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TopicTekken 8 is going to be a disaster isnt it?
Master_Kazuya
03/24/23 6:57:25 PM
#28:


Tyranthraxus posted...
Like imagine you whiff Chun Li's super because they teleported behind you (nothing personnel). That's not categorically different from queueing one input to immediately fire off after your first. In both cases you're going to eat a punish because you committed to an unsafe play and can't back out.

The problem with input buffer (being too high) is that it takes control away from you. The game is no longer reacting to you directly, it's just remembering you and then acting when it can. Imagine you're playing Super Mario 64. You are trying to do a walljump, but you miss. And when you land on the ground, Mario automatically jumps because it stored the jump from the failed walljump. That sequence of Mario's movement is not tied to what you're doing, but what you did.

Think about it the other way too. It also rewards players for not having any situational timing. Let's say that in order to punish a move, you have to time your counterattack. If you can just mash the button so that it stores the next input, you get a perfect counter every time.

It just feels bad. By feel, I mean like, mechanically, not morally lol. A little bit of buffer is okay, that way there's a little leniency on doing the things you want to do. But when it stores info to spit out later, it doesn't even feel like it's me doing it, it feels like I'm piloting the game or something.

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