A serious question about Ultra Street Fighter 4

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No it isn’t, yes it is.

No it isn’t.

I’m really struggling with this situation. I cant tell if you’re trolling or not at this point. Usually I’d err on the side of troll and write you off, but for once I’ll flip that and assume that you really are struggling to understand.

First of all, I’d invite you to go back and read what I typed before under the assumption that you’re wrong, because you are. That’s probably part of the problem. You still think you’re right. Beyond that your Ryu example is wrong. What is this “buffer delay”? Special moves execute on the first frame in which they’re input. There’s no “buffer delay.” The only “buffer delay” (a term you made up BTW) that I can imagine you’re talking about is if a special move is input a few frames before the wakeup animation is complete, yet executes anyway. In the case you’ve described the special will execute on the first standing frame towards whichever side the opponent is on, which is still not auto-correct. All special moves always execute towards the opponent.

Auto-correct deals with the computer’s interpretation of inputs. As I explained before, auto-correct is the computer letting a move execute in spite of it being entered in improperly.

Auto correct doesnt mean what you think it does basically, its just the ‘auto correcting’ of inputs

What you experience with Ryus reversals ‘auto correcting’ on wakeup and hitting out cross ups while Guile’s not ‘auto correcting’ and not hitting out cross ups is not what auto correct is.

The sheer amount of effort this is taking lol. This wouldn’t happen if SF had a glossary and a step by step walk through like Skullgirls… Just sayin’.

http://www.option-select.com/strategy/article/?a=12#autocorrect

There is one.

Amazing isn’t it?

BECAUSE IT DOESN’T MATTER WHERE YOUR OPPONENT IS WHEN YOU START THE INPUT.

All that matters is where the opponent is as the system reads the input. If your opponent is to the right of you on the last frame of your input, then the move will come out to the right.

All autocorrect does is recognize recognize inputs towards the “wrong” side as correct after an opponent moves to the opposite side. In other words, if I start doing a DP as if my opponent were on my right, and then they crossed over before I finished the command, the move will now come out to the left. This is because the system a) recognizes that the sides have changed b) the system still recognizes my “wrong” inputs as valid.

…I understand what you are saying if there is no scenario in this game where I input the entire command while my opponent is on my left and the move executes on my right. That is what I always assumed was happening.

You guys are saying that every example shown in this video of Guile not executing a flash kick on the side that they player wants was a result of inputting the entire command before the game considered the opponent’s character to be on the other side, correct?

Actually in this scenario it is not because the game has considered the opponent on the other side, but rather that Guile doesn’t turn around properly to adjust for the side change. Whereas other characters turn around animation is not bugged so they turn around properly when crossed up. At least that is my understanding.

That only applies to commands with lateral directions.

Except Gilley’s vid shows exactly what we’re talking about because there is no autcorrect on flash kick. By inputting a jump and buffering, he makes sure that the system recognizes Guile as facing in the right direction.

I’m probably wrong about this, but I thought the game didn’t recognise ‘left’ or ‘right’ inputs but rather just ‘forward’ and ‘back’ inputs determined by the positioning of the opponent relative to your character.

For instance if someone’s trying to cross you up and you input the motion commands while the character is in the air in front of you but hit the attack button once they’re considered on the other side you get ‘auto correct’; because the game recognised your motion inputs as ‘F,D,F’ and not ‘right,down,right’ - therefore you still get a DP if you hit punch as soon as the opponent is considered on the other side. Your character will now be facing them and therefore DP in the ‘right’ direction, despite inputting the motion on the other side.

This is how it was explained to me by someone a long time and I always just assumed it was right.

That is correct, this is why when you record the training dummy it always performs the moves in the correct direction.

If you really dissect what you’ve written you’ve contradicted yourself. Yes, the game only recognizes forward and away. F,D, DF + P is the correct motion for a DP right? You did F,D,DF + P, so why shouldn’t you get a DP in the “forward” direction? Special moves always execute in the direction that the character is facing. You got the DP in the opposite direction of what you intended not because of auto correct, but because your character turned around.

