| Original message (6479 Views )
Platinum Carpet V.I.P- Board Master
| "Re(2):For fighting game players- Test your Re" , posted Mon 31 Jan 22:59|
One of the problems with pure reflex tests is that the situation requires minimal cognition; it's a binary "is it there yes/no" situation. Fighting games greatly complicate the matter not just because of the need to parse out the function from the noise (just what is he doing?), followed by the need to determine the appropriate action (do I block/backdash/dp/walkforward/super/WAIT/etc.), followed by the need to execute that action (which may need to be delayed in order for the action to be effective like a tripguard AA, or which has to take into account how certain options become ineffective as time passes, like Guile's cr.HP once the jump-in is close enough). All of those delays result in reaction time that is often much slower than the pure one.
A common example is that Millia's 6K in GG is really, really hard to block on reaction. It has a startup of 25 frames, and if the game is going by 60FPS, that means you have nearly half a second (.42s) to react to it. Still, even good players get hit by this move all the time.
Here's something a friend of mine made to illustrate that issue:
All it does is test if you can block Millia's overheads on reaction. In a real match, you'd also have to constantly worry about her throwing you, and since throws have a 1F startup in GG... it's not something you can easily react to.
Professor 2929th Post
| "Re(3):For fighting game players- Test your Re" , posted Mon 31 Jan 23:48:|
One of the problems with pure reflex tests is that the situation requires minimal cognition; it's a binary "is it there yes/no" situation. Fighting games greatly complicate the matter not just because of the need to parse out the function from the noise (just what is he doing?)
That's very true, and one of the reasons why fighting games are so fun. A simple reflex test like the one above won't nessesarily tell you how quickly you can react on multi-decision situations. Experience, mind reading, and luck also become important factors.
Still, the test gives you a fundamental idea of your reaction time, and there should be quite a number of occasions where its knowledge would come convenient. If you're awaiting the opponent after a shikomi/stick-motion-buffer for example, or say simply when the opponent's done a fast jump. If you couldn't hit the opponent, were you just not concentrating, or is it simply that your reflexes are slow? Knowing that can immensely help.
[Edit] The Millia test is indeed hard! I'm getting between 20 - 28 frames with a 25 average so that'd mean I'd get hit. It's a great practical tester, I'll add it in to the original post- thanks'.
[this message was edited by Professor on Tue 1 Feb 09:50]