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Like 323 dragon punch motions arent a thing either ect.
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)
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
next you're going to tell me that inputs on combos shouldn't need timing? don't mash stuff out and slow down?
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.
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.