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TKG09

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Everything posted by TKG09

  1. TKG09

    DDFF Tournament 2

    This is a long form tournament planned to take place over about 2 weeks. I expect 9<=n<=16 participants, though of course any number is fine. Rules: - All Bo5 (long form) - Double Elimination (long form) - Infinites are limited to one use - Double Blind Pick - First Round is always World of Darkness, followed by loser's pick. - Dave's rule: you cannot pick a stage in which you have already won a game in the same set - Official Ruleset - Jobs in Group banned - Hacked Items banned - Breakables banned - 1-hit Chase ONLY (If you chase after a chase BRV, it must be an empty chase, meaning you don't perform any additional chase attacks.) - Counter Summons only (Barbariccia, Scarmiglione, Cagnazzo and Rubicante) - Feral Chaos banned - Allowed Stages: Order's Sanctuary World of Darkness Lunar Subterrain Sky Fortress Bahamut Edge of Madness Top Floor Kefka's Tower (No Omegas) -Save replays and send them to me ---- To sign up, just post saying that you're signing up Sign ups end at Thursday, 19 July, when I get on the computer (about 1PM GMT -3). Brackets will be released shortly after.
  2. TKG09

    DDFF Tournament 2

    Hauteclaire 3-1 Vycan Tifa < Ultimecia Lightning > Cloud of Darkness Lightning > Kuja Lightning > Kuja
  3. TKG09

    DDFF Tournament 2

    Bracket https://challonge.com/ddff2
  4. TKG09

    Basic DDFF Theory [WIP]

