OK. So as the title suggests, this thread is about the diffence in input leniancies between the games. Now before you get started, this isn’t touching upon shortcuts and the like. What I am more interested in is jumping input.
To be more precise. In SF4 (and most other modern fighting games), when I try and jump forward or backward, I can do just that, without thinking (PS3 versions of the game, using a Round 1 TE). However when attempting to do the same on HDR or MvC2, I often have my character jump neutral instead.
This doesn’t appear to make sense since there are only 8 inputs on the joystick, and it is a digital input device.
Interestingly enough, if I hold the joystick at the exact angle I attempt to jump foward, my character will jump once neutrally and then continue to jump fowards.
Now, maybe someone more knowledgeble can tell me if I am thinking along the right lines here. But what I suspect is happening is this:
In many older fighting games the diagonal motion for jumping has to be entered precisely and cleanly.
However in SF4 what is happening is that if I hit up on my way to hitting uf, I will still get a towards-oppponent jump. The reason being that there is some input leniancy that allows the game to correct which kind of jump I want to do provided I shift to uf/ub quickly after I happen to hit u. This would also explain the phenomonon that takes place when I hold uf/ub and get one neutral jump (up input being read) and then several diagonal jumps (the successive diagonal input being read continously).
Can someone tell me if I am thinking along the right lines here? It’s really bothering me that going from from SF4 to HDR, that I can’t even jump towards my opponent half the time.
Moreover, should I be concerned about this (I have no interest in playing HDR itself and as merely using it as an input-improvement tool, but the lack of an input-display makes it not particularly useful)? If this is going to impound my game overall then I feel I should really go back to uber-basics.
Thanks in advance.