I suspected that CvS2 might do some sort of frame dropping since Maj explained in his guide that CFJ does so. But could you clarify exactly what happens during a frame drop (maybe Maj could better answer this question since he had the use of a special copy of CFJ with frame-advancing): are the frames still processed internally while not being displayed, or are they simply dropped altogther?
In the first case, the internal frame rate would effectively be increased/decreased, while the display refresh rate stays the same. The game still processes your inputs on every frame so gameplay is not altered. This is the case I’m hoping for, since it would be stupid if the speed you play on affects gameplay, especially the default speed! But alas, Capcom has done some stupid things, and I was really dishearted when I first read about this.
Okay, but you say that at Speed 1, every frame is processed, right? So if I tried this 1 frame link at Speed 1, it should work every time. I will have to test this.
But somehow I was thinking that this frame skip business was responsible for the other inconsistencies in the game, like anti-low guard CCs not always working, yet this problem still exists at Speed 1. But yeah, there could be another explanation for that stuff.
I wasn’t trying to be rude and trash talk or anything. I was asking since I never heard anybody else mention this before. If you’re going to take it like that, then yeah, I am talking trash then. Shut up and don’t post anymore if you love srk that much.
So just so anyone who actually cares knows, one frame links don’t always work like Laugh said. I tested it out by recording Vega(dictator) try to combo two Low-forwards which is a one frame link, and it worked about 3 out of every 4 trys or so. God Damn that sucks ass. Anyway I am disappointed but whatever.
I took a turbo stick (HRAP) and tried Bison’s C.MK~C.MK (supposedly a 1-frame link) on Speed 1. Sometimes it will not combo! So it’s possible that some frames are dropped even at Speed 1. But the success rate seemed about the same as on Speed 3. Personaly, I am not convinced that this frame skip thing exists. Maybe it’s some kind of problem with the way inputs are processed. Or maybe I’m just an asshole.
I once built a rapid fire circuit and tested it on the fierce input. When I set it between 1-10 presses per second, it worked fine. But as you try to go faster than 10 presses per second(per button), they no longer register properly. In the end, 10 presses a second is the fastest. That makes for one button press every 6 FRAMES!!! No wonder holding turbo doesn’t give you free links.
I couldn’t even get blanka to do electricity by holding fierce. I had to do, roll, hold fierce just to get it out. That was the end of me trying out rapid fire circuits. I later found out that when I use 2 fingertips to drum a single button, I’m getting about 25 presses a second. When I mash with one finger, I get about 6-7 presses a second. And either technique has gotten me the same results.
The info Shin Ace posted is tops. You have to understand that the game runs at 60fps. That’s a lot. I just can’t imagine mainstream generic turbo controllers matching that.
Ok, the skepticism of commercially viable technology aside, it’s theoretically impossible to get 60fps rapid fire on a button. If you push MK, then release MK and push MK again in time for the very next frame, then the game has no time to register you ever having released the button. As far as the game is concerned, you were just holding the button down. So the absolute optimal rapid-fire that you can get (even if you emulate the game and slow it down to 1 frame per minute) is 30fps. One frame push, one frame release, one frame push, one frame release, and so on.
Of course, you can get perfect 60fps if you are alternating buttons. For example, you can get 5 Punch button inputs by using two punch buttons. Push LP, Release LP and Push MP, Release MP and Push LP, Release LP and Push MP, Release MP and Push LP.
But rapid fire MK will never ever give you MK inputs every frame. Not even under the best theoretical circumstances.
My bad. I tested the combo again on Speed 1, this time using the dummy record feature. It comboed every time. I’m convinced. I guess it’s not bad though since one frame is a matter of luck to a human being anyway. But it would have been better (for a few reasons) if Capcom allowed only one speed in the first place.
I think it would depend on the rate that the input hardware is sampled, no? Like the PS2 could check the controller for inputs every 100th of a second and all of the inputs are kept in a buffer. So the game could receive more than 60 inputs per second, but then it would be a metter of how it deals with those extra inputs. Yeah, again, anything faster than 60 times per second probably doesn’t matter to a human being, except maybe if you’re mashing 360s?
Why would you even want to sample a controller twice in a frame?
Granted, it would be a good idea to sample before processing a frame, process it, and then sample again, in the event someone wants to press(without negative edge) the same button 2 frames in a row. How many circumstances need that? 0!!! The only reason to sample multiple times a frame is for the directions. If I’m doing a fireball, and somehow manage to go from neutral to down, to down-towards in the same frame, the fireball won’t come out. I still need to get the joystick to towards before the next sample. The cpu will think I did down, forward + p, which is not a fireball.
I’m 99.9% sure that a single sample per frame is more than enough.