    A Guide to Basic DDFF Theory Introduction The goal of this guide is to providea theoretical base for understanding DDFF. It is particularly aimed at low and mid level players. Those who have been a the top of the competitive scene won't find any information they didn't already know, though it might still be an interesting read for looking at things from another perspective. The way I see it, skills in DDFF are divided into 3 categories. I call them valuation, neutral, and other. Neutral is about questions like: How do I approach this character? Where should I be positioned? How to punish this approach? When is this move safe and when is it not? Other is a collection of small things that don't fit into either category. Valuation is the subject of this guide. Although neutral is of course very important, it is outside the scope of this guide. I will focus only on valuation. In DDFF, there are 3 main resources: Assist, EX, and Health/damage. Valuation is concerned with questions on how to use, manage and evaluate these resources. [WIP. This will be completed very slowly as I cant dedicate too much time to Dissidia. Also, I am not a great writer and there was no "reviewing" of the text so far. So some parts might be unclear or confusing. Your feedback is important for improving this guide. Also, needs work with formatting and stuff] -- Some definitions: Playing proactively vs evasively: Playing proactively means you want to cause interaction between the players. It means you want to fight your opponent, to make things happen. Playing evasively means the opposite: you want to not fight your opponent, rather delay things until a better time. This guide will help you decide when to play one way or the other. It won't tell you how exactly to play, as that is in the realm of neutral. Winning neutral: To win neutral basically means a neutral exchange resulted in a result favorable to you. Most of the time it means you hit the opponent with an attack, though not necessarily. -- 0- Assist Mechanics Here I will explain the technicalities of how the assist system works. In the TKG09-created units system, a bar of assist is equal to 100 assist units. Thus the full two bars is 200. The accessory descriptions in game that say x% assist refer to %s of 2 bars. So 10% assist depletion means -5 assist when hit, and Together as One (+40% initial assist) means you start the game with 80 assist. When you do a move, you will gain some assist the moment it starts. It will either be 10 or 15, according to a few rules: 1- If it's the first move used in the game, 10 2- If you have exactly 0 or 100 meter, 10 3- If it's different from the last move you used, 15 4- If it's the same as the last move you used, 10 Hitting opponents with moves gives additional assist, by an amount that varies on a move-by-move base. This applies to all moves that deal BRV damage, including the BRV damage part of HP moves. HP moves do not give additional assist. If you have Side by Side equipped, SbS will give you 60 assist on HP hits. [Incomplete] 1- The Importance of Assist Leads Picture two Squalls fighting each other with the exact same build, assist, HP and everything else. Both have 0 assist. Let's say that in the near future, there is a p=50% chance Squall A will hit B with a Beat Fang; and (1-p)=50% that B will hit A with a BF. Who does this situation favor? It doesn't really favor anyone since both players benefit equally from each case. (The math-inclined will note that EV=0 for A and B) Now say A is at 100 meter, while B is still at 0. Again, 50% for each BF. Now suddenly the situation favors player A a lot. In the 50% case he gets hit, he only takes some relatively small BRV damage. But in the 50% that he wins, he will deal that same amount of BRV damage, plus the damage from the assist, then finish it off with an HP attack. Even though both Squalls are playing neutral equally well, what ends up happening is that half of the time A takes a bit of damage, and half of the time B takes a lot of damage. Another way of looking at it is that having assist allows you to increase how much value you get out of each neutral win. While an assistless player would have to deal damage in small increments, a player who always has meter gets to deal way more damage every time he wins neutral. In the example above, my estimate is that Squall A deals 6 times more damage than B. Obviously it is better to deal more damage, since it means you need to hit your opponent less times to win the game. But the advantages a meter lead give you don't stop there. 