayer8985
@doomslayer8985 5 ай бұрын
Average human reaction, the game mental stack, the controller/Hitbox/Arcade input delay, the game engine delay, the trash online netcode of guilty gear and even your PC/Console/Monitor delay add everything to the equation it is easily 300-400ms of reaction time, no wonder why so many people hate her so much. You can't react to it you HAVE TO ANTICIPATE IT WHICH IS SOMETHING DIFFERENT
@heavymetalmixer91
@heavymetalmixer91 5 ай бұрын
Pretty good video there, mostly because of the stack. If anyone can block Elphelt's overhead it's because the EL player is playing in autopilot.
@scrubzero1735
@scrubzero1735 5 ай бұрын
Context matters
@ksad96
@ksad96 5 ай бұрын
This is why I never react, I just try to read and bait. As my hero once said: "You're never minus if you're just not a bitch." (I am bad at fighting games)
@urmum9898
@urmum9898 5 ай бұрын
Comment prior to fully watching. MOST 18F overheads are considered unreactable or at least not reactable consistently, this may vary if they have a like a super obvious animation like a flash of light/ an ex flash or if there is a unique sound associated with it, but yeah no, you're not reacting, especially with even any slight frame delay. Humans can react faster to sound and flashes of light, but not identify a move that quick to react properly.
@LecorbakOfficial
@LecorbakOfficial 5 ай бұрын
reacting to a red screen becoming a green screen is not the same as reacting to the animations of a character changing to 4 different possibilities + extra options (like dash grab or RC) while being highly stimulated by all the things you can do or have to remember + lag/rollback + sounds that can disturb your thinking.
@Deathwingburn
@Deathwingburn 5 ай бұрын
I feel it is still incredibly hard to react to it because you have to recognize which one it is (mental reaction) react to what you recognize(physically doing it) and then if there is any native lag such as the heavily memed on 6 frames of lag on playstation means most people outside the god reactors are probably not doing more than guessing to block
@the_panda_express
@the_panda_express 5 ай бұрын
do you have a discord server?
@a_creatorsstuff17
@a_creatorsstuff17 5 ай бұрын
To anyone saying "this is [X] frames, its reactable, never gonna hit" Dude, im a Q main, and i can hit ppl with the kick grab of SA3.... And that crap is around 25 frames, and you cant cancel into it It depends in simply too much
@yuumei5713
@yuumei5713 5 ай бұрын
This is why I only play Bedman against elphelt cause people love to spam projectile and this particular move.
@GS_CCC
@GS_CCC 5 ай бұрын
Nah, I'd block
@plubus7148
@plubus7148 5 ай бұрын
as a elphelt player yes yes yes yes yes it is yes
@Im_Spongebob
@Im_Spongebob 5 ай бұрын
The first time i went against a elphelt (im super fucking new like only 8 hours played new) i basically felt like i was fighting a pitbull as a toddler.
@toosiooo
@toosiooo 5 ай бұрын
As faust player I would like to say, no we are screwed if we get her by her once.
@richardcenter6268
@richardcenter6268 5 ай бұрын
Kliffs dust in +r was pretty much unreactable bc half of the wtartup frames were just is crouch
@DivineeTray
@DivineeTray 5 ай бұрын
All im saying is nobody should have to buy a character u dont even want to play just to have fun 😭 just to learn how to beat something thats wooping your ass into next week im just saying that shit is foul i shouldn’t have to search a guide or buy someone idgaf abt just to have fun😭😂😂🤷🏾‍♂️
@Meowsamurai
@Meowsamurai 4 ай бұрын
I have no idea why training mode doesn't allow you to try the character out to see what you should be aware of
@Vimes839
@Vimes839 5 ай бұрын
Just to stack another layer of "hell no", all games introduce some level of input delay. For Strive on PC it's ~12-30ms or 1-2 frames, but you're on PS5 you're looking at 4-6 frames. That'd leave that PS5 player needing a ~130ms reaction time, way beyond normal and very nearly beyond the highest reaction time I could find recorded for a professional gamer: 120ms
@KingAfrica4
@KingAfrica4 4 ай бұрын
Ps5 also has around 2f input delay
@zachstarattack7320
@zachstarattack7320 5 ай бұрын
the human benchmark stuff is done a lot off of monitor and delay and browser
@jacopomalatesta4913
@jacopomalatesta4913 5 ай бұрын
Fighting game players explaining that a move sucks because if you focus your brain, your arm, your eyes, your nose, your penis, and your ears, and use Albert Einstein time dilation by going at 10000 km/h you can see the move coming out 1 frame before it hits you
@kylegriffin6218
@kylegriffin6218 5 ай бұрын
… you know I thought my reaction time was great. I’m actually very average
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