If you press the C button, and press forward within 4f it registers as f+C and thus come out as a throw.
Indeed the moment the game ‘sees’ them in the input display, does not mean the move is out yet, the input delay is still added. The command is specifically not kara-cancelled. It’s, in fact, KOF’s solution to Karacancels.
Where Street Fighter uses karacancels to deal with failed simultaneous button presses, KOF uses input delay.
If you press C+D but not exactly on the first frame, simultaneously, for example C~C+D, the C will be registered, but due to 4 frames of input delay, if you press the D before those 4 frames, C+D will come out instead, since C+D has 0-frames input delay.
OK, they way I understand the 4f input lag is that when you input something, it takes 4f for the game to recognize what you did. This happens in nearly all Capcom FGs, even ST. So basically, if you pressed a button in SFIV, then in training mode with input display turned on, the input will only show up 4f later if you recorded with a 60fps camera. I believe Digital Foundry tested SFIV a while back and confirmed the 4f input lag.
But what you are saying is that besides the inherent lag (which could be around 4f, more or less) in KOF, there’s an extra 4f of lag where the game decides what to do? Because like I said, the game obviously recognizes that the button gets pressed before the input because it appears like that in training mode.
That is indeed what I’m saying, and it’s the reason why you are getting accidental throws. Anyone familiar with KOF, also older KOF’s will tell you it is a common problem, and it’s because it has always been like this.
Normals have 4 frames input delay. A+B, B+C and C+D have 0 frames of input delay.
My Clark game has been a lot better thanks in part to information in this thread. But now I want to ask about that input delay: I always assumed that the 4 frames of input delay on normals meant that you could buffer normals, sort of. Like I could, say, press HP on the 4th to last frame of blockstun and get s.HP out on the first possible frame. But the way ya’ll speak of it, you make it sound like the 4 frames delay are a neccessary part of the normal, like you have to be at +6 to connect with Iori’s close s.HP. I’d assume that you could be at +2 and just press HP 4 frames early.
I imagine that this input delay also makes it possible to block OS, like you can block instead of normal during those 4 frames of delay. No?
Wow, I just read here the reason why I often throwed my opponent when I was SURE I was neutral when pushing the button (and had to do forward just after to chain another normal).