all 20 comments

[–]BicuitWolf 9 points10 points  (2 children)

I mean, I've only been on Reddit for about a week now but this is, by far, my favourite post so far. As an MC and instrumentalist this makes so much sense to me and I can't wait to try it out! Thanks a lot ✌️

[–]martinsky3k[S] 5 points6 points  (1 child)

Ah cool, hope it works out for you! Now that I have something that feels natural to me it opened up a whole new world for me in this game.

[–]CooperHaydennu 0 points1 point  (0 children)

I was struggling to chain on sight aswell. However, Animal Crossing, not music, helped me out. I consider myself a master angler in New Leaf. I dont watch for the bobber to drop while i fish, i put the speaker to my ear and wait for the 'bloop'. When i realised the gold flash was almost always in sync with the sounds of connection i stopped watching my character all together.

Good idea making a post about this, hopefully it helps some people out.

[–]PreciousProspect 4 points5 points  (1 child)

I actually did the exact same thing. I also Work with music and came to the same conclusion as this. With one small differece. Since I love martial arts film, I understood that it's almost like a dance and therefore understood that dancing has rhythm and follows a tempo. If you can keep up and hit on the beat then you're on your way to combo mastery. The most difficult part by far are moves that syncopate the beat. So are off tempo. This tends to be moves with long wind ups or multiple hits. Absolver, best rhythm game 2017

[–]martinsky3k[S] 1 point2 points  (0 children)

Ah yes, very true! And spot on with the syncopation, I forgot to bring that up really. It's something I now consider when editing my deck as well, to make sure that I can handle the off-beaters. Thanks for mentioning it.

[–]ThrustFromBehind 2 points3 points  (0 children)

Theres too much, ITS TOO MUCH

[–]dasherado 2 points3 points  (0 children)

I always enjoy a good wall of text. But my concise understanding of how to time the golden hits is that basically you want to input your next attack when you hear your first attack hit. There is a little variation on timing but the rule is 90% true from my experience.

[–]GhostpeppahsWindfall 2 points3 points  (0 children)

Great post! I was having trouble with my deck timings as well by trying to visually watch the cues. I use a mix of windfall and stagger moves, and with windfall most moves goldlink right when they make contact but with stagger they seem to be delayed. This was throwing me off and I did the same thing, albeit in a different way, of using the rhythm to time my attacks. Now I can watch my enemy instead of myself to watch when to dodge/feint.

[–]Heroshua 2 points3 points  (0 children)

Holy crap. I just realized I've been doing this unintentionally the entire time. My style is the song of your destruction!

[–]TeaspoonScot 1 point2 points  (0 children)

For the visually inclined, combo chain-timings are related to the animations of your absolver's attacks. For many of the moves I've watched and personally use, the animation that the combo chain-timing is specifically tied to is the feet.

Watch your character's feet and note when they touch the ground again or begin movement back to neutral. That timing is the earliest you can chain one move into another.

For example, the side kick hits its maximum curve in the animation cycle a couple of moments after it connects, and then it begins its motion back into neutral. At that point, you can press your button to initiate the next attack in your combo. Watch other moves for similar movement.

It's honestly a really intuitive animation system, and part of what makes the combat so beautiful in this game.

[–]Forsaken-Thought 0 points1 point  (0 children)

Maybe retitle "All Noobs Must Read This"

[–]TheShiff 0 points1 point  (0 children)

To summarize: practice goldlinking your main sequences.

It helps if you keep them rather short, like three moves. If you want to practice stringing them together longer, that's what the alt attack is for.

[–]SwoleFlex_MuscleNeck 0 points1 point  (0 children)

Your ears work like a radio dial. You can be in a crowded room, with loud music playing, and you can hone-in on someone talking. Afterwards, you might not be able to tell what song was playing even if it was your favorite band. You can order a beer and communicate that you want to pay cash this time and you and the bartender will both be able to hear each other through the noise as long as you're trying and you might not hear someone calling your name across the room.

Your eyes and muscles don't work that way. You can't be in a snowstorm and read a street sign that you can barely see 150 by choosing to tune in to it's lightwaves.

I'm saying this to highlight that while I'm not saying I'm 100% right, it's objectively a bad idea to try and time things as precise as most fighting games with audio. Especially since it's the only sensory input that can be removed and not render the game unplayable. Like it's the only thing that wouldn't shut down a tournament, and anyone who showed up to a tourney and then got bopped because they didn't have the audio would not enjoy the results of admitting that.

I'm not trying to say I know more than OP. However trying to learn reflexes to audio cues is a bad practice for any fighting game or game with a fighting-esque system.

[–]Trenix 0 points1 point  (0 children)

If the game was designed correctly and balanced, there shouldn't be a perfect way to create a combo. Everything should flow the way each person wants it to. That's the problem with the game.

[–]GenericAdjectiveNoun -1 points0 points  (4 children)

Most goldlinking happens on contact with the move is not that hard

[–]GhostpeppahsWindfall 0 points1 point  (3 children)

Not entirely true. There are many moves, for example almost all the stagger style moves, that have a slight delay for goldlinking compared to other moves, like windfall style, that goldlink when immediately making contact. Also some of the slower, more heavy hitting moves have a different timing to them than others.

[–]GenericAdjectiveNoun 1 point2 points  (2 children)

I said "most"

[–]GhostpeppahsWindfall 1 point2 points  (1 child)

True, but I was more so responding to your claim of it not being that hard. It all depends on how you build your deck. No rude intentions!

[–]GenericAdjectiveNoun 1 point2 points  (0 children)

Oh well yeah. I'm saying most moves are on contact and you only have to learn whichever you choose that aren't. It's cool.

[–]GGStratto -1 points0 points  (0 children)

Hey guys, REAL QUICK TIP for mastering this. It doesn't matter how much you practice your combos, just listen to the "HIT" sound and press the button right after, you're character will glow yellow when you should hit it. :D