GUILTY GEAR XX ACCENT CORE PLUS R

GUILTY GEAR XX ACCENT CORE PLUS R

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reVelske Nov 16, 2020 @ 3:19pm
BUG: Down (2) input is skipped by inputting 41236/63214 too quickly on keyboard
I'm not having much hopes of this getting resolved, as it is presumably an issue in every iteration of XX (was able to replicate it on the original 2005 windows version of #Reload), but gonna give it a try anyways:

https://cdn.discordapp.com/attachments/312873908544208906/778029845958754324/Em-iQ62WEAEj90A.png

Going to use numpad notations for convenience sake. During 41236 (or the reverse), basically left > down > right on the keyboard, if 6 is inputted almost exactly at the same time 4 is released, 2 is skipped, and the input ends up as 4136. Xrd has this issue too, but it is alleviated by it allowing 4136 to register as a half-circle motion, so any 41236 move still works on 4136. Whereas in all SNK games, this issue is completely non-existent and 2 is always registered by the game when going from 1 to 3.

As a keyboard fighting game player for nearly two decades and using a MXSpeed keyboard, I'm accustomed to inputting motions on keyboard extremely quickly, so this is unfortunately a glaring issue for me, resulting in endless dropped combos and blockstrings. Whilst no doubt this is a non-issue for pad and stick players, hitbox players are likely to encounter this too.
Last edited by reVelske; Nov 17, 2020 @ 1:42am
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Showing 1-7 of 7 comments
Walker Nov 16, 2020 @ 3:29pm 
Its sadly not a bug. Later games are just more lanient that 6314 and 4136 counts as half circle motions. I have the same problem. I really have to focus hard to not be to fast with my motion to get supers out here. Many old games are strict considering inputs.

Like 323 dragon punch motions arent a thing either ect.
Last edited by Walker; Nov 16, 2020 @ 3:39pm
Meseki Nov 16, 2020 @ 3:40pm 
I'm pretty sure that skipping 2 in that instance isn't really something that can be blamed on the game; if you're holding 1 on one frame when it polls input and holding 3 on the next frame when it polls input, it should skip 2 even if you were holding down alone for a fraction of a frame in-between.

With this game's SOCD handling (Left + Right = neutral horizontal, Up + Down = neutral vertical), proper half circles can be made potentially easier on keyboard by making sure you hold Left + Down + Right at one point instead of making sure you hold Down without Left or Right at one point. (Just make sure that your controls don't have to worry about any ghosting)
Walker Nov 16, 2020 @ 3:48pm 
Originally posted by Meseki:
I'm pretty sure that skipping 2 in that instance isn't really something that can be blamed on the game; if you're holding 1 on one frame when it polls input and holding 3 on the next frame when it polls input, it should skip 2 even if you were holding down alone for a fraction of a frame in-between.

With this game's SOCD handling (Left + Right = neutral horizontal, Up + Down = neutral vertical), proper half circles can be made potentially easier on keyboard by making sure you hold Left + Down + Right at one point instead of making sure you hold Down without Left or Right at one point. (Just make sure that your controls don't have to worry about any ghosting)
♥♥♥♥♥♥♥♥♥, thank you. Its very counter intuitive for me right now. But that makes the input clean!
Wafer Nov 16, 2020 @ 4:30pm 
I reported this issue near the release of the game. The input interpreter has some issues in detecting the inputs if done too fast. It seems almost as if more than 1 frame of the "2" input being held is required.

Which is specially an issue for those players who have learned to take advantage of the SOCD.

BBCF's half circle also requires the 2 input yet it is very much more responsive.

And yes this issue is virtually nonexistent in KOF 2002 UM
Last edited by Wafer; Nov 16, 2020 @ 4:32pm
GWOP-W×TCH Nov 16, 2020 @ 7:45pm 
Originally posted by Wafer:
...

next you're going to tell me that inputs on combos shouldn't need timing? don't mash stuff out and slow down?
Wafer Nov 17, 2020 @ 7:42am 
Originally posted by 40ozBOUNCE-imok-:
next you're going to tell me that inputs on combos shouldn't need timing? don't mash stuff out and slow down?
Absolutely not.

Rather something unusual is happening with the input interpreter. Manually and with a macro it can be noticed that this is the case.

The same input with the same timing can be compared to other games by the same developer and others and have different results.

You have to take into account that not just a button press but a release is an input.

EDIT: Tested a Macro with a constant 17ms delay between each input for a half circle. Sometimes one of the directions is not registered.

Taking into account that a frame is 16.66~ms all commands should register yet they do not.

Of course I know that the macro I was using is not synchronized to the framerate. Therefore the instances where a directional did not come out was because it was inputted in a space between the latter part of a frame and before the next frame caught the input.

EDIT 2: Haven't throroughly tested enough for a definitive conclusion but it seems the issue happens less when V-sync is off.

The macro I am using is as follows:

A down 0ms
S down 17ms
A release 17ms
D down 17ms
S release 17ms
D release 17ms

When recording the inputs manually I sometimes get 9ms between inputs. It is not difficult to input commands with a keyboard faster than a frame if both releases and presses are taken into account as the game registers both of these.

IIRC GGX2 #Reload and GGIsuka had a major issue when opposite directions were pressed. Right always took priority over left instead of negating both inputs.

If ASD are pressed at the same time in AC#R the input would be down. If you did the same in X2 #Reload the character would walk right.
Last edited by Wafer; Nov 17, 2020 @ 8:43am
petran79 Nov 17, 2020 @ 8:52am 
Do not know if it is relevant but it is impossible to do Jam's DP Kick move on air on gamepad, as it always registers as DF K. On the ground it works fine.

Problem is that character has those two moves, while other characters with DP but without DF air moves can do the DP fine.

While it works fine on keyboard while on air. Move is very sensitive and because of Dpad it always registers 8 while on air. Using a Hori Fight Commander 4. Perhaps I need to reduce the pad sensitivity via its switches. Or sensitivity is way overboard for viable play for this move.
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Date Posted: Nov 16, 2020 @ 3:19pm
Posts: 7