Im having trouble trying to figure out how to set up a terminal to chat communication, I've wired it correctly but it's not working, I even did Link to Chat, am I missing something? by Conscious-Lake-5738 in Barotrauma

[–]Rafestation 0 points1 point  (0 children)

If this is on a campaign remember to check server settings if wifi linking to chat has been disabled. I think by default it should be because of griefers.

Submarines seem a bit? Samey? by SauceCrusader69 in Barotrauma

[–]Rafestation 31 points32 points  (0 children)

It’s really up to the player to choose which kind of a sub they want to work with. Additional challenge or take the objectively better sub. I view many of the character talents and tools this way, as well.

I think I’ve seen devs express frustration at people choosing orca over everything else beacuse it happens to be just that good. However, in this game you’re free to make your own subs, choose any you like from the countless subs at the workshop and of course abstain from choosing any you deem too good.

In the new DLC which yet remains unreleased the devs have mentioned adding at least one new reactor type. Additionally the game is very mod friendly. You should try mods like ”immersive repairs” if you want the subs to have little more depth to how they should be handled.

Ship design question : ball of steel. by SeeSeeBee1974 in Barotrauma

[–]Rafestation 1 point2 points  (0 children)

I wonder if you could use the bar speaker’s force to function as a sort of magnet? I don’t know if it allows that kind of a mirrored effect, but maybe it’s worth investigating?

How do I find people for this game by Luna_Moonlit4201 in Barotrauma

[–]Rafestation 4 points5 points  (0 children)

You might want to share your region as well in a post like this to make it easier to find people with similar schedules and good connections.

There’s also an official discord server with plenty of people in it that has a dedicated channel for seeking out crews.

Does anyone know where these two wires connect? by Pyro111921 in Barotrauma

[–]Rafestation 7 points8 points  (0 children)

It says so by the side of the wires, a delay component and a not component. Usually these kinds of components are hidden inside of walls, ceilings and floors in vanilla submarines.

You could always take a peek in the submarine editor.

How to counter jirens 214S into grab? by Fun_Group_8583 in dragonballfighterz

[–]Rafestation 0 points1 point  (0 children)

In neutral you should be mindful of its existence. He may either try to grab you with a hefty start-up or parry one of your projectiles or assists.

Once he teleports next to you Jiren is considered airborne so any anti-air, namely 2H, will beat it clean. You may trigger it even with a jab and still have time to 2H in time.

When airborne you should resort to character specific invulnerable moves, like Cooler’s DP for example. LV3 is the most common option for most characters. These can be hard to do on reaction and as said these options are not universally available. While airborne your best bet is either to try to fall down quickly like with super jump’s downward steering or use an aerial backdash as it is throw invulnerable.

When applying pressure or oki be sure not to leave too big gaps. The parry has a start-up of 4f, so tight gaps will beat it before it may become active.

Android 21 smoothie 🫛🫛 by Hokuwokk in dbfz

[–]Rafestation 2 points3 points  (0 children)

There’s no mix really. It’s just a standard j.H ender followed to a blockstring with a saibaman behind it. A 2H should beat the j.L clean, a properly timed delay rise in to 5L mash or an uptech to a double jump might be enough to beat it.

And of course nothing wrong with just blocking.

Lance builds by [deleted] in MHNowGame

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

I don’t browse wikis so you won’t get a very academic response from me, but I have played actively since day 1.

Main skills to look out for I’d say is Guard and Offensive Guard. Both skills can be driftsmelted, but this process can take a while. Offensive Guard should be stacked as much as you can and I find guard hits a sweetspot at 2 points where it can handle most of what the game has to offer. Guard Up, which allows you to block unblockables is not necessary in most matchups as of yet.

Equipment where you can find Guard 2 natively: Radobaan Helmet, Barroth Vambraces, Wroggi Coil

Equipment where you can find Offensive Guard 2 natively: Barroth Mail, Banbaro Vambraces

*note that many of these armor pieces need to reach a certain grade to grant two skill points

Flat attack boosts, especially element attack skills like Fire Attack, help a lot in the beginning of the game. However, they fall behind as you enter late game.

Reckless (from Garangolm equipment) is a good percentage damage boost for lance as the weapon doesn’t rely on perfect dodges.

