…I don’t agree. This is a very serious thread for very serious gamers. We also all learned that Guile’s flash kick can never auto correct and you all got to witness me slapping myself which must have been quite enjoyable for some of you.
Dude I don’t even think it gets anymore clearly defined than what Hotobu posted… But here’s my explanation.
Auto correct is the game interpreting what you intended in a cross up situation. Guile’s DP is literally down and up… There’s nothing to interpret ergo no auto correct. Imagine Blanka doing F+KKK on Ryu’s wake up and instead of inputting the side Blanka will end up on he inputs the side Blanka was on. The game recognizes he tried to dp and makes Ryu use in on the correct side (The side Blanka will end up on), instead of just a cr.Hp/cl.HP plus some meaningless directions. In Guile’s case what is the game going to correct in a cross up situation? His flash kick is unaffected by lateral inputs. Maybe you’re getting hit by Guile delaying his dp until the last moment when you try to cross up, but that’s not an autocorrect.
There is nothing in the flash kick command that requires a left or right input. It’s just down and up.
The direction of inputs and of the move depends on the position of your opponent, whether they’re on the left or on the right, not on where the your character is facing - this is also how crossups (which have been in since SFII) work.
Moves are designed to both be input and come out relative to the position of the opponent. What autocorrect does is recognize lateral (left-right) move inputs facing the wrong direction for a few frames after the opponent has changed sides. For vertical (down-up) motions, there is none of this as there are no lateral inputs involved - any left or right inputs hit during this time are ignored by the system (which is the same reason people can hold down + back to do flash kicks).
Other than this part you are correct. The system doesn’t ignore them it just accepts that input as a legal input variation. The game has a “lazy stick” flag for charging sonic boom or charging flash kick. This means you can hold down, down forward, or down back and it accepts all of them. it doesn’t ignore the second input though. In the case of Guile’s Ultra 1 however it ONLY accepts down + back charging as valid. However Guile’s Ultra 2 accepts back, down back, or upback as all inputs torwards performing Ultra 2.
This is important only really for the purposes of dash canceling or super canceling or other types of inputs where the extra direction can be used towards canceling a new move. Or in the case of Hakan where angled jumps have more pre-jump frames than neutral jumps which allow for more leniency on inputs that involve up.
I get knocked down, my opponent is jumping towards me from the left.
I input a DP on the left side of the joystick prior to my opponent being on my right side.
There is a buffer (delay) between the time that I input the motion and the move comes out.
Because of the position of my opponent at the time that this buffer period ends the DP executes on the right side.
This is auto correct, yes? Is my understanding wrong here?
I am playing Guile.
I get knocked down, my opponent is jumping towards me from the left
I input a flash kick prior to my opponent being on my right side. The concept of “direction of the inputs” does not apply here other than that I am pressing down. That is fine.
There is a buffer (delay) between the time that I input the motion and the move comes out.
Because of the position of my opponent at the time that this buffer period ends the flash kick executes on the right side.
You’re missing the inputs required.
I’m gonna use Numpad notation as it explains this easier. Look at the numpad on a standard keyboard 2,4,6, and 8 are Down,Left,Right and Up
so as Ryu to do a DP you need to input 6,2,3.
If the opponent is jumping over you the input should be reversed to 4,2,1 however in SF4 there is an auto correct feature where the computer will read your 623 as the necessary 421and give you the DP you wanted.
as Guile Flash Kick is Charge 2,8 since the input doesn’t need any other directions there is nothing to be corrected.
In other games that don’t use Auto Correct this is actually an advantage Charge Moves have as they can’t have the input messed up by jumping over.
What “w00den TEETH” about autocorrect isn’t him being stubborn, he’s just ignorant on the subject.
Autocorrect is the correcting of inputs for x number of frames after you opponent switches sides.
He thinks autocorrect is when the animation of a move turns around and hits the opponent when he crosses you up. This is not autocorrect, just the move coming out later than when you input the move due to the large reversal window, thus giving the animation time to track what side the opponent is on.
…I still don’t understand why the direction of the inputs are relevant. The move should execute on my left if I input the command while my opponent is on my left. Anything other than that is auto correct.
You obviously didn’t read my post where I explained the difference. If you did, you are just convinced you’re right and no one is going to change that.