9 ms·
Fighting gamers are generally able to block overhead attacks (so they see the attack and successfully react by going from blocking low to blocking high, after w
by anonymoushn 6y ago
Fighting gamers are generally able to block overhead attacks (so they see the attack and successfully react by going from blocking low to blocking high, after waiting for the delay caused by software and the LCD monitor and their own input device) that take 20 frames or more. That's 333ms. So I think if you were really paying attention to the input delay instead of trying to write software you would end up noticing delays around the 160ms level, idk.
- Daho0n 6y ago333ms is ages! I can react way faster than that on a touchscreen. I bet you can too: https://humanbenchmark.com/tests/reactiontime https://humanbenchmark.com/tests/reactiontime
- anonymoushn 6y agoYes. The players are trying to react to a bunch of other things, not just 1 possible move. It's in this context that 20 frames is the cutoff where moves start to be considered "fake" (i.e. getting hit is an unforced error)