Ultimate MvC3 Inputs Are Screwy?

:eek: Neurosis is probably the best word for it.

I’ve been pounding extra hours in training mode just to make sure that “what happened in that last match doesn’t happen again,” because it’s extremely frustrating to have legitimate KOs (or at least good setups or counterhits) on people and have them just not register.

While I don’t know whether the fix for this would be “easy,” I’m sure it would fall in line with routine maintenance for the game and I would actually be super surprised if it weren’t fixed along with some of the other actual gamebreaking things going on aside from this.

Yeah, turns out I went to the Hsien-Ko boards yesterday just to see if anyone else has experienced it (since I’d only seen it with her and figured I’d start there) and it turns out this glitch is old news (although I got Tenrai-Ha instead of Chireitou). I’m still experimenting to see if this can trigger from just any install super and what you can do after it. I’m not a glitch guy, though, so hopefully someone cough can start abusing this and show us all what it can do.

Avatar is Marth. Post disregarded. Thank you for using the Raeli Smash Player BS Detector.

Anyway, I haven’t experienced dropped inputs at all really. And I use DPs and DP supers a lot. Like. Every combo a lot.

Sweet, I was looking for more reasons to use this fancy ignore function.

I believe that only happens when your character crosses up during your input. I know I used to get a HCB motion when I tried to do a SRK motion. I believe the reason for this is the game registers F, DF, then at which point I cross up and what was supposed to be a QCF motion gets registered as a QCB motion (add this to the F, DF and you get HCB). I believe whats happening to you is just the opposite.

nope, I’m on my side of the screen the WHOLE time. Trust me, I was very fond of that trick in mvc2, floating eleporting over someone as they were trying to do their input to basically force them into an accidental input

That’s weird, because I’ve experienced accidental wrong supers (albeit rarely, just like 2-3 times stick out in my head) before but never accidental wrong special moves which leads me to think that it’s something with just supers in general that’s off in this game.

how does a QCB + M always = a revolver, but with two buttons it’s randomly a level 3? IDKLOL

Hmm… Do you have any videos of this with the inputs shown? I’m fairly certain that in programming the game, matching certain inputs to the proper hyper is the easiest part of the job. It would be weird if the programmers screwed this part up that blatantly.

:eek: I don’t think it’s matching the inputs to a game action (not just hypers, but some dashes and other moves) that’s the problem.

It’s (what I think could be the issue or at least related to) the game’s command interpreter. The mechanic that let’s you tap :df::df: for DPs in SF4 (by interpreting the double tap motion as :f::d::df:), or the mechanic that uses input leniency to let you plink dash in MvC3 (by buffering inputs to determine if two inputs occur within a certain timeframe; the publicized information claims plink dashing is 1-frame lenient)–it’s not the actions of the game that are going awry, it’s the gateway between the user and the game’s actions that’s passing bad information (or so it seems).

I mean, I could be completely wrong about the command interpreter, but something seems to be just going retarded lots of times. It’s like there’s a screw loose somewhere and the really bad part is that not only is this problem common at a local level, but it’s showing up in the top 8 performances of actual tournaments with cash on the line. It’s extremely troubling, but at the same time, the fact that it’s so blatantly hampering to the player (partially because you cannot predict nor workaround the behavior) means that we should be seeing some recourse soon.

I’ve encountered the problem of HCB and QCB motions producing SRK forward motions as well, and assumed I was just releasing the stick to neutral incorrectly, accidentally somehow tapping forward after. Reading all these posts makes me think it wasn’t just me–never had this problem at all with the SF4 series or SF3O. I agree with Yannick that it must be something with the command interpreter, but I can’t get it to reproduce consistently at all. Can anyone get this to happen reliably, or is this truly random?

I feel like this has something to do with whatever means they used to fix double blocking in vanilla.

If you hit two directions at once (or close together because of the games leniency with the input system) then the game, instead of giving you both directions and no movement, defaults to forward.

The two concepts above put together could possible result in backwards inputs, if you are doing them quickly enough.

For example, the guy that was doing QCBs and getting QCFs, maybe is starting with down forward instead of just down. And going from an unintended down forward to the intended down back, is messing with the internal systems and by the time he gets to the back input, the game is changing it to a forward input.

Idk, just one theory.

Wow both of you aren’t very good at reading and comprehending.

1st off what I said about the game MANUAL is still true, I never said anything about the game GUIDE, yeah scroll back up and verify that you made a mistake.

Secondly I’m talking about UMvC3, not MvC2! Thus your rant was a wasted effort, go tell your story on a MvC2 forum. I merely stated that Capcom now officially calls it THC, which is a simple fact.

And the in game announcer, that you cannot turn off, calls it a Delayed Hyper combo.

And if you kill them with a THC he says “Veneriable(idk exactly what word he says lol) Combo KO”

Variable Hyper Combo KO. I believe that’s it.

The buffering annoys me in this fame. For some reason the game will remember and buffer inputs in some instances and others not. For example, wolverine can’t buffer inputs during his dive kick, if you land drill claw dive kick in the air and try to buffer dd+pp you will get a dash because the game doesn’t recognise any inputs before you actually set foot on the ground. This isnt be case during j.S. not sure if it’s a bug or oversight, probably intentional and was there in vanilla, it’s just annoying.

Why does it even matter?

It’s not as bug, you just can’t buffer inputs during certain moves. You can’t buffer anything during the recovery of j.S either, you just recover before you land and the buffer opens up again.

Try doing an MMHS with Skrull and checking how soon you can do an air meteor smash. You can’t get it immediately after hitting (and you get nothing if you do it before you recover), but if you wait a bit, you can do it before touching the ground.

I have a problem where dp motions often result in a dash that gets kara cancelled into the move I’m trying to do. Messes up my combos pretty hard. I don’t remember it happening in vanilla.