HawkPunch

u/HawkPunch


r/headphones•

Sorry if this appears to be an aimless post with zero point, but I thought I'd just give my long term impressions of various headphones that I've used throughout the many years I've been into audio listening and production. All of them are around the £50-200 range so nothing here is earth shattering in price, and the main reason why I've yet to really spend a lot on "the one" for me is simply because I just don't really know exactly what I want yet. I've switched between liking headphones and wanting to get rid of them in a space of a day because a quirk or "issue" props up during work or listening.

Sony MDR-10RC

One of the first headphones I used a lot was actually the Sony MDR-10RC

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Sorry for the dumb question. I have a digital license of Kontakt 6 that I purchased from NI, I'm looking to upgrade to Komplete 13 and the best price I can find is a boxed copy from music retailers, it's around £100 cheaper compared to NI's own digital store.

NI considers my upgrade from Kontakt 6 to Komplete as a "Upgrade from Select" SKU - I don't have Komplete 13 Select, only Kontakt 6! But I was wondering if there's any problems that can happen if I choose to go with a boxed copy of Komplete 13 Upgrade and just go from there.

Is there any downsides or possible mismatches? Do you still get all the digital licenses and Native Access stuff?

Thank you.

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r/headphones•

These have been my headphones for about 5 months now and I really enjoyed the sound of them, but as someone that spends a lot of time in production you definitely start to become very self concious about its bass and treble boost, especially when working with decent monitors. Some songs also just sounded a bit over-the-top when they created it with scooped mids (like a lot of metal).

I spent forever trying to get Equalizer APO working on my interface but finally managed it and have spent the last few days tweaking the EQ while also using a lot of material from others who have done similar research. This thing really spikes at 0-100Hz and 5-7KHz!

The difference is so much better, it's annoy

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r/headphones•

I decided to get a new pair of headphones after becoming too accustomed to the sound of my previous headphones, the Sony MDR-10RC. They sound pretty nice for being so cheap, but they're definitely bass crazy; it leaks into the lower mids a lot and the treble is so soft detail even seems missing (I listen to a lot of folk so this became bothersome on the flutes).

I bought the Audio-Technica ATH-M50X due to recommendations from my friend, and while it definitely had a sound that allowed me to hear more in a mix (though I'd say the mids were dull and the highs were kinda piercing), a lot of songs that used hard panning just felt wrong to my ears. It's difficult to describe but it's almost like

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Is that to be expected?

I've installed BleemSync and the included RetroArch and the PSX games run a lot worse in RetroArch, particularly in game speed. Wild ARMs runs like it's playing in PAL (even the music is slower) and has noticeable stutter during screen scrolling. None of those issues are present when using BleemSync.

I'm mainly asking since RetroArch has a lot of included bells and whistles that I'd prefer using that if possible.

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r/smashbros•

This was all tested starting on the frame of release knockback for the opponent. It's effectively the ending lag of the throw's "attack", lower means more time to chase or even combo. Also note that low ending lag might not guarantee a combo if the opponent's release point is far away, which can be seen on many back throws, but it does allow you to chase opponents if they land on a platform.

Some throws are weight dependent, to account for this I've selected a fighter with a weight of 100 to test this on; Cloud/Mii Swordfighter.

Hitstun in this game is tricky; when they first start to launch with the smoke trails, it'll be around 31 frames of hitstun. This will slowly scale as knockback ri

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r/smashbros•

Just a reminder of a new addition to this game. Ruben has information on the few attacks that have them. It's also why rapid jabs work more consistently in this game.

Ruben_dal/status/1124858557059481602

What do you think about this? It certainly explains some weird situations like how Bowser Bomb couldn't be airdodged despite how slow it was.

This also means it's possible that attacks could be given more hitstun in patches, which is just bizarre to think about.

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r/smashbros•

Donkey Kong's forward air, Ganondorf's forward air, Roy's down air, Chrom's down air, etc. It all states that there's less "landing time".

However, the landing lag is identical to pre-patch on the attacks I've tested so far. The ending lag seems to be the same too and the auto cancel doesn't seem affected, at least on Ganondorf's; he still can't auto cancel forward air at all from a full hop.

I wonder what it means?

1211

r/smashbros•

I'm posting this because I'm sure I read some information leaks that gave the shield stun formula being around Smash 4 levels (with far less for aerials) but from testing things out using frame advance I'm getting very different results.

I swear Ike's forward tilt keeps you in shield for 17 frames before you can shield grab. Forward smash is 19. Down tilt is about 12.

That's significantly higher than Melee and post-patch Smash 4. It explains why so many attacks are borderline impossible to punish by staying in shield alone, and it means using aerials out of shield is essential.

It's also why it feels like every aerial in the game cannot be shield grabbed either even when spaced directly a

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r/smashbros•

Almost every single jab in this game sends at a trajectory of 0 with minimal scaling, however a lot of them actually gain you frame advantage when your opponent is around 100%.

The issue is that most fighters don't have fast enough ground attacks to truly make use of it; Palutena for example has around a 3 frame advantage at 130%. You can get a grab if you predict shield, roll or jump but it will lose to a fast jab or buffered spotdodge.

It also depends on the placement of the jab; Snake has to hit you point blank to get the best knockback which gives around a 5 frame advantage at 140%, enough to buffer into crouch+c-stick tilt forward to combo into forward tilt. It's difficult, but doable

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