2- Assist Depletion and Mantaining an Assist Lead Let's go back to the example where Squall A has 100 meter and B has 0. If A does hit B, he lands his damage which is great. But now the meter numbers are 0-0. This is the "favors no one" situation. If we assume that both players build meter at equal speed, then by the time A has his meter again, so will his opponent (100-100). This is still "favors no one". A was in a situation where he had the advantage, dealt damage and then wasn't advantaged anymore. Let's say the initial meter situation was 100-50 instead. This still favors A for the same reason that 100-0 favors A: he can assist combo and B cannot. But after assist comboing, the meter situation will be 0-50, and in the near future 50-100. This means the situation has completely flipped, from an advantageous situation to a disadvantageous one. What can player A do about this? The answer is assist depletion of course. The 100-0 situation will still go to 0-0, but every other case gets better. From 100-50, or 100-90, you end up in 0-0, essentially erasing all progress they had made on building meter and setting them back to stack zero. From 150-50, you go to 50-0 which means you go from advantage to still being advantaged. So if you keep winning neutral, your depletion will keep constantly setting back your opponent's meter. This makes coming back hard on the opponent, because they will never get assist leads "for free". Furthermore, it creates situations where the neutral outcomes value are completely tilted in your favor. Situations where the meters are 1xx-0xx will happen often, and your opponent cant afford to get hit in them. For all the reasons described in 2, plus knowing that the depletion will delete all their progress in building meter. This gets even worse if your character builds assist faster than the opponent. Instead of going from 0-0 to 100-100 (even to even), you go from 0-0 to, example, 100-70. You will naturally build meter advantage over time, and your depletion will allow you to capitalize on and increase that advantage. Sometimes, the slower meter builder will go for long periods of time in a loop of getting hit, getting comboed, losing all their meter, and getting hit again before they can assemble anything to fight with. Sometimes it feels like you lose half your health before you can even start to "play the game". 3- Assist Changes Part 1: Introduction Assist Change (AC) is a mechanic that allows you spend meter to break out of combos, thus avoiding damage. Whether or not to AC can be a difficult and interesting question because it requires you to compare two very different resources and make a fast choice. But most of the time, there are principles which can make taking this choice a lot easier. First, at the costs of changing: If you lvl 2 change, by losing two bars and going back to 0, you are giving your opponent a huge lead in assist. If you lvl 1 change, though you only lose one bar, this is often even worse than lvl 2 changing. Because your meter gets locked, you effectively have 0 meter a while. But unlike just going to 0, you can't even gain meter while your bar is locked. Meaning you can't even begin to mount a comeback in this time frame. Oftentimes, your opponent will be able to build an advantage larger than 1 bar over the period where your bar is locked. As we discussed earlier, you don't want to be at an assist disadvantage. So keep this in mind while choosing to AC or not. Now, let's separate combos in DDFF into a few categories: a) BRV b) (BRV->)HP c) BRV->Assist->HP d) (BRV->)HP->Assist->HP e) Anything with 2 assists (usually HP->Assist->HP->Assist->HP) And let's analyze each of them individually: a) Because there is no depletion at play, you are looking only at the damage-avoiding benefits to outweight the costs of changing. As a rule of thumb, if BRV damage is not going to break you, it can be seen as insignificant. So I'd recommend not ACing in that case, with very rare exceptions. Even if it going to break you, it is often not good to change because the costs are just too high. b) This is very different because HP damage is way more significant than BRV damage most of the time. But the biggest difference is that now you have to consider depletion. Though the costs of changing are high, if you don't change, the depletion will inflict a loss of similar nature to you anyway. Of course the "damage" of depletion is not as high as the "damage" you take from changing. But it is significant and makes the cost of ACing be relatively way less high. c) This is similar to b) since you are taking significant damage and depletion if you don't AC. But this time, your opponent has to spend a bar to connect to the damage. By ACing after the opponent's bar has been spent, you're forcing them to effectively waste it. This makes the cost of the AC more manageable, since the assist disadvantage will be smaller. d) Because depletion exists, if you want to AC out of this you need to do it before the first HP. Meaning this is very similar to b), except the damage you'll be avoiding is a lot higher. e) This is left as an exercise to the reader. 4- Assist Changes Part 2: Assist Locking 5- Combating Meter Advantage 6- Assist Changes Part 3: AC Counters 7- EX Basics 8- EX Revenge 9- EX Hold and other misc EX topics 10- Inevitability 11- Winning Neutral
  5. BRACKETS - http://dissidiacommunity.challonge.com/Genesis Taking bracket predictions until the first result comes in. We're gonna use this thread for everything from now on. Though not necessary, you are encouraged to play your matches early if possible. Defrether , HYNE and RDF are assisting with the TOing, so if there are issues and I'm not around, they are the next in line to contact
  6. TKG09

