Turbo isnt allowed in tournaments. I can see how for people that play online only or just play around not seriously, that this would be an option. But for people that do, it’s probably not a good idea to get used to it. Besides… i know that both the TE and the hori turbo functions only go at 20 clicks per second meaning it’ll only click every 3rd frame.
I have no idea what the auto B link feature you’re referring to is.
by the way that’s not completely how it works ajunta. There’s an input buffer that will still count the move if you have hit the button in the ENTIRE FRAME before the move was to be executed. you get an 16ms (and some change) window. if you hit it in that window your chances are 100%
if not it’s 0%. the microprocessor in whatever controller you have doesnt affect that input buffer. That’s determined by the game.
The way it works is the game will check every 16ms to see if a button has been pressed, then repeats. That’s the buffer. you get 1 full frame to execute the move. It’s been like that since WW. It doesnt matter if you press the button at the same time the game checked to see if a button was pressed (technically the beginning of the next frame) or if you press the button 1ms before it checks. either way or anywhere in the middle if the button was pressed it registers.
Now you can affect the delay between the time you press the button and the time the game registers the button press. The controller, the cable (or wireless), any converters and stuff inbetween the controller and the console… all affect the signal by delaying it.
When you plink, you’re essentially hitting the same button 2 frames in a row to cover a wider area and hit the buffer, but the buffer doesnt change.
it doesnt “round” and “randomize” like you think it does and give you a percentage of a “chance” it’ll work. it goes “was there a button pressed in the last frame? if yes execute and recheck in another frame, if no recheck in another frame.”
Lol…when you wrote this i thought you were being funny. Then when i read the comments after i was like WTF…lol…I’m a pad user and i think its impossible to screw this up. I use default setup so my kkk is on my right trigger so and just press and hold mp THEN do EXfba (using kkk) then release mp.
Now the St instead of FBA used to be a prob but i dont know if ive figured it our or tricked myself into believing i figured it out however i don’t miss anymore. what works for me (on pad) is when doing FBA i do Charge DB>Up + KKK> then immediately hold the direction of the wall you want to go to.The prob was that whenever i wanted to go to the opponents wall the game sometimes read charge DB>UF + KKK as Charge DB>F + KKK
This one take with a grain of salt cuz although the practical works for me the theory dont make sense at all so dont bash with all the theory…I know its not supposed to work…but try it.
Yes i also know its KK for ex and not KKK but i dont have a KK button
no what happens is that when i do cr.lp - cr.lp - cr.mp xx, for some odd reason, the computer thinks im pressing cr.mp twice, and I get SHC. same with cr.mk xx RCF. what i do is just slow down the input and don’t follow the same tempo i usually do with the links.
BTW, did you guys know that max range cr.mk - cr.mp xx EX FBA, st.lk - cr.lp - cr.mp and cr.lp x2 - cr.mp xx EX FBA whiff on a ducking dudly from the max range. that hurt box on him makes him smaller than he appears.
the PCB of your stick pressing select exactly 16.66666ms after you pressed any other key.
And
That is exactly what contains in this following sentence I wrote and you quoted :
if you are out of the appropriate 16.6666 ms span you have 0% chance to hit the link, if you are inside the appropriate 16.666ms span you have 100% chance of hitting the link
you call the input buffer what I call 16.666666666 ms. But basically we say exactly the same, that is not where the 0% comes from.
the 0% comes from your leeway on inputs to place 2 inputs exactly 22 frames from one another.
As long as you have exactly 366,66666ms between both press whenever during the ‘1 frame input buffer’ you input the first cr.lp the second will be input exactly at the same spot during the the second 1 frame input buffer and everything is smoth.
but lets assume you miss the exact 366.6666ms and make it 360ms Case 1 : lets assume you hit the first move 10 ms into the first 16.666ms long input buffer, then the second press comes 360ms later and that is 3.33333ms into the second iput buffer you DO your link Case 2 : lets now assume you hit the first move 4 ms into the first 16.666ms long input buffer, then the second press comes 360ms later and that is 2.666ms before the second input buffer begins and you MISS your link
in both cases if your delay between both press is exactly 366.6666ms your always get your link.
that is one of the reason why you can never be 366.666ms accurate and why (plinking aside) your chances of hitting a 1 frame link are never 100%
-The MCU sometimes include a debouncing buffer on entry side
-The MCU (device) buffers inputs on the Serial output side (USB,XBOXProtocol,2.4 Ghz wireless, whatever) because it sends reports when the host polls every so many ms and unfortunately it rarery has the same period of 1/60th ms the game uses.
-The Host buffers the input report on the CPU sied and waits the CPU has time to allocate and process these data and feed them to the game engine
-the game engine registers all the input changes for 1/60th second because it was designed to do this way so basically the inputs are buffered here between 0 and 16.666ms.
-the game engines then calculates the next frames which takes some time.
-then the game engine synchronises the frame it calculated with the previous ones and feed it to the GPU.
