which is technically true. If your stick samples fast enough (like jap sticks), iirc you can register 720 motion before the jump animation completes
From Buk’s System FAQ (at gamefaqs.com)
360 characters like Raiden, Zangief and E.Honda have 5 frame start ups on
their jumps to facilitate the use of their moves.
which is just under one second. so if you can spin it that fast, you can do standing 360/720s
i assumed he wanted to find out how to do a standing 360/720 from neutral, without hitting any buttons…ala some crazy jap vids of hugo doing standing 720’s.
wait, i thought he was referring to jumping frames.
i had the conception that any game can input only directional command per frame. does that mean u need to squeeze 3 directions for every frame?? i really cannot fathom how that is humanly achievable.
do P,S,N and K groove offer more frames for execution?
i was thinking of using it when running towards the opponent, so ideally i’d like not to whiff a move (that’d be quite a giveaway).
problem with karaing is that the tendency of negative edgeing into a 360 is too high. given that we’d be spinning the stick so fast, that’d be so highly likely as to become unfeasible.
Kara cancel only gives you 3 frames to cancel out the move, and you can’t add it to the 5 frames of jump animation for 360 guys. Being in a small jump groove gives you 8 frames to cancel your jump, so that would make things quite abit easier.
And dont’ know about jap sticks, but they are just better than us sticks
I thought that Tachi-Gigas with Hugo in 3S was hard enough. Hugo’s superjump has 7 frames of startup. I vaguely remember reading that superjumps in cvs2 do not equate to longer jump startups so that would contribute to making it harder in cvs2. And since Hugo (and iirc Gief in cvs2) only need 360+180=540 degrees of input and because you can input 180 degrees before ever pressing up, you only need to do a 360 motion in those jump frames… sounds easy now, hu? hahaha, that ish is still pretty impossible for me.