    Genesis - Bracket, Discussion, Results

    Round 2 - (Winner's Bracket) Match 1: TKG09 (Lightning) vs. Freyaday (WoL) - WoD - Freyaday (0-1) oops forgot to equip thunderMatch 2: TKG09 (Prishe) vs. Freyaday (WoL) - WoD - TKG09 (1-1)Match 3: TKG09 (Prishe) vs. Freyaday (WoL) - CW - TKG09 (2-1) Match 4: TKG09 (Seph) vs. Freyaday (Lightning) - SFB - TKG09 (3-1)Winner ~ TKG09 (3-1) against Freyaday
  7. TKG09

    Genesis - DDFF Major Tournament

    SIGN UPS CLOSED Brackets will be up shortly. I will allow prediction brackets since they are fun. Predictions will close as soon as the first result is reported. There is no prize to making the best prediction other than bragging rights.
  8. TKG09

    Genesis - DDFF Major Tournament

    This is the first DDFF tournament hosted on dissidia.community, as well as the first major tournament in a very long time. It's called Genesis to celebrate the start of a new era in this game. Majors are tournaments where, instead of playing everything in one day, matches are played over a long period of time. More on this later. Schedule Start time: September 5th 2016 (Monday) The tournament is expected to last for about one and a half month. Requirements NA Copy of Duodecim Dissidia Final Fantasy PPSSPP 1.1.1-222 (Adam Build) 32bit Hamachi Rules Ruleset: Official Feral Chaos banned Counter Summons Only (Barbariccia, Scarmiglione, Cagnazzo and Rubicante) 1-hit chase rule: "If you chase after a chase BRV, it must be an empty chase, meaning you don't perform any additional chase attacks." Infinites banned All breakables items are banned Hacked Items banned Tournament format and rules Double Elimination All sets are best of 5 matches Save ALL of your matches and send the replays to dissidia.community@gmail.com Any rage-quitting behavior, be it "softly" (pressing Start > giving up the match) or "hardly" (closing the PPSSPP, etc.) will result in a disqualification from the tournament as per the requirements of the previously mentioned point. Counterpicking system Tournament stages: Starter stages: All other stages, as well as the Omega variant of all stages, are banned. Match 1: Only the 3 starter stages will be available and they will be chosen on a smash striking system. Players must decide who gets to strike a stage out first or decide it with a coin toss. After this decision: Player A chooses to strike out one of the starter stages Player B chooses one of the 2 remaining stages to play on. Double blind pick Both players pick their character and customize at will. Matches 2, 3, 4, 5: All of the tournament stages can be used now Winner of previous match bans one of the stages of the tournament stages Loser of previous match picks one of the remaining stages. Dave's stupid rule: you cannot pick a stage in which you already won a match Double blind pick Note that players can customize at any point. How does double blind pick work? Match Scheduling Players are expected to play two rounds per week. One will go from Monday to Thursday, and another from Friday to Sunday. At the start of each period private messages will be sent to both participants of the match. Schedule your matches through PMs, always cc-ing the TO team in each of them so that we know what is going on. If you talk to your opponent through other means (such as Discord), send us a update. At the end of each period is a deadline. If a match is not completed by then, we will decide the result based on the contents of the conversation, or a coinflip if it is inconclusive. However, players may ask for an extension - extra time to play their matches. Those will be judged on a case by case basis, however as a rule of thumb we will not grant them if the players do not have a clear plan of when to play their matches. Example - if you could not schedule your match between Monday and Thursday, but could find a good time on Friday, you will probably be granted your extension. But if you have no plans, you will not get one. At some point, Winner's Bracket will be far ahead of Loser's Bracket and we will let Winner's bracket run on one match per week. Consider this a reward for staying in Winner's, that you get more time to play. Additional information Recommendation Don't take too long customizing. Coming into the tournament, it is recommended that you have builds prepared on all your characters already - any build you expect you would want to use. That speeds up customization (and thus the tournament) considerably. This is something I cannot strictly enforce, however, it should be followed on the principle of good manners and courtesy to your opponent. Not everyone can wait for 1 hours while you make your Ultimecia build. A special treat I'll be providing a prize of 20 US Dollars to the first placer Sign up format Name: Hamachi ID: Timezone: (please use GMT) Sign ups will close at the September 2nd (Friday). When signing up, please think about whether you will actually be able to play through that time period. I'll also need help with the with tournament organization. I want 1 or 2, maybe 3 volunteers. -- This thread is for sign ups and for rules discussion/questions.
  9. TKG09

    Genesis - DDFF Major Tournament

    SIGN UPS CLOSED Brackets will be up shortly. I will allow prediction brackets since they are fun. Predictions will close as soon as the first result is reported. There is no prize to making the best prediction other than bragging rights.
  10. TKG09

