Moonchilde, post: 7652463, member: 15806 wrote:
Maybe it's similar to neutral blocking an attack string? Like when someone gets linked combos, and you block the first hit, can let go of the stick and it blocks the rest.
Unessential, post: 7680013, member: 7204 wrote:
And you have 2 frames for a reversal, not 1.
eltrouble, post: 7680635, member: 50728 wrote:
Random off topic question: So the reversal window is 1 frame in a 45-fps game. Alright, so that's pretty difficult to land. How does frame skipping affect this window? Will it ever shift the reversal window, or eat your input ON the reversal window so it misses half the time?
(Left Right, SOCD stuff)
And in case anyone misconstrues my meaning behind "input delay", there are several (4 iirc) frames after the game registers an input and the change is visible on screen. Sometimes memory contents change before this, but generally the state is only updated the 4 frames after the input. This is true of the arcade game as well as emulation, from what I understand.
So the reversal window is 1 frame in a 45-fps game
How does frame skipping affect this window? Will it ever shift the reversal window, or eat your input ON the reversal window so it misses half the time?
Interesting. So at faster speeds, the likelihood that the reversal window becomes 1 frame increases, despite there being 2 reversal frame windows, due to frame skipping.
rb-baron, post: 7681552, member: 22318 wrote:
Turbo frame skip basically just moves your input to the next frame, it doesn't eat them. Whatever else could have happened during the skipped frame still happens, it's just that it won't take new inputs (including negative edge inputs). This would affect a reversal attempt against a meaty attack, but interestingly wouldn't affect a reversal against an actual throw since your opponent is also affected by the frame skip, since they also have to do an input.
No, there is only one frame for a reversal (the frame that would have been your first vulnerable, not-knocked-down frame). You can do extra inputs to increase the chance you hit that window, but there is only a one frame window regardless.
Ganelon, post: 6521874, member: 3349 wrote:
The game always leaves in 1 reversal frame during reversal situations so there's always a 100% reversal chance if timed correctly. Without frameskip, there are actually 2 reversal frames in many situations At faster speeds, the second reversal frame is lost but the first never disappears. However, even faster speeds may have some instances with 2 reversal frames but don't count on it, esp. not at tourney standard Turbo 3 (JP).
Also, inputs aren't ever entirely ignored. If you hold your charge, even when the game is slowed down and inputs are dropped for a moment, then you'll keep it. If you let go, then you lose it.
fluxcore, post: 7682424, member: 2277 wrote:
Being curious, I decided to back this up with evidence.
Using the 0 frameskip code found at http://www.mamecheat.co.uk/forums/viewtopic.php?f=4&t=4102, mame-rr with macrolua, and a savestate, I scripted Bison to knock down Cammy, then perform meaty cr.mk and have her DP at different frames. I can supply the savestate or make videos if people REALLY think it's necessary.
oldschool_BR, post: 7682661, member: 7169 wrote:
Did you hold down the button so as to avoid negative edge specials?
fluxcore, post: 7691142, member: 2277 wrote:
fluxcore, post: 7693860, member: 2277 wrote:
Also tested your idea, which is to hold R while getting up (which would block a non-crossup, but not a crossup), then letting go of the stick at varying frames around the 'wakeup' point, i.e.
#&1 W10 R3.W73._R.W26,U.W3.4.-_R.W41.^R.!
#&1 W10 R3.W73._R.W26,U.W3.4.-_R.W42.^R.!
#&1 W10 R3.W73._R.W26,U.W3.4.-_R.W43.^R.!
fluxcore, post: 7691142, member: 2277 wrote:
Ok. Here are my current findings for the "blocking crossup every time" "technique".
SSF2T, mame-rr, frameskip DISABLED.
If people picked up other ideas on how this technique is performed, I can probably test them out.
mrdhalsim, post: 7694529, member: 354 wrote:
I just wish Wolmar could have tried this out himself directly when he made his video- it was a good method, but apparently something wasn't quite right. Any comment Wolmar? If you like, you can still try your method and see if you can get it to block from down (or down+left / down+right) to neutral.
Moonchilde I don't remember now, but maybe it had to do with my particular setup, and I wouldn't call it "input lag" per se, just the way the game works- but if you don't see the start up then I'll take your word for it, maybe what I was noticing was actually the game deciding whether to have my character start walking or the first frame of blockstun.
As for the frameskip disabling, is that a script just telling YOU which frames get skipped or not? Or is it forcing the game to NOT skip the frames that it wants to? I haven't messed around with any of that yet. You indicate that when it was on, a reversal DP was possible only on one frame for that particular scenario, but when you turned frameskip off (disabled frameskip), you were able to get multiple possible frames to get a reversal DP? Did I read that right?
Unessential, post: 7700373, member: 7204 wrote:
With thr reversal thing, again keep in mind that theres more than 1 frame. And the frameskip pattern is 32 frames so the only time theoretically where you cant find a reversal frame is if the frameskip pattern starts and ends with a frameskip
Where 1 is a frameskip and 0 is not. At the end of the 32 sequence pattern is the only place where you dont get a reversal frame. Because when the sequence is looped it will have a segment like
Coth_X, post: 7700393, member: 8857 wrote:
Does the state 8 happen whenever anyone blocks, whether they get hit or not?
It almost sounds like a conditional.
fluxcore, post: 7700788, member: 2277 wrote:
Well, my earlier findings in the thread show there is only 1 reversal frame, what evidence do you have that there is more than 1?
I'll have to think about your claim of the pattern being the reason for missing reversal frames. I guess it would make sense if there are 2 reversal frames, but I don't know why they would make patterns that would allow for that case to occur (not that that means they didn't...)
Unessential, post: 7701183, member: 7204 wrote:
Can you run a script doing the same thing. to show if 1 frame links drop due to the frameskip?