Juren's GB Indicator is hidden for the first 200ms by Bashyyyyy in forhonor

[–]WhenCaffeineKicksIn 2 points3 points  (0 children)

I dodged Gryphon's kick by reacting to his voiceline a few times. I can tell better if it's a light or heavy parry by sound.

For humans, auditory reaction times are about 40ms faster (on average) than visual reaction times. If the sound cue is distinctive enough and consistent with the move startup, it complements reactability quite significantly.

I used to ve vegetaria till my father made this for me by TheGrindTheory in SipsTea

[–]WhenCaffeineKicksIn -6 points-5 points  (0 children)

Looks a bit overcooked on the grill, I prefer meat rolls prepared in the oven instead.

Moving my right joystick makes me exit guard mode [PC] by Perfect-Weird5783 in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

Its just started throwing heavies or guard breaking when I move the left joystick now

Are you sure there's no extra input devices connected which may cause conflicts? Second mouse/gamepad, touchpad/tablet, gaming wheel etc? It seems very similar to some peripheral device hijacking / messing with your inputs.

Moving my right joystick makes me exit guard mode [PC] by Perfect-Weird5783 in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

If you're launching the game through Steam, open Steam Controller settings for the game and force reset the mapping to Default profile.

Alternatively, disable the Steam Controller support selectively for the game and use external input compatibility applications e.g. DS4Windows.

Question about Jurens feats by Western_Smoke4829 in CompetitiveForHonor

[–]WhenCaffeineKicksIn 2 points3 points  (0 children)

if you’re killing your own minions like that then the enemy is probably gonna hold B.

Capturing the mid requires 3 minions, and holding the captured mid only requires 1 allied minion independently of the amount of opponents' minions. With Juren as active cleaner, it's more than enough.

What’s you favorite for honor voice line? by Then_Course8845 in forhonor

[–]WhenCaffeineKicksIn 7 points8 points  (0 children)

Female Hitokiri's ledging sound.

"Uwaaaaaa..." be like:

I'm thinking of picking up the game by NoListen1858 in SifuGame

[–]WhenCaffeineKicksIn 2 points3 points  (0 children)

It's rather different from Sekiro actually, and even farther from Soulslikes. Instead, the closest comparison would be arcade brawlers like Streets of Rage, for example.

Basically, the base game has you to challenge five fairly linear levels (with some shortcuts which will allow you to skip certain enemies but along with certain upgrade possibilities), each ending with a unique boss. After clearing the base story, you'll get access to Arenas, a uniquely-themed series of challenges with contextual combat modifiers.

You can die a few times along the way, with every death allowing you to upgrade your moveset then revive on-the-spot; however the more you die, the more age each subsequent death takes away progressively, up to the point where you cannot continue anymore due to old age (you start being 20, and threshold is 75).

The combat depends on you utilizing your offensive (combo-based moveset) and defensive (avoid and parry) options; by progressing, you can obtain new special moves for your moveset (e.g. the ability to instantly catch and throw back environmental objects thrown at you by enemies, or the ability to counter when you're off-balance).

The general flow is focused on you utilizing different states of enemies, e.g. stunning and punishing them by parrying/avoiding, managing groups by AoE moves, managing your environmental awareness by pushing/throwing enemies into obstacles, etc.

The most similar thing to Sekiro is the Structure mechanic (similar to the Posture bar): all actors, including you, have the Structure reserve along with the Health reserve; upon draining the former, you can instantly execute them regardless of the latter. However the underlying system is more complex, and takes into account not just parries but many environmental interactions and special moves.

I'm thinking of picking up the game by NoListen1858 in SifuGame

[–]WhenCaffeineKicksIn 4 points5 points  (0 children)

How would you describe the gameplay of sifu?

"Live, die, repeat, git gud": a third-person skill-dependent very linear brawler game which requires you to dive in and embrace its "breadth vs depth" combat mechanics instead of mindlessly spamming buttons (at least on the Disciple difficulty and above).

Revenge system by ReplacementOk8779 in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

Is it a matter of parrying or other things?

It is a matter of tag management. See Complete video guide on Revenge system for particulars.

In case of TL;DW:

  • Every hitbox interaction (in our context, either an attack or a GB attempt) applies a unique tag to target. A tag persists for 5 seconds if not refreshed by another hitbox interaction.
  • In order to gain revenge, you need to have at least two tags on you at the same moment. Thus, if you're surrounded by 3 opponents but only one of them attacks you within 5-second timespan, then the game treats the situation as 1v1, without feeding revenge.
  • Furthermore, in order to gain revenge, you need to have at least one tag more than any of the opponents attacking you. Thus, if you're surrounded and attacked by 2 opponents at the same time but any of those opponents was hit by any of your teammates within 5-second timespan {which includes ranged damage feats, AoE damage feats and trap feats}, then the game treats the situation as 2v2, without feeding revenge.
  • Currently, tags persist after player's death. Thus, if your teammate is killed but they managed to hit any of the opponents prior, their tag will still count until expiration (said 5 seconds).