    Genesis - DDFF Major Tournament

    Name: TKG09 Hamachi: enomus Timezone: GMT -3
  11. TKG09

    Genesis - DDFF Major Tournament

    I'm very happy with the number of sign ups. We're almost at 32 which would be great. I'm going to post some TO guidelines. Since I won't be working alone, it's good to have everyone on the same page. This post is not 100% complete as I can't predict everything that can possibly go wrong. There might be a situation where we play by ear. When playing a set, a TO does not necessarily need to be present. But if any issues come up, one of them should be contacted. Double blind Ideally should be done by someone in the TO team. But if one is not available, it's ok for players to do with another third person In-game Rules violation When someone breaks an in-game rule such as 1 hit chase or Counter Summons only. The match should stop immediately when such thing is detected. At this point, there are two options: 1- If the person who did not break the rule agrees to it, the match is to be redone 2- Otherwise, that person takes that game as a win. This is a win of that individual game, not the set. When redoing a game, use the same matchup and the same stage. No customization is allowed, except in the case where someone used a summon. That player should customize to change their summon, but nothing else about their build. Mid game disconnections The game is to be replayed under the same guidelines as above. An exception is a DC that happens while one of the players has lethal - that is, all they need to do to win the game is finish a combo they already started. In that case, the player with lethal wins the game. Rage-quits The offender loses the entire set with a 0-3 score in the case of a rage quit. Note that while DCing is a way of RQing, not every DC is an RQ. Telling a legit DC from a non-legit one takes tact from the TO. Match scheduling When a match is not completed within the deadline, the TO team will decide who advances. Though this is not entirely objective, there are criteria which guide the decision making. The main criteria is proactiveness. If one players makes an effort to schedule the match and the other does not, the first deserves to advance. If both are being proactive, but can't manage a time within the deadline, the extension option can be considered. However, we will not give them out like candy. In cases where it's hard to decide, a player's past history with scheduling conflicts can be used as a factor. In the cases where it can't be decided, or if neither player was active, a coinflip will be used. This post will be updated as more things are decided.
  12. I want to implement a ladder system for this game. Before getting into the details of how it works, I want to discuss its benefits. The first, most obvious one, is it should provide a better way of grasping the relative strength of each player. That's true and it's good, but there's a way bigger benefit to be had. Right now we have a problem with our events. Single day events have three separate time problems right now: they take too long to complete, they happen in times which aren't convinient for everyone, and they don't happen often enough. The first we can't do much about - it's impossible with the rules and number of players we're having that a tournament could be completed in under 4 hours. The second is impossible to solve because we have players from many different timezones. And the third cannot be solved right now because of burnout from players and because not that many people are willing for host tournament. Ladder Sessions can not have any of those 3 problems. Note that I am not saying we should get rid of tournaments. But we can have tournaments + ladder. So, how does this work? Elo rating We will use the Elo rating system in our ladder. Each player will start out with an Elo score of 2000. After each Ladder Session, it will be adjusted according to the algorithm described here: https://en.wikipedia.org/wiki/Elo_rating_system#Mathematical_details The K value I'm unsure about this one. Here is my idea, which is similar to what Chess uses: K = 40 if you have n<=5 rated games K = 20 if your rating is R<=2400 K = 10 if your rating is R>2400 The first set of numbers should work fine since DDFF is a low variance game (not as low as chess, but still). The second set I am less sure about Seasons A season is a period of time through which rated games are aggregated. At the end of the season, the final ratings of the players are recorded and maybe a small prize will be given to the top placer(s). Then all the ratings will reset. However, I don't know how long each season should be. I am thinking 4 months. Ladder Sessions This is the key part of this idea. Ladder Sessions (LS) are events that will take a maximum of 1 hour, and that can happen very often. Their flexibility allows them to avoid the problems I mentioned with 1 day tournaments at the start of this thread. They work like this: Once a LS session is announced, players can sign up for it. A matchmaking algorithm will match up the players in pair, and each pair will play in a Best of 1 set. This will be done 3 times, so each player will play 3 games. It's that simple. At the end, each player's ratings will be updated. If there is a small number of players, a LS can have less than 3 games. Because it's important that you can't intentionally dodge certain players, sign ups have to be secret. As such, they will be done with confidentiality though an unbiased person (ie: someone who is not competing). LSs can be hosted by anyone - the idea is to have many of these. Though they will all follow the same ruleset. The details of this will be posted later. Matchmaking algorithm I have not looked into this to great detail yet. But these are the desired properties of the algorithm: 1- It tries to match up with players of small rating gaps, moving on to players of bigger gaps depending on availability 2- It has a random element to it - otherwise you'd match up against the same person multiple times in a row. But it of course is not completely random. Tournaments The results of tournament games can also be added to the ladder as valid rated games. The tournament would need to have a ruleset sufficiently similar to the one being used by the LSs, and the TO and the Ladder Team would both have to agree that the tournament will be considered rated. Ratings would be updated per tournament set. All this post is is brainstorming. I want to hear people's feedback on this idea. This thing won't come to be if the community isn't behind the idea.
  13. This is something I thought of. The character design is inspired by Yomi character Gloria Grayson. She is a healing character that can use her life a resource through an ability called Overdose, which inflicts unavoidable damage to both her and her opponent, with the idea that she can heal herself to recover from the damage she took. This is a WIP as I have not thought out of her moves. But the concept of the character is very much decided. Feedback is welcome -- Gloria cannot equip an assist. She can build assist normally and has normal access to the assist change mechanic. However instead of calling an assist when pressing L+O/[], she will use a couple of unique skills. BRV assist: Overdose I Activated by pressing L+O when the opponent is in hitstun or wall rushed. Deals 1000 HP damage to both Gloria and her opponent. This inflicts depletion on the opponent but not Gloria. Can be assist changed out of. Gloria takes the damage a few frames before the opponent, to avoid a draw situation when both characters have under 1000. BRV assist: Healing Sphere Activated by pressing L+O while the opponent is not in hitstun/wall rush. Equips a Healing Sphere. While active, all of Gloria's healing moves will also give her assist and EX meter. Deactivates when Gloria gets hit or 15 seconds after activation HP assist: Overdose II A charge kind of move similar to Black Fang or Heartless Angel. Total charge time is 5.5 seconds. She only loses her 2 bars at the 5 seconds mark. The OD is unavoidable. Same rules from OD I apply. EX Mode Overdose III Activated by pressing R+[]. Same as Overdose II, but the startup is only 34 frames (about half a second). Completely unavoidable, hits anywhere on the screen. Cannot link to an EX Burst. EX Burst: Sun and Moon Does damage. EX Burst aren't that interesting usually. Probably should do more damage than average, since it's gonna be hard for her to land this. Healing Touch - BRV move Heals Gloria for 100, 100 and then 200HP at frames a b and c. Similar to Lightning's Cure. I don't know what timings make this move balanced. Ideas for moves (to be expanded upon) A low damage defensive poke BRV A HP move that, at the end, gives you the option to heal both characters for 800 HP Her moves should be mostly defensive, but she should have at least one proactive defensive move and a couple of reactive ones
  14. TKG09

