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https://www.microsoft.com/applied-sciences/projects/anti-ghosting-demo/
For that trial in particular, the combo is c.MK > DR > s.MP > c.HP > KK > qcb + K
I input 2 MK 6 [6] MP 2 HP LK+MK 214 LK
Here's a video if you'd like to see the inputs: https://youtu.be/omqGU1msFSE
Thanks for the video! That really helps. I've tried buffering it with varying the timing and still couldent figure it out. I assume at this point its just something you gotta learn with the game but from a design point wise I would prefer that the moves had a bit more buffer or some form to make them easily more executable. Definitely makes this game feel kinda clunky.
YOU SIR ARE A GENTAL MAN AND A SCHOLAR!
Yep this is what was happening to me. I used it and certain keys dont like nearby keys being pressed at teh same time or near the same time
as im spacing in neutral and constantly walking back and forth (< > inputs) ill occasionally get a drive rush cancel when i throw out a poke into a buffered qcf input because the walking forward input is still buffered as a forward input when the qcF happens resulting in the normal cancelling into drive rush instead of the special.
the drive rush seems to take priority over the special.