Directional inputs are processed in order. If L and R are both pressed and R is always processed before L, then the character will always move forward on the left side of the screen and back on the right side.
See here.
Best not to underestimate the ingenuity of the hardcore player base. This bug is bad enough to damage the longevity of the game (by oversimplifying it, and making it tedious and exasperating), especially considering that STHDR is hardly the only game in town, so to speak. (That goes double once SF4 hits American consoles.)
It definitely needs to be corrected, pronto.
tks for the explanation damdai!
There’s another interesting dimension to this king of bug:
How many of these game play bugs (as opposed to UI or sound bugs, for example) are wholly or partially a result of the re-tuned design?
Don’t get me wrong, I don’t mean to denigrate Sirlin – I like a lot of what he’s done for Super Turbo’s game play, and I welcome many, perhaps even most, of his changes – but as we all know, Backbone in general was most definitely NOT on board with his desire to introduce alternate mechanics into the title.
It amuses me to consider that assorted grievous bugs have been introduced into the game, and that Backbone might even have to devote extra resources to squash them, because they ultimately caved to something that they didn’t want in the first place.
(At worst, I think it balances out, since much of HDR’s success is doubtless attributable to Sirlin’s design changes.)
Correct me if I’m wrong, but this isn’t a Sirlin-introduced bug. It’s been around ever since Capcom let you use the d-pad and analog stick at the same time.
If it’s attributable to HD Remix, I don’t think that we should call it a “Sirlin bug.” “Backbone bug” seems more accurate, to me.
Really? In what other Capcom titles is this doable?
Has anyone gone back and tried this in pre-HDR games? Was it necessary to do that? (i.e. Was it already a known issue? And if it was, then why wasn’t it addressed in HDR?)
It’s probably in HSF2:AE, though I don’t have my PS2 anymore to be able to test.
so I can now try for wakeup reversal DP but insure the block if miss timed? or does the away input fux up the Dp motion? assuming i can pull off the motion that is
Yes. You could do this on both sides of the screen too. It is quite more difficult than the other glitch applications, but if you put enough time into learning it…
Just a note though, you’d still have to chose whether to block high or low.
Nope, it doesn’t work. I know the SSF2 Turbo on Capcom Classic Collection 2 works.
This should be possible on any fighting game, if you hack the controls properly. For example some glitches in the vids for ST are only possible if you a) Have some sort of modded control setup where you have two sticks or something so you have a back input and a forward input at the same time, and b) emus which let you have two inputs for the same direction.
If you open up any arcade cab and mod it you could accomplish this too, the analog+d-pad is just a version of what’s been possible for years with custom controls. It’s only HDR specific in that it’s one of the few titles that lets you switch on the fly between DPad and Analogue stick.
I have an old ps2 stick I might try to hack with this… Put another left direction input on a spare button. Hrm…
Can anyone confirm if it works in AE? :devil:
The people claiming that this glitch is “obvious when abused” are hopelessly naive.
The first and most obvious issue is that in an environment where homemade sticks are common, and 8-button sticks are permitted, how can you possibly ensure that people don’t wire analog L to an unused button? You can’t, and it’s absurd to think that you are going to watch which buttons people are pressing. It is entirely possible (and probably likely) that someone will wire one of these up.
The second issue is that obviously if someone does walkup headbutt, you can flag them and toss them. But what about an emergency wakeup headbutt where maybe you only have 1 second of charge instead of the 2 you needed? Are we seriously going to start reviewing video to make sure that every Sonic Boom has a full 2-second charge, and not a 1.5 or 1.3 second charge? It’s absurd.
If the are on pad I don’t think it is unreasonable at a smaller local tourney to watch to make sure they aren’t doing this. However on a stick,spider-dan brings up good points. I think the main thing to look for when enforcing this is the walk up stuff. If you see it,they’re outta there.
Great points, Spider-Dan. (P.S. Thanks for the games last night, fun stuff! I need to get a mike that connects to my joystick…)
Hell, a controller could be rigged to allow the user to send signals to the board just by lifting the joystick. Anyone remember Super Punch-Out (the [media=youtube]6xKJxTJSFZA]arcade version[/u[/media], not the NES version)? How would you detect that by looking at someone’s hands?
Why? Is winning that important to you?
If it’s in the game, it’s in the game. (Note: To be fair, Sirlin would not approve of this cheat, see page 1.)
Xbox 360 version only right?
</Peppy Hare>
LOL that would actually be cool to see.