    Feral vs EU

    You should be more specific on the rules. Are VD and BF allowed? What are the build parameters for the boss, and how much HP does he get? And most importantly, british players are not allowed, right?
  15. TKG09

    Site feedback

    I think the "creative" under "Dissidia" is meant for modding? It would be weird to not have something dedicated to modding since it's something a lot of people quite enjoy about this game.
  16. TKG09

    Site feedback

    When are you getting a pc
  17. TKG09

    DDFF Ladder Idea

    A bit more about matchmaking Given players P1, P2, ... Pn and their respective ratings R1, R2, ... Rn We need to divide them into pairs. Given pair (A, B) --- D = Ra - Rb -- 0<=D<=1000 Ea = Ea(D) -- 0<=Ea<=1 'Tilt' -- T = abs(Ea-0.5) -- 0<=T<=0.5 Partition -- Set of n/2 distinct pairs that cover all n players avgTilt -- Averge T for all the pair in the partition. This is what we want to minimize. Finding the partition with the lowest avgTilt seems very doable. But we want the algorithm to be semi random. The way to do this would be to find the partition with the lowest avgTilt as well as a few other partitions with similar values. Then assign each a probability based on how low their value is. That last part is the hard one, and I don't know what the best way of doing it is. An alternate view is that if we do a single Bo3 or Bo5 instead of a series of Bo1s, we will only need to do matchmaking once per LS, and so the algorithm wouldn't need the random element. That makes things easier. But it's questionable if having a Bo3 is better than 3 Bo1s, and even if it is, maybe we would still want a semi random algorithm.
  18. TKG09

    DDFF Ladder Idea

    ‚ÄčK basically is by how much points go up or down after each game. The higher the number, the more 'swingy' the ladder is, so to say. And the lower the number, the lower the impact of a single individual game. You can use this calculator to see how your rating would change over different Ks: https://ratings.fide.com/calculator_rtd.phtml though note the FIDE algorithm is slightly different from the one I'm using. --- The previous idea for handling multi game sets is to count a BoX as a series of X Bo1s. Unfortunately this has the problem that a BoX is, obviously, different from a series of Bo1s. This algorithm can solve this problem: This also means that Ladder Sessions do not necessarily have to be series of Best of 1s. Though maybe it still is better that they are, so that each player can play against a variety of opponents.
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