Diagonals not as reliable in MVC3


#1

I have only played this game like twice because with my stick, a lot of the time, I get a vertical jump when I try to do an angled jump.

I never EVER have this problem on SSF4.

My stick is this one: and I’ve only had it about 6 months.

GameShark? Store - Mad Catz

Does anyone know what is going on?


#2

Turn on input display in training and see for yourself?


#3

I had the same problem with BlazBlue coming from SFIV. SFIV seems to be very lenient in how long it allows you to press a forward/backwards direction after hitting up, other games not so much. You’re probably used to hitting up before forward, try to hit the direction slightly before up instead.


#4

Is your stick on the direction pad switch, or the left analog? Because I had problems when toggled on the left analog, diagonals would register half a second later. Happened on both HDR and SF4.


#5

Aside from that ^, the ease of hitting diagonal jumps is related to how many frames of jump startup/jump cancel buffering you have as there is a tendency to hit up on the way to up forward. Doing Jill’s diagonal teleport from neutral is a pain since it has very few frames before it goes off but pretty easy when you hold up forward after a move that goes into stance.