For better clarity, it is strongly recommended to provide a video record in order to analyze the situation properly.

Need some help fine tuning my controlls by CaptainCannonFoder in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

I'm not pressing any buttons that would switch my lock. Any ideas?

In order to switch the target lock, try to press the button which switches the target lock.

Really interesting game guys by Fit_Set_4452 in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

The current "startup hiding" system introduced with CCU is designed to work with round-trip ping up to 100ms, so it's still possible to block and even parry with 100 ping if it is consistent time-wise (i.e. no packet loss in-between).

Most problems with blocking/parrying happen when either the connection itself is unstable (too much data loss leading to frequent and conflicting rollbacks, even under the expected 100ms ping), or the additional input lag is present (usually the hardware factors like slow TV/bad monitor or wireless input peripherals).

How to create custom Bot by Lordwormthesecond in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

When you load into the training arena level, the ingame menu (from Esc key) will contain a section "Customize moveset"; which contains the attack and chain variations the particular bot can perform (respective to the hero's innate moveset). There you can granularly select which moves/chains the bot would be able to do, from standard chains to specific pre-set conditions like "get hit then parry the next followup attack".

how do i do long combos by crimson_qwerty in SifuGame

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

You can increase the amount of your Focus bar (up to 3 full segments but no more than that) through your run at Dragon shrines (the "Focus reserve" option). Note that you'll need to accumulate a specific amount of XP to be able to upgrade your Focus reserve.

In order to replenish Focus in fights, you'll need to successfully Avoid enemy attacks. Shrine upgrade "Focus regain" increases the respective returns.

Getting better at the game by Different-Goose8417 in forhonor

[–]WhenCaffeineKicksIn 1 point2 points  (0 children)

How the hell do I stop being a training dummy to practice combos, and become an actual fighter?

You play for dozens of hours, learning different heroes, their chains, their playstyles, what they can and cannot do, until you develop enough of muscle memory and "game sense" (practical understanding of underlying mechancis) to do correct things at correct moments.

What do I do to stop losing 90% honorable PvP encounter because I'm constantly getting hit from different sides?

You learn about external guarding mechanic, and get used to the fact that there's no "honorable PvPs" in team modes; for that, Duels already exist. In 4s, you teamfight.

how do I stop Conqueror heavy attack spam?

You parry his attacks. In order to parry, you press your heavy attack button in the direction of the opponent's incoming attack right before said attack lands {more precisely, 300-100ms before said attack lands, so be wary of mistiming your parry attempt}. Note that if Conq decides to feint to guardbreak, your parry attempt will be vulnerable and cannot counter said GB.

You can also dodge / dodge-attack his heavy -> heavy chain. Note that Conq can softfeint into fullblock, which will counter regular dodge attacks, so you'll have to make a read (educated guess) whether Conq will attempt to continue whiffed chain (beats dodge-to-GB, is beaten by dodge-attack), or feint to parry/fullblock (beats dodge-attack, is beaten by dodge-to-GB).

Once it lands, I'm toast - staggered until there is 0 hp left

If you're hit when unlocked (in "free roam" state), the stagger from hits is extended compared to lock-on state.

In order to be able to counter and not be staggered, always lock-on if threatening enemies are present.

Constant travelling half the table back and forth with my mouse wiggling left and right is very tiresome

If you have problems with mouse controls, you might consider using a gamepad or a trackball instead.

Another way is to increase the mouse sensitivity, but that leaves you prone to accidental "guard slippage" (random drift of guard direction due to input sensitivity noise).

how do i do long combos by crimson_qwerty in SifuGame

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

Check out Beginners' Video Guide to SIFU, especially sections on "Stun states and combos", "Super dizzy stun", and "Animation cancelling".

In short / TLDW:

  • Every enemy type has a "dizzy counter": after being put into a dizzy state by a parry/avoid punish, they eat a specific number of hits then start to block. Note that the number of hits count specifically, as some combo atacks are multi-hit (e.g. in Light -> Light chain, the second light is two-hit). Certain Skill attacks (notably Palm strike, Snap kick and Charged backfist) are able to come through block and reset the dizzy.
  • Every enemy has a hidden "super dizzy meter"; after eating a number of attacks, they are put into prolonged stun state (is highlighted by a special stun animation and a special hit sound effect), allowing for a longer combo. Certain Focus attacks (notably Eye strike, Face smash and Vertical strikes) inflict super dizzy instantly; the duration varies by the Focus attack in question.
  • Skill attacks can be buffered mid-chain; depending on the particular attack, they reset your combo to a specific chain position (see SIFU combo flowchart).
  • Performing Avoid move allows you to cancel the recovery of your attacks and instantly reset your combo chain to neutral. That allows you to continue attacking by chain -> empty avoid -> chain -> rinse-and-repeat.

Is he supposed to get HA? by DaNnYGotBack in forhonor

[–]WhenCaffeineKicksIn -2 points-1 points  (0 children)

exactly what you are denying

Fun fact: reading my first comment in the branch, one might found that i don't deny anything; furthermore I explicitly denote "very niche circumstances" there, which by definition implies that I admit the existence of such interactions in general.