-the GPU calculates the projection of the frame on your screen and then…it buffers it for up to 50 ms most of the time depending on how much post processing it has to perform ( framerate smoothing )
-then the TV/screen gets it and guess what most of the time it buffers it to post process it again (scaling, reverse ghosting, interpolation etc…)
(if you play over internet there is at least 5 more buffering stages)
but most of thes buffers are extremely so steady they don’t affect the timing much because they are slowing both delays of the same amount so the game gets both input the same amount of time later.
these buffers affect your linking after visual cues and fuck your timing up when you don’t play the game on your usual controller, unususal gameset (XBOX , arcade,PC, PS3), or on an unusual TV set.** in the case of “visual cue links”**
but in the case we speak about “rythm links”
The input buffer of USB (or the Xbox 360 equivalent) is the exception it affects both, the polling rate is not that great and as I said before it is rarely sync-able with the game engine and the polling rate is even worse on wireless.
so even if there is exactly 366.66 between both your button presses there is going to be only a multiple of your fightstick/gamepad polling rate (8ms in most cases) between both presses when the input reports reaches the console/PC
so a perfect 366.66 will turn into a random something between 360 - 368ms
a 358 will turn into something random between 352 and 360ms
a not so bad 369 ms will turn into a random thing between a 368 and 376 ms
and the further away you get from an exact 366.666ms between press when the host driver handles them to the game engine the lower your probability to nail the appropriate 1 frame buffer in the game engine for the second cr.lp to link.
In the case you still can’t believe me, there is nothing more I can add, you 'll have to buy yourself a PIC, program it, hook it to your controller and see for yourself. thats is a job you can have done over an afternoon and a 10$ expense. or buy one preprogrammed from Toodles or Purplearm or anybodty else on the techtalks forums who can type a 10 line program on a MCU
Need some set-ups for BHC on different characters. Back when I first picked up SF4 and would use BHC, my calibur of game was vastly different. In other words, I am much smarter during gameplay now. However, after using SC for so long, I’m finding it hard to set up BHC on anybody other than shotos. Any help/advice is greatly appreciated.
Which is misleading, and is the part i responded to.
not this:
because the first part was so misleading that I ended up ignoring the 2nd part.
So I was under the impression that you were saying that the game arbitrarily just sets a random “chance” for your 1 frame link to connect based on how close to the “perfect” time you hit. Whatever, as long as you’re not saying a dice roll it’s fine.
Yes, I’m an electronic engineer. I know how a micro-controller works, although i’m not used to seeing it called an MCU, and i know what causes delay in the entire system.
I didnt know you were referring to polling rate in your previous post. As stated above your wording made it seem like the game rolls the dice on whether or not you hit it.
I am curious as to what the polling rate is on my controller though. I don’t have a PIC and i dunno how to use it to find the polling rate. I have an 8051 but the assembly language looks pretty much the same.
I guess i can have it check for a pulse every 1ms and light up an LED every 1 ms until it recieves the pulse. Short of that i dunno. Most of my micro-controller usage has been on converting data to physical motion (servos and motors)
Personally I dont really use setups for BHC. It’s reactionary. There are 4 main situiations where i look to nail them with BHC
-Fireballs - When people like guile and ryu sit full screen and chunk plasma at me i focus it and build BHC meter. Then when i’m full i bait them into revealing their timing and BAM.
-Whiff punishes - Whiffed DP, FK, etc. I always hit on the way down so i rarely have the 2nd part miss problem. So the buff doesnt help me really.
-Jumps - People in this game LOVE to jump. and even more they love to jump on Vega. One thing i’ll pick out is crossovers. If an opponent jumps over me for a crossover because i’m sitting on downback, I usually give them the first one. But after that I sit all over it. If they do it again I’ll go under them to the forward wall and hit em from the rear.
-Blocked punishes - works great in vega mirrors when they do sweep and you block it, or someone drops a combo into ultra.
-I tried getting the crossover ultra set up down but it’s just too unreliable.
if you want to interpret USB protocol polling/reporting you shoudl ask “toodles” this is really above my level. but your idea will probably not work at all, and in my opinion even if it does the results will be impossible to interpret.
But you can program firmwares to see how cleanly the machine receives a fast series of 1 and 0. simulating very fast presses and release on you game controller. At some points some presses or some releases will be “lost” between reports or victim of debouncing when they become too close from one another.
you could also program a firmware that perform a perfect cr.lp cr.lp link hook it to your controller and see how often he pulls the link you’ll get an idea of how your mcu precision which probably aproaches something around 10micro seconds translates into link precision.
This guys safe jumped on seth’s SRK. I dont know if you guys already knew it, but I hope it can help you guys.
Its still on Super, but I dont think it wont work on AE or even AE2012.
yeah nevermind… i’d have to tell the micro-controller to start at the exact same time i tell it to start counting till it reads a pulse. I’ll hit up toodles
I just tested and found out that you can crossup adon with j.fierce after izuna kd.
Dash in pause for a split second then jump in with a late fierce.
I was quite surprised as adon is generally a small character so i 'll give it a shot with other members of the cast too.
yeah i did that awhile back when testing the crossover jHP buff idea. it works on a few characters but it’s way too situiational to even really try it imo. I mean if you wanna do it go for it but at the space you’d have to be to jump in at that angle i wouldnt wanna be there. that’s like my worst spot. I’d actually rather be closer than right there.
Yeah so it’s basically like I thought, there is no “sure” way of landing BHC. Like I said its almost easy to land it against shotos, but against non-fireball characters it’s a different planet. It is soooooo satisfying to land it though, so I’ll hit the training room and see if I can find any character specific openings.
A couple interesting things I’ve found out already though:
The knee hit on the way up will beat a regular(non EX) Blanka Ball! Yes, yes it will. Not sure if it will beat all versions but it does beat fierce BB. So suprised when I saw it.
It will also beat Hawk’s condor dive. Again, I was very pleasantly surprised.
Given that BHC loses to jabs I didnt expect it to beat ANY special but hit/hurt boxes are a subtle art. Looking at the two moves it will beat, I also suspect it will beat Adon’s off the wall kick(jag kick or tooth I cant recall), but on that I’m not sure. Besides, U2 is the way to go with Adon. Will check back later.
condor dive will beat you if you’re mid screen or closer, basically if he hits you in your head. If you’re lucky you trade. farther out tho you win every time