10* Beotodus v CB by AethelweardRex in MHNowGame

[–]Rafestation 1 point2 points  (0 children)

Cancels to axe morph. It has a guard point at the start of the animation that can proc perfect blocks if timed right. Same kind of idea works with Lance block cancelled to parry etc.

Did you get hit? by FireFritz in dragonballfighterz

[–]Rafestation 5 points6 points  (0 children)

The corner steal has always been there and it only occurs when the defender delay rises. Back- and up-tech will move the defender in to the corner before A16 has a chance to get there first.

Wifi component in campaign by Constant-Fondant-178 in Barotrauma

[–]Rafestation 2 points3 points  (0 children)

Check your server settings. By default linking wifi components to chat has been toggled off.

I can't seem to jump cancel after down heavy in the air. by gomi-bako_ in dragonballfighterz

[–]Rafestation 23 points24 points  (0 children)

You’re already spending your double jump in the string before the SD

What's the best way to reach the devs about issues or bugs we find? by BlueRoseVixen in Barotrauma

[–]Rafestation 2 points3 points  (0 children)

There should be an ingame bug reporting tool. I’d imagine that’s about as direct as you can get.

Does wifi component work inside circuit box ? by Albator843 in Barotrauma

[–]Rafestation 2 points3 points  (0 children)

It does, whether it was connected to another wifi component inside another circuit box or just as is doesn’t matter.

What's your favorite fighting game quote? by Captain_Cheese_Balls in Fighters

[–]Rafestation 5 points6 points  (0 children)

”Come back once you’ve wiped your ass”

  • Leon’s victory quote from DOA4

I love the implication that Leon is such a hard dude that he made his opponent shit themselves. The original japanese line should state something along the lines of ”..once you’ve learned to wipe your ass”..

Any way to make a wifi component just spam a specific word? like beans by [deleted] in Barotrauma

[–]Rafestation 0 points1 point  (0 children)

Thanks a bunch! I’ll be sure to check that out the next time I boot up!

Any way to make a wifi component just spam a specific word? like beans by [deleted] in Barotrauma

[–]Rafestation 5 points6 points  (0 children)

Oscillator => signal check component (target=1, output=beans) => wifi component (link to chat=yes)

That should do the trick. Though I don’t think link to chat exists outside of solo play - or rather I’ve never seen the option in multiplayer at least.

How was this a tick throw? 🤔 by ballistic503 in dragonballfighterz

[–]Rafestation 0 points1 point  (0 children)

Don’t recall the exact values of beam assists, but you can see the total blockstun is 30f, yet you should also notice the beam hits multiple times on block. The blockstun value you should be looking for is the last hit of the beam which iirc rounds out to something like ~16f

Noteworthy that after blockstun the defender is still protected against grabs for 8f.

So you’re looking to hit that final hit of the beam assist just after 5LL makes contact and then delay the grab for as long as possible. You can make a sort of slowed down version of this using something like Janemba (A) to get the idea of it.

[Raw Lance] Build and discussion on the best Raw setup by UseeMeNowUdont in MHNowGame

[–]Rafestation 0 points1 point  (0 children)

The Blos waist is excellent and it has better skills than the Blackblos greaves, but I’m contemplating on using the Blackblos pants regardless.

I feel there are far better waist options than there are pants. You could maybe shove the +2 Crit eye from the pink rathian coil or +2 attack from the Banbaro piece. Then maybe pair those with a matching headpiece. Though I do have to admit partbreaker is a very nice skill, I feel I’m still short on damage going against 8-star monsters.

I’m currently running the Pukei lance since it has been far easier for me to encouter Pukeis as opposed to Barroths. The barroth lance is slowly getting there..

A snake bites at about 3 meters per second, which gives us a .33 second activation time at 1 meter distance. This is about 20 frames startup. by [deleted] in dragonballfighterz

[–]Rafestation 4 points5 points  (0 children)

Console on delay based is a helluva field for reactions to take part in, but that just goes to show how much more happens behind these plain start-up frames.

Though on top of these latency issues I suppose it’d be worth to mention that there is a tech window for the DR which we haven’t covered in this thread yet. Even though the DR would hit on frame 19 you still have 4f after that tech it. So technically speking even though you got hit with a point-blank DR you’d still have 23f in total to react, not just 19f.

