Fighting Game Reaction Time Calculator
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Here’s a comprehensive table summarizing key information about reaction times in fighting games:
Aspect | Details |
---|---|
Average Human Reaction Time | Approximately 265 milliseconds (16 frames at 60 FPS)2 |
Reactable Move Threshold | Moves with 16+ frames of startup are generally reactable2 |
Factors Affecting Reactability | – Visual clarity of move startup – Player’s focus and mental state – Complexity of the situation (e.g., multiple threats)2 |
Examples of Reactable Moves | – Jago’s overhead (19 frames, clear visual tell) – Glacius’s Shatter (27 frames, situationally easy to react)2 |
Examples of Unreactable Moves | – Sabrewulf’s Jumping Slash (15 frames, unclear visual tell)2 |
Importance of Reaction Time | Critical for blocking, anti-airing, punishing, and overall defense12 |
Training Reaction Time | – Practice specific scenarios – Improve visual/audio cue recognition – Reduce mental stack (automate responses)4 |
Fatigue Effects | Can negatively impact reaction times and consistency3 |
Game-Specific Differences | Varies by game (e.g., KOF requires faster reactions than Street Fighter)5 |
Role in High-Level Play | Important, but prediction and game knowledge are equally crucial5 |
Hit Confirming | A skill that improves with practice, not purely reaction-based5 |
Reaction vs. Prediction | Fighting games typically involve a 50/50 split between reaction and prediction5 |
This table covers the essential aspects of reaction time in fighting games, including average times, factors affecting reactability, training methods, and its role in gameplay. Remember that while reaction time is important, other skills like prediction, game knowledge, and strategy are equally crucial for success in fighting games.