the macros are to remove human error from the equation while we figure it out
if you want to help actually figure it out please feel free
the macros are to remove human error from the equation while we figure it out
if you want to help actually figure it out please feel free
well, the macro does add an extra input since it’s 3P/K instead of 2P/K. last night i posted that the input priority system that affects normals (HP > HK > MP > MK > LP > LK) might suggest the existence of another system that governs special moves, so certain inputs may get sacrificed when multiple ones are pressed. but even just doing exes raw, i got the same result. in unison with another button, they wouldn’t come out. i was able to get kara ex oroshi with HK (was ESN’s post saying that karaing ex moves is impossible?), but i couldn’t botch a negative edged ex after several tries. seems fine to me. maybe after years of trolling, 3S is trolling louis back.
So will the negative edge of a different button cancel an ex as well? And from what it sounds like you guys are saying, it works the same way on arcade?
i’m not having the macro problem at all…
So would the issue be fixed if they’d change the macroes to PP and KK instead of PPP and KKK? I’ve always thought it’s unecessary to have that extra kick or punch when all EX moves and Akuma’s teleport only use two buttons.
From what i can remember (was 3 month ago), you can do kara ex only if you hold the “kara” button.
i think you’re right about another governor for special moves, but i don’t know what the point of it is or why it takes precedence over EX inputs.
louis, and anyone else, if you can get non-EX from doing straight up EX with macro (not part of a combo or anything), this bug will likely stay open, but otherwise i’m going to say it’s not a bug.
i couldn’t get non-EX from negative edging the kara button, either, but then again it seems really hard to time it on purpose.
yes it works the same on arcade. i tried it in fba.
i tried it with 2 buttons and 3 buttons, and it doesn’t matter. example: fireball with 2 punch + 1 kick = regular fireball. fireball with 3 punch + 1 kick = regular fireball.
i’ve found that you can do kara EX if you simply use kara timing, instead of hitting all the buttons at the same time. in other words, just do a regular kara per usual, but with more punch or kick buttons for EX. example: srk motion with rh~2punch = EX srk. srk motion with rh~3punch = EX srk.
in the meantime, what about some of the easier stuff on the list? i can do aegis color, trashcan shoryu / urien fireball / chun kikkoken, lobby ready/unready, consecutive wins. was just going to post some comparison pics / audio clips, and a description of what i expect.
in that case I still have no explanation for what I’m seeing. I’ll record footage of training mode and post it up soon, some time in the next day. it’ll just be a crappy camcorder pointed at my TV but should be okay.
(double postin, but new info)
okay so I tested my situation on both major emulators and PS2, same shit. so whatever whack things I do with my hands, occasionally it makes Mak’s overhead EX drop into a normal after a low short. tried it with macro buttons to be sure.
no reason to take video footage I guess since it seems to work the same way on all of them. sorry Louis, I tried!