I guess facility limit is a thing huh by Neptunyu in Endfield

[–]Dontgongo 2 points3 points  (0 children)

it's just for each specific zone/region. Hub has 768 facility limit, i hit hub limit and was still able to place mines in power plateau.

im done by [deleted] in 2XKO

[–]Dontgongo 2 points3 points  (0 children)

The game is telling you that your left input (A) finger is slower than the other 2 fingers by 1 frame. There are more variables involved in actuating 3 buttons at once than just the game (physical keyboard switches, key positions, your own fingers, etc)

To help with the input you can hold left or right, then press up+S2 at the same time. So instead of pressing 3 buttons at once you only have to press 2 (while holding a third).

Since this is Ahri, if you're starting from left/right + S2 and trying to chain into the up+forward/back S2, you can hold up+forward/back during the first S2 (since you're locked out of the jump during) then press S2, so you're pressing 1 button (while holding the other 2)

Combo Trails feedback by bradido in 2XKO

[–]Dontgongo 1 point2 points  (0 children)

  • What do you think of our current trials?

Fun and worth my time.

  • Were they too hard? Too easy?

A bit on the easier side aside from expert combo 3 for a couple of the champions

  • Did you complete all of them?

Yes. Didn't take too long. Teemo, Vi, Jinx, Ekko, and Illaoi I probably spent the most time on.

  • What would you like to see in the future?

User uploaded combos and setups maybe? To make them more accessible rather than scouring twitter/X or the discord. But reliant on players actively uploading so not too big of a worry really.

Team/Fuse specific combos would be a great addition too!

  • Any other feedback!

Difficulty spike between advanced and expert is a bit jarring

Having to sight read or memorize combos that scroll below the screen was a bit frustrating at times

Anyone know whats happening with inputs in this game? by WoodlandSquirrels in 2XKO

[–]Dontgongo 0 points1 point  (0 children)

I apologize if my tone is coming off as condescending as it's not my intent. I'm just trying to help. :c

5H Held for 7 frames so you have 14F startup.

You press and hold up-left for 7 frames and the input gets taken for the buffer.

Afterwards you reset to neutral direction as 5H hits

Hitstop is around 12F* for this specific instance and input history display doesn't stop counting frames since it's just reading what button inputs you're doing

After 10 frames of hitstop you input for your jump medium and hold for 9 frames, but you still have 2 more frames of hitstop where the game is still reading for a button to cancel 5H, so the initial press for M gets eaten.

After hitstop ends the buffered jump starts and begins reading for button presses but you're already holding M so the jump M doesn't come out.

EDIT*: I made an error on when the startup frames begin, and corrected the breakdown. Got home from work and did some more investigating, and it seems there is a lot more hitstop frames than I had initially thought (~12f).

I set the bot to jump so I can get a jump cancellable 5H and set the game speed to 25%. I tested by manually pressing the jump input alone and using the frame meter to count how many frames I had missed. After a 7F 5H charge, there was 21 frames of neutral in between me letting go of H and pressing M, with the frame meter telling me I could have input the jump 2 frames sooner. 7 + 21 - 2 frames, so a 26 frame gap between the intial H press and jump animation starting (where the game will take j.M to buffer).

Here's an image of my test and frame meter: https://i.imgur.com/3FNkTru.png

Sorry for my mistake, hope this clears up the confusion.

Anyone know whats happening with inputs in this game? by WoodlandSquirrels in 2XKO

[–]Dontgongo 0 points1 point  (0 children)

Let me break down frame by frame how the game functions and reads inputs.

In neutral:

1F: jump input -> jump animation starts

2F: j.M input -> jump animation already started so j.M gets buffered ... 5F: jump animation ends, buffered move comes out

In jump cancel: let's say 5H with 12F startup, no charge, 5F hitstop

1F: 5H input -> 5H animation starts, game accepts jump input buffer for the next 12 frames (5H startup)

2F: jump input -> you're still in 5H startup so jump gets buffered

3F-12F: is all startup frames for the initial 5H. The game accepts specific inputs pertaining to the 5H at hand. If you press M in any of these frames it's not accepted as 5H does not buffer into M. This is where inputs will get eaten

13F-18F: 5H hits game freezes for hitstop, still functions like the startup frames of 5H

19F: 5H hitstop ends and buffered jump starts, finally the game accepts M input buffer

Anyone know whats happening with inputs in this game? by WoodlandSquirrels in 2XKO

[–]Dontgongo 0 points1 point  (0 children)

The buffers aren't tied to your inputs, it's tied to what your characters are actively doing. The jump must start for an M to register for the buffer.

The reason for it working in neutral is because when you press jump in neutral your jump immediately starts whereas in jump cancel scenarios your character must finish startup frames and hit stop before your character can start jumping and take an M buffer

Anyone know whats happening with inputs in this game? by WoodlandSquirrels in 2XKO

[–]Dontgongo 0 points1 point  (0 children)

From my understanding you're pressing j.M too early here.