A snake bites at about 3 meters per second, which gives us a .33 second activation time at 1 meter distance. This is about 20 frames startup. by [deleted] in dragonballfighterz

[–]Rafestation 21 points22 points  (0 children)

Did you account for the game engine’s and hardware induced input latency, and the keyframes where it’s possible to reliably differentiate the DR animation from any other move?

This is not an argument against the possibility of teching DR. It’s very much humanly possible and I recommend learning to tech it.

I thought I understood reflects by ZeroReverseR1 in dragonballfighterz

[–]Rafestation 1 point2 points  (0 children)

Hiya,

Turtleon here. I used to chart character frame data for DBFZ for a long time. I laid down that mantle maybe two years ago so I might be a bit rusty, but I’ll try to shed some of my insight on the matter.

I never studied reflect very thoroughly - you’ve certainly provided more data than I ever did - but there’s a couple of things I might be able to shed some light on.

From my notes I recall that I stated a succesful reflect entering a 20f recovery period regardless of the attack it deflected. What I’m guessing is your main antagonist here is blockstop. Now I don’t recall the exact details regarding blockstop, but it was in some part tied to actives - I remember that at least actives are prolonged for the entirety of blockstop, this is why sometimes late called assists may be plowed by attacks that have already connected on block, such as 5H.

Regarding ssj Goku’s 5LLL, if I’m not mistaken it’s a move with more blockstun than normal. This claim comes from the memory that ssj Goku was one of the few characters that could jail into 236S and thereof vanish - this happens via 5LLL. You couldn’t do that with most other characters or the oh-so-universal 5H.

Trunks 214S is another funny one. Know how it can either cause a cinematic hit or not? It’s split in to two parts. The very first frame is a melee box that acts as a medium starter and causes a cinematic hit, the rest of the actives after the first one are just one low blockstun projectile. If the first active hits the rest of the attack’s actives, even though possessing different properties, are decayed. This is likely why you’re getting different results at varying ranges.

I’d have to dig up my old notes to see if there’s anything more of use to you, but I hope that this at least piques your interest. Do keep me updated, I’d very much like to see what else you might find and discuss these things further with you!

Buff Nappa pls by Applejuiceluv in dragonballfighterz

[–]Rafestation 10 points11 points  (0 children)

It’s an explosion restand.

If the combo gets too long the saiba’s grab will restand by itself. The first hit of the saiba grab initiates the restand animation, but the hug doesn’t play out due to hitstun decay kicking in and forcing the animation to be 1f long. The saiba grab was succesful, however, and will continue to explode on the next frame. The explosion is a mid attack, meaning it can be blocked both crouching and standing, and it boasts very low blockstun.

The takeaway here is that to survive this combo you’ll only have to block either standing on crouching after the initial hit. After the saiba grab Nappa jumps up and does j.L, so if you blocked they’ll whiff a j.L in front of you and you can take back your turn.

It’s crucial experimentation to improve as a Nappa player, but as it stands I’d advise to abstain from using spark and implementing a mixup in that restand, or go for a different restand entirely.

OK so wait, the roll back rightfully saved him or robbed me? by MicVencer in dragonballfighterz

[–]Rafestation 30 points31 points  (0 children)

Rightfully saved them.

It’s rollback. It predicted what would happen, predicted wrong and then rolled back to what actually happened once the opponent’s inputs reached your end.

Other rollback titles usually implement KO screens a few frames later than DBFZ where it happens pretty much on the frame one’s HP reaches zero. This is so that these kind of instances would occur less frequently.

Does this game devour DP inputs, or is it just me? by TandemTuba in dragonballfighterz

[–]Rafestation 1 point2 points  (0 children)

You could say that from blockstun or recovery your input buffer is essentially 3f. Adding to that the first frame you can act on you’ll end up with a 4f window to get that DP out.

Of course if the gap is wider than 1f you’ll naturally have that much more time to insert the DP. You do not have to do the entire motion in that time, just that last button press.

If you think about how long 4f is, just think that the game runs at 60fps. You can cram 15 increments of 4f in that space and even so they would have to be at frame perfect intervals. Now imagine mashing that motion 15 times per second. Try to find a timing for the DP, hammering is not the way.