If you were familiar with emulators, Spider-Dan, you might know that Mame is a horrible emulator for any game that requires quick reflexes, due to the fact that the response pales in comparison to Final Burn Alpha, and Nebula. Final Burn Alpha just happens to be much more common, and supports a better list of games, then Nebula. Therefore, if you’re playing a Vs game on Mame, I completely understand your ignorant view of Online Timing. Also, your view of the skill level on kaillera. In the future, I’d suggest using an emulator better suited to the game you’re trying to play.
Therefore… Pertaining to the only emulator that allows the reponse ‘needed’ for high level play… No, Autofire is not an easily available feature.
As for your attempted rationalization of the threat during the AG Cancel… There is none. No matter how much they try to vary the rate, Chun Li still closes the gap very quickly, and due to the fact that it’s a rushing super, once the gap is closed, a pushblock will not jeapordize that. Average block damage? 6, 7 pixels, if that. A throw does substantially more. So much more, in fact, that it’s STILL a substantial advantage, even after you factor in the average rate of a Tech Hit. Keeping in mind, this is the easy, 0 risk way of countering the random super. Other methods, though more difficult, have a higher payoff on average.
Secondly. If you block the super, and let it chip, ‘that’ is a reset. Both players generally know where they’re going to be, several seconds ahead of time, and both are provided a brief respite. If ryu throws, and chun techs, ryu has altered the path of their positioning, and changed where the chun player thought they were going to be. The ryu player has not, because it’s up to him wether or not he changes the positioning. And, if he does decided to change the position, and Chun techs, Ryu immediately is in close range. He doesn’t have to pass the hurdle of getting past pokes, because he already has.
And, of course, a Chun player would know the situation of ‘Just having tech hit Ryu’s Punch Ground Throw’, but she would not know it as well as a Ryu player would know how to follow up a throw of his that just got tech’d. That’s simple gameplay experience, ‘especially’ with Ryu, considering the options his throws open up when the opponent misses a tech(That means, a Ryu player would most likely throw more then some other characters).
Perhaps psychology is something you leave out of all your calculations, but flow of the match factors into it in every way concievable. And when Ryu shifts the position/direction/speed of the match, directly imposing it on his opponent, he has the immediate advantage. Even if you’re not able to capitalize on it.
As for your little timing nuances… You misunderstimate the ability of players to calculate simple timing. The smallest increment of time in XSF, is one sixtieth of a second. (And I seriously doubt the window for Jugg’s command throw is one frame.). That timeframe, is also the window that you have for Ryu’s (FS) s.short(OTG) -> s.strong -> s.twd.forward, s.jab(FSD) link, which I can link 7 times out 10. What was the ratio you had for that Tech Hit vs your predictable throw again? Oh yeah, it was 4 out of 10.
Now, I can’t speak for the lag or time displacement during your match, but it was probably at least a couple of frames(No good servers around recently). So I’d say you’d improve your chances if you didn’t give them half an hour to gauge the delay and time the Tech. Or we could just mash Strong+Forward+Fierce+Roundhouse and tech every throw every time, because apparently that works for Chun Li.
I’m done with the flame war. Go ahead and give your two cents, and try to leave the thread in peace until someone actually has some news relevant to XSF in Evo.