Street Fighter™ 6

Street Fighter™ 6

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Slurpo Jun 30, 2023 @ 8:19am
input not registered fast enough, problem with keyboard or sf6 ?
so i notice if i press SD which would be downforward for fireball i have to wait a split second or it wont come out, in training lobby if i press SD and punch for fireball really quickly the input will say i pressed down and downforward, if i wait a split second before hitting punch for the fireball it will come out just fine.

is this a problem with my keyboard or is it just how sf6 is that you cant do the input too quickly or it wont register properly ?
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Showing 1-7 of 7 comments
pseudo Jun 30, 2023 @ 9:12am 
I've had this problem in every fighting game I've ever played. The buffer runs at 60fps and my hands like to move just slightly faster than that. What that means is if I complete a QCF motion (236) in less than 3 frames (50ms) there will be an input dropped somewhere. It's almost always the diagonal.

Two things I've had to keep in mind is to go a bit slower, but also press the activating button (punch, kick, double punch, etc.) after the direction inputs because this game will not read it if it's done before the final directional input. (e.g. 23P6 will not be read but 236P will be)
Double Jump Jun 30, 2023 @ 9:58am 
It is most likely due to your keyboards not having n-key-rollover. Also a buffer doesn't "run" it just buffers. Even when you do the qcf in less than 3 frames the game registers it due to the buffer. Your Keyboard just can't handle more than 2 simultanious inputs you are mashing because you are so "fast"...

You can try this by pressing all 6 buttons and look at the input. Did the game register all 6 simultantiously? If not -> get a better keyboard...
Last edited by Double Jump; Jun 30, 2023 @ 10:04am
nwad Jun 30, 2023 @ 11:09am 
Try turning off button release input in the options.
pseudo Jun 30, 2023 @ 4:45pm 
Originally posted by Double Jump:
It is most likely due to your keyboards not having n-key-rollover. Your Keyboard just can't handle more than 2 simultanious inputs you are mashing because you are so "fast"...

You can try this by pressing all 6 buttons and look at the input. Did the game register all 6 simultantiously? If not -> get a better keyboard...
Every keyboard can do two simultaneous inputs. Ghosting would never apply in this scenario. Please consider the keys used in a quarter circle forward motion. Assuming WASD -> S, S+D, D+whatever punch key. In the worst case scenario it would be 4 keys, but OP explicitly laid out what was happening (plus there is simultaneous opposite input prevention built into the game so that's an entirely different issue). There is no keyboard in the modern market that cannot handle 3 simultaneous inputs. N-Key Rollover is irrelevant. Even membrane can do 3. The limit is typically 4 on membrane, some as high as 6 or 8. It's kinda ridiculous that you would suggest this.

Originally posted by Double Jump:
Also a buffer doesn't "run" it just buffers. Even when you do the qcf in less than 3 frames the game registers it due to the buffer.
I don't think you understand what a buffer is. It's not some magical thing that operates independent of the game. The game detects inputs at a speed (in this game it's 60FPS.) and adds them to a list in a sequence. The inputs get parsed and the character performs an action according to the priority of the game on the first actionable frame.

It is entirely possible to input too quickly, dropping inputs from going too fast. Feel free to try this yourself. The game doesn't see any inputs that do not land on every 16.66666~7th millisecond.

p.s. I'm using a sanwa stick, and have used pads in the past. I'm only here to tell OP that it's not his hardware, he just needs to slow down.
Last edited by pseudo; Jun 30, 2023 @ 4:49pm
Double Jump Jul 1, 2023 @ 3:04am 
Originally posted by pseudo:
Originally posted by Double Jump:
It is most likely due to your keyboards not having n-key-rollover. Your Keyboard just can't handle more than 2 simultanious inputs you are mashing because you are so "fast"...

You can try this by pressing all 6 buttons and look at the input. Did the game register all 6 simultantiously? If not -> get a better keyboard...
Every keyboard can do two simultaneous inputs. Ghosting would never apply in this scenario. Please consider the keys used in a quarter circle forward motion. Assuming WASD -> S, S+D, D+whatever punch key. In the worst case scenario it would be 4 keys, but OP explicitly laid out what was happening (plus there is simultaneous opposite input prevention built into the game so that's an entirely different issue). There is no keyboard in the modern market that cannot handle 3 simultaneous inputs. N-Key Rollover is irrelevant. Even membrane can do 3. The limit is typically 4 on membrane, some as high as 6 or 8. It's kinda ridiculous that you would suggest this.

Originally posted by Double Jump:
Also a buffer doesn't "run" it just buffers. Even when you do the qcf in less than 3 frames the game registers it due to the buffer.
I don't think you understand what a buffer is. It's not some magical thing that operates independent of the game. The game detects inputs at a speed (in this game it's 60FPS.) and adds them to a list in a sequence. The inputs get parsed and the character performs an action according to the priority of the game on the first actionable frame.

It is entirely possible to input too quickly, dropping inputs from going too fast. Feel free to try this yourself. The game doesn't see any inputs that do not land on every 16.66666~7th millisecond.

p.s. I'm using a sanwa stick, and have used pads in the past. I'm only here to tell OP that it's not his hardware, he just needs to slow down.

Wow, what a bunch of jibberish...

FIrst off, SOCD has nothing to do with it. Second, the fact that you associate n-key-rollover with whether the buttons use a membrane or not is also very telling about your expertise.

Many cheap keyboards cannot handle 3 inputs. Who told you that OP has one that can. I remember a discussion in the SFV forum from like 2 month ago from an Ed player who had this very obvious problem for his character.

For my understanding of the "magical" buffer: This is a multithreaded game, inputs are all written into the buffer and are then executed by FIFO method. The buffer itself has nothing to do with the framerate. At highest the reading of inputs has to do with it. Without knowing, I highly doubt that reading is tied the the relativly low framerate in modern fighting games. I on my end could not manage to get dropped inputs.

Another anecdotal evidence would be that this issue should be a lot more common considering that not only a direction could be dropped but also a button. I have yet to hear about someone inputting a button too fast...

I'm also using sanwa parts which again have nothing to do with it.
1881r1 Jul 10, 2023 @ 10:58pm 
Inputs seem to be an issue; I think they made changes to the way the game sees input to counter the whole hitbox thing and broke it for everyone. sucks because it's a good game just so frustrating.
Mongo ✦ Man Aug 20, 2023 @ 10:48am 
I have a similar issue, except I cannot do some stuff.

I cannot jab while doing a crouch back input (This also blocks grabbing so I can't delay grab tech properly) as well as CB heavy punch which means no anti airing unless I let go of back.
On the other hand, I cannot do Crouching forward heavy punches when Im on the right side, which means I can't do overhead punishes. Really frustrating does anyone have a similar issue and how it can be fixed?
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Date Posted: Jun 30, 2023 @ 8:19am
Posts: 7