I was on the bus just now, thinking about a discussion about reversals in SF4 and SF2 etc… etc… and I realized something, and I’d just like a confirmation or someone to tell me if i’m way off the mark
But in that discussion they were talking about 3 frame reversals in SF4 vs 1 frame in SF2 or whatever. And as I was thinking about this, I also thought about how during frame skips hitbox interactions still go through however inputs are ignored.
Does that mean that theoretically, due to frameskips in Turbo speeds, even someone with perfect execution won’t be able to reversal 100% of the time in SF2?
and there will be more frameskips at higher speeds and therefore have a lower chance of reversaling…?
I also realized while thinking about this that lots of my strategy does depend on people not reversal 100%, and some confirmation on this will help me a bit when thinking about what’s the best choice for risk reward situations vs people with high execution.
The game always leaves in 1 reversal frame during reversal situations so there’s always a 100% reversal chance if timed correctly. Without frameskip, there are actually 2 reversal frames in many situations At faster speeds, the second reversal frame is lost but the first never disappears. However, even faster speeds may have some instances with 2 reversal frames but don’t count on it, esp. not at tourney standard Turbo 3 (JP).
Also, inputs aren’t ever entirely ignored. If you hold your charge, even when the game is slowed down and inputs are dropped for a moment, then you’ll keep it. If you let go, then you lose it.
Well, the game only samples at 60 Hz. If you hit a button or a direction for less than a frame (not that difficult) it can slip past the game. During projectile slowdown, the sampling rate is slowed, and it’s easier to have inputs ignored.
When a frame is skipped, it seems that the game uses the same input for both the displayed and skipped frames, so you can block during skipped frames, and skipped frames count toward charge times. (This means that there may be frame skip unblockables against characters with asymetric hitboxes - most notably boxer who leans back while blocking.)
Don’t think it is mentionned in the ST wiki :
it seems that in the end of the round, by 100 vital exactly, some moves can kill you EVEN IF you block. I think Blanka’s roll, Hawk dive, Ryu/Ken (?) fierce DP, maybe N.Sagat / O.sagat Dp’s also, fei’s DP, plus certainly more (except Boxer TAP, because they generally do more than 100 vital chip damage).
Can someone do a complete list of these moves, and let us know if that applies to everyone in the cast (not sure for instance, that Gief is concerned) ?
Ryu fierce DP do as much chip damage as a fireball, except when the opponent is at 100 vital. Nevermind but, I think I noticed something that hasn’t been pointed out until then it seems.
first combo is cross up into st forward into standing jab into super. I don’t understand that. Also the combo at 1:12 with Chun at the end she walks forward before the upkicks.
The other day I did Kens reversal super glitch. Only I accidently went all the way to upforward. So I get the reversal message right, but I jumped out of whatever special move was about to come out. The jump canceled any sound that would tell me what special move it was.
It’s possible to keep the charge for super by holding nothing but :d: during a jump, if you hold :db: or :df: during a jump it’ll take longer to charge and remove the charge as you crossup, however if you hold just :d: during a jump flashkick and super charge at the exact same time.
Also, to do the jab from the st. forward and still maintain super charge, you have to space out the :d: :f: :u:, so during some of the frames for st forward he is putting the inputs for the super the very last frame it will accept it, and finally cancelling it during the jab.
Same concept with Chun, the move stays charged for a few frames after :d: is released. It’s like walking forward and booming.
I don’t see it as a problem, it’s just input leniency and how the game determines a motion and that method is perfectly fine, I think all fighters use this. The game waits x frames to see if you’re charged or did the correct motion, then you have x amount of frames to follow up to the 2nd motion otherwise the entire special/super is erased and you have to start over.
If they didn’t do this you wouldn’t be able to buffer in specials or supers.