Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - nax

Pages: [1]
Online Matchmaking / Welcome to GGPO Live!
« on: December 05, 2011, 08:38:47 AM »
News - I will officially open the doors to the stream by the end of next week, but until then I will do occasional streaming and whoever else wants to stream as well.
yes i put this at the beginning

Live GGPO Streaming
Match Recording
GGPO Tournament Coverage (With Commentary by high level players)
A good time with your favorite fighting games

Hello everyone, I'm nax and while I'm a newcomer to the KoF community in general, I'm quite an old member of GGPO, and I've been streaming games for awhile now such as MK9, speedrunning, and so forth.

Along with some members of the #SNKPlaymore irc on efnet, I've created GGPO Live which, obviously enough, is a stream that deals with playing our beloved games on GGPO and letting anyone, even without GGPO, watch such matches.  Another problem with GGPO is the main lobby chats for each game tend to have very little English, and while I don't discriminate between people, I really wanted to have a place where you can not only spectate but also talk to others without a constantly zooming chat window of different languages.

Many of us are KoF players of course, but I'd like to stretch out to any GGPO game, even veterans of say Metal Slug X who can bust through the game without so much as a continue, and basically any kind of gaming feat with GGPO.  I and others will stream our own games, or if there's someone particularly good playing, we'll spectate them and just provide a good entertainment.  I also plan on streaming live footage of the various GGPO Online Tournaments to give a bigger perspective and generally just bring alot more hype to this amazing program.

I would like to invite anyone who has any experience with streaming in general or those who would love to start doing so to contact me and I can help get you set up through the channel.  While I wouldn't be opposed to the occasional streaming of a newer game or a non GGPO game, I would like to keep it mostly GGPO-Centric, but I'm sure we're all fighting game fans here.

I will try to get the ball rolling by doing some occasional GGPO spec'ing / streaming (although I might not be the best, I can often find a good match to watch for everyone).  Also, there is a GGPO KOF02 Tournament coming up which I'm sure will have tons of excellent matches to watch and I plan on giving a good opportunity for people to get in, watch some good matches, and chill.  More details on that to come!

Thanks for your time!


General Discussion / Damage Scaling in KOF 13, and a problem
« on: December 04, 2011, 07:51:36 AM »
I'd first like to thank Laban` from #SNKPlaymore for helping to record this.

KOF XIII Damage Scaling Bug

As you can see here, the exact same combo is performed twice.  The difference, however, is that both combos have different damages.  Before I explain whats going on, I don't want people to freak out about this yet.  Chin has 5 drinks on just to show a bigger difference in the number and performing this isn't exactly viable as adding to it will incur damage scaling and that type of damage won't happen.

So what's going on is that in the second recording, chin uses his neomax, and as soon as he can activated his EX DM which begins dealing damage precisely following the final damage of the neomax.  This gives some insight into damage scaling.  Now I'm not going to pretend to be some expert on code I've never seen, but due to an issue that has been brought to my attention with Kensou incuring damage scaling outside of a combo, there seems to be two "rules" regarding damage scaling:

1)  Canceling via HD seems to directly incur damage scaling (This may be iffy.  There's been issues that seem to back this up, but then some other instances that make it seem unlikely)
2)  If there is no canceling, then there is a set delay between two different instances of damage

An example of #2 was in the arcade 1.1, you were able to cancel for example close ;c into kensou's punch DM.  If you purposefully delayed the punch DM to come out without it combo'ing, but quick enough that the close c was canceled into the DM, then damage scaling occured as if it was a full combo.  (Thank you Parapets)

So, anything that falls under either of those 2 rules incurs damage scaling.

This of course is all theory since I'm going off this (rather odd) instance of chin breaking damage scaling, but hopefully if any other instances like this exist, they can be found and reported to snkplaymore or atlus soon. That is my understanding of how damage scaling works and a problem with the way it works.  This does not seem to be a bug so much as an oversight.

Pages: [1]