Re: Gilley vid. The Flash Kick is doing what it’s supposed to do, but Guile is not doing what he’s supposed to do. The Flash Kick is going in the direction Guile is facing, but Guile just isn’t turning around. I don’t think Gilley is using the term correctly either.

So why do people bitch about autocorrect? it’s a bit of a misleading term, because the game isn’t going ‘oh this guy screwed up, lets fix his inputs for him’ - it’s not technically ‘correcting’ anything, it just reads the inputs as they’re performed and acts accordingly.

Also it was said earlier in the thread that in ST you couldn’t do this and had to use a different input - why is this? I assume SF has always read back and toward instead of left to right, so in theory autocorrecting should have still been possible?

This is what I meant - I didn’t think there was such a thing as ‘autocorrect’, I was under the impression that you only got ‘autocorrect’ dp’s because the character had actually already turned around when you activate the special with the attack command. And the motion inputs being input in the other direction doesn’t matter because at the time they were input the opponent was in front of you so were correctly read by the game as being f,d,df.

I’ve probably worded myself badly (I generally do, lol) but I know what you mean, and it’s exactly what I was trying to say in my first post. The character has already turned around and therefore the special activates in the direction you’re now facing. The game hasn’t ‘corrected’ anything as such.

The reason people bitch about auto-correct is a) they don’t know what it is b) what I explained on the last page.

The example you gave is a “clean” one, and of course there was no auto-correct involved. Consider the situation where you’re Ryu standing on the left, and you’re in the process of getting crossed up. You hit Right, but on the very next frame you’ve switched sides and don’t realize it. Since you don’t realize it you it D, D+Right, P. What you’ve ACTUALLY entered is F,D,DB+P, but SF4 still gives you a DP. The reason why is because the D+Right input was “auto-corrected” to be D+Left. The reason why people bitch about it in this situation is because people still get a DP in spite of their incorrect input, and it weakens the power of a crossup. The purpose of a crossup isn’t just to trick someone into guarding the wrong way, but to mess with their move inputs… well at least it used to be. You see this a lot in Marvel 3 with people teleporting under characters in the air in order mess with their inputs. Again, as I stated before, in the Super Turbo days you’d actually have to do some anti-crossup shoryus as F,D,DB + P which, in addition to being amazing situational awareness, really shows that the defending player “earned” that anti air. In SF4 people can just mash DF+P and get out.

Ah ok, that makes sense. Like I said I was told there’s ‘no such thing’ as autocorrect and I therefore believed it only occurred on examples like the one I gave, so couldn’t understand what the fuss was about as no ‘correction’ was involved but I now see they’re 2 different things.

I play charge characters with up-down anti-airs so I was clearly a bit ignorant to how autocorrect DP’s work. Thanks for explaining.

Did you even watch the video or did you just google up something real quick to “prove” your point? At that point the game engine isn’t even doing the correcting. He cancels his prejump frames into an attack.

Edit: Just to make things clearer your character always initiates a jump while facing your opponent. He uses that to make sure it is Guile’s flash kick starts on the correct side. That’s not auto correcting.

This part diverges from my understanding; AFAIK the game does not do this. The game will not correct a back input to a forward input and literally “correct” your input. It will however, register correctly inputted motions for a few frames even if your opponent switches sides during that period, as the previous poster suggested.

Cody’s knife is a great tool imo.

Knife pokes have excellent hitboxes and beat out a lot of other pokes. You deal chip damage during pressure strings but still have access to all of his specials, crossups and his cr.lk. Knife combos are easy because knife st.lp hits all crouching characters and is an easy link into cr.lk. Knife j.hp > cr.hp does 240 damage and can link into cr.lk once again. Knife cr.hp is a great long range anti-air. Knife fake throw is super quick and is great for baiting out anti-protectile attacks. Knife st.mp is a super long range double hitting attack and destroys opponent focus attacks. You can block on the first frame of picking the knife up etc.

I’m not saying it should be used all the time but I think it’s a great tool for mixing things up and getting the opponent on edge, no pun intended.