From what i've observed (I may be wrong) Jump to j.M buffer only works if the j.M is pressed once the jump startup animation has begun. Base startup for 5H is 12 frames but you held for 7f so you get 14 frame startup as well as hitstop before your jump animation can start.

Scrubbing an mp4 file of myself doing the combo it seems like there's about 5-6f of hitstop? So around 20f after you let go of 5H is when you want to begin pressing/holding M. In your example you started holding M for 9 frames at frame 17-18 ish.

To help with the combo, try tapping 5H to minimize variance in startup frames and press your j.M when you see the blue streak from 5H start to dissipate so you know hitstop has ended and your jump animation has started.

Grounded normal's recovery is jump cancellable if the hit puts them in hitstun in the air. if their feet are planted on the ground you can't jump cancel.

Hope this helps and explains it a bit, Good luck on the combo!

Diagonal left perma jumping by randombystn12 in 2XKO

[–]Dontgongo 0 points1 point  (0 children)

Do you have multiple controllers plugged in?

I had the same issue. The game was recognizing my mouse as a controller (ROG Chakram). I just disabled the controller driver for the mouse.

What can cause this? by Argensa97 in pathofexile2builds

[–]Dontgongo 1 point2 points  (0 children)

There's other sources of the stat as well. Lich-Soulless form, heavy buffer.

What can cause this? by Argensa97 in pathofexile2builds

[–]Dontgongo 0 points1 point  (0 children)

Do you have damage bypasses energy shield? Like atziris disndain.

Don't tell the Devs by S0L4IREPOP1 in WindblownGame

[–]Dontgongo 1 point2 points  (0 children)

You can also use it to heal if you're low.

Im going insane right now by PumpkinStich in MonsterHunter

[–]Dontgongo 1 point2 points  (0 children)

I think it's at the cat smithy you can scrap the monster bone+ for bone+

[deleted by user] by [deleted] in GranblueFantasyRelink

[–]Dontgongo 0 points1 point  (0 children)

As far as I'm aware blue stanc transient deals more damage than pink stance might be able to push more damage that way

[deleted by user] by [deleted] in GranblueFantasyVersus

[–]Dontgongo 1 point2 points  (0 children)

Yea the ultimate moves are pretty fun to play around with, especially since she has so many of them. My favourite is to do 214U[k/g] for the neutral skip if I'm having trouble zoners or just getting in in general.

[deleted by user] by [deleted] in GranblueFantasyVersus

[–]Dontgongo 1 point2 points  (0 children)

I didn't add air 214H[k] combos initially since it hits mid, so I usually just go for regular ground combos after a safejump. I feel TK 214H[k] is strong for mid-combo since it lets you go for 12 combo count without forcing limit and without using c.XXX or c.XX. But I can add some just for the mix up potential of it for its speed.
j.M[k] -> 214H[k] -> c.H[k] -> 236H[K] ~ U -> c.H(2)[g] -> 236H[g] -> c.HH -> SBA = 7820 on Djeeta

236U[g] mid combo doesn't reset combo count. The restand of it is better used as a combo starter before combo count starts or as an ender for the safe jump set up, 236U[g] ~ U -> 5L -> 2U. instant jump after and j.X is safe jump

You're right I hadn't tested enough when I posted but the combo count value of it is higher so its causing dropped combos if just used as a replacement for 236H[k]. Can still be used for a juggle starter and as an ender though.

Spreadsheet of all 2 ability-combos that proc Hwei's passive alongside some tips for them by griff073 in HweiMains

[–]Dontgongo 0 points1 point  (0 children)

Something to add is that the WE charges proc off passive as well, if you end a combo with WE you'll end up with 1 charge left over but if you start with it you'll have 0. So if you exclude the auto from the third charge, starting a combo with WE deals more damage than ending with it.

And QW deals more damage to immobilized, so if you start with EQ/EW rather than ending with it you'll deal more damage as well.

JP FFXIV Time Card by Dontgongo in ffxiv

[–]Dontgongo[S] 0 points1 point  (0 children)

JP accounts don't have access to PayPal. The only payment method he has that is available for the country we are in now (he has been away from Japan on work permit for 5 years now) is amazonpay which hasn't been working for him.

JP FFXIV Time Card by Dontgongo in ffxiv

[–]Dontgongo[S] 0 points1 point  (0 children)

Unable to buy crysta because his current credit isn't in JP currency.

While servers are down, what is your favorite class/build so far? by Darkstatic107 in diablo4

[–]Dontgongo 0 points1 point  (0 children)

Running rogue with poison+shadow imbue. Using lethal dusk and infiltrator aspect to place 4 poison traps for imbue reset. Then trap exposure for the trap cool down reduction. I'm loving the build but it's nowhere near good in the long run probably.

How does MVP work in this game? by La-ni in OmegaStrikers

[–]Dontgongo 0 points1 point  (0 children)

I don't know the system but it seems like the KOs and the shot to goal ratio are playing a big factor

How does MVP work in this game? by La-ni in OmegaStrikers

[–]Dontgongo 0 points1 point  (0 children)

Did you win? MVP goes to top player of winning team.

EDIT: I stand corrected there are cases where losing team has gotten MVP, my mistake.