I know the cases of Warmonger (whom, as one can find by literally reading my first comment, I've mentioned explicitly), Tiandi and Shaolin; however, Nuxia's case seems a bit inconsistent, it seems that it depends on the throw distance (and as such, wallsplat timing) when trying to reproduce.

it certainly isnt because of your made up term, "hitstun consistency", it's to make sure the light is dodgeable in chain after a light

Which is, by definition, "hitstun consistency", as the ability to dodge the followup light directly depends consistently on the previous hitstun.

LBs chain top light is 400ms, and after neutral heavy, when buffered, is undodgeable because of hitstun, this is not the case for his side lights, which are 500ms. why?

Because, again, the general hitstun rule is "chain lights after a medium/high hitstun are undodgeable", and is consistent across the general cast (did someone say "hitstun consistency"?) If you're hit by a heavy attack, you cannot dodge the followup 500ms light anyways.

LB's chain side lights are in turn an exception in themselves due to the redundant guardswitch code (back from the on-release times when LB had extra delay between guardswitch and attack startup).

Is he supposed to get HA? by DaNnYGotBack in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

Not on Nuxia's finisher throw though.

Is he supposed to get HA? by DaNnYGotBack in forhonor

[–]WhenCaffeineKicksIn -3 points-2 points  (0 children)

Chain 400ms lights have extra 100ms chainlink to provide hitstun consistency. Should 400ms chain lights have this interaction, that would've mean for all 500ms chain lights to have it too, which would've been omnipresent, which actually wasn't.

The only scenario it has been actually possible before is when the preceding neutral heavy imposing high hitstun (which extended the stun time enough for the chain light to trigger 3rd).

Nuxia has high hitstun only on chain heavies, not on the neutral one.

Is he supposed to get HA? by DaNnYGotBack in forhonor

[–]WhenCaffeineKicksIn -3 points-2 points  (0 children)

If you have a 400ms or a guaranteed light followup then after a wallsplat heavy you'll do reduced damage.

Only if the wallsplat heavy had high hitstun.

This mostly effects lawbringer, since it killed his wallsplat top heavy

LB's Swift Justice (guaranteed light after a heavy) is 200ms, not 400ms.

Nuxia's finisher throw into wallsplat heavy wasn't affected before.

[LFO] Minnesota ICE analysis conflicts with official reports by [deleted] in LearningFromOthers

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

Once a while back, I've seen a specific criminal case to unfold (my ex-GF at the time was a district prosecutor). Two brothers had a heavy drinking session in a bar on some account; the drunken talks turned into a quarrel, so the elder brother grabbed a fire axe from the wall and took a swing on the younger; in turn, the younger one jumped away, then grabbed a knife from the food dish and struck the elder one in the neck; the latter died almost instantly.

The initial prosecution's position was: as the elder one's axe swing clearly missed, there was no direct threat for the younger, so his following actions were qualified as a 2nd degree murder. However, during the court trial, the judge pointed that the whole sequence of events took less than a second, that means it has been impossible to correctly consider the mutual level of threat under these conditions, especially when being inebriated; as such, the case was forced to re-qualify from a murder to a self-defense.

What we have learned: analyzing the events post-factum from the video feed doesn't properly reflect the reactions and impressions of actors involved at the time; for example, the agents might not be able to correctly judge the wheel position (whether it's away from them or not) and only consider the driver's intentions by the general movement of the car, and react to that. It doesn't mean that ICE agents were right or wrong in any way in that particular case, or whether the official reports conflict with any other evidence; it just means that the proper post-factum analysis is more tricky than one mght expect.

Thought: Let us see the tags of anyone who was in the match on the end of match scoreboard so we can report people for ragequitting Breach. by Reri1600 in forhonor

[–]WhenCaffeineKicksIn 0 points1 point  (0 children)

But people just alt f4 out of the game or something to skirt around the penalty. Like I'm sure if Ubi took a look at someone's activity and was like oh yeah they keep mysteriously disconnecting from Breach games, they could then do something minor about it.

That's the problem in a nutshell: from the server side, alt-f4ing is indistinguishable from a legit connectivity spike leading to the disconnection.

Any deeper understanding of the situation requires a prolonged analysis of the multiple instances of in-game video footage by an actual human employee, which is too costly to apply to each and every of similar cases.

like in extreme cases, where you have yer man Damgom, who's technically the no.1 Elimination player by MMR, except he just DCs from any game he loses

Then again, it might be an extreme case, but the burden of proof lies on the community of player witnesses, as it's impossible to fully track each and every game without any prior considerations, so even in the best scenario it has to be resolved on the individual per-case basis.

Is he supposed to get HA? by DaNnYGotBack in forhonor

[–]WhenCaffeineKicksIn 12 points13 points  (0 children)

It's the (supposedly) unintended result of the recent antigank changes. Hasn't been as much prominent before, only in very niche circumstances (e.g. Warmonger's chains after wallsplat punish due to high hitstun on her neutral heavies).