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Fordítási probléma jelentése
In the video I showed the training dummy doing the same inputs at the same time and at the same range and it still wasn't connecting consistently. Sometimes it combos, sometimes it doesn't.
If the training dummy can't do it every time under perfect conditions, execution has nothing to do with it.
Unless it says "2 Hit Combo" on the right hand side, the CPU failed. Which it did the majority of the time. You might've just though it looked like it did because I was walking forward and not blocking so everything hit, but it didn't combo.
Just checked the framedata LP has 11 frames of recovery and is +2 on hit, it means (if im right) 13 "cancellable frames". palm is 15 frames of startup, in "theory" this cancel should NEVER happen.
Based on that data it should be possible for all of them to connect if cancelled on the first active frame. What's interesting to me is that even the s.LP which has an extra frame for it to combo still won't do it consistently, which means that the palm's startup seems bugged and is varying by at least 2 frames almost randomly.
Even though my game runs smoothly I decided to mess around with the options to see if changing certain framerate options had any effect and nothing changed so this doesn't seem like a performance issue at all.
1) palm to hit on the second frame instead of first
2) normals hitting one frame later?
3) normals not cancellable on the first frames
u should check and try to punish -15 moves
Just tried it on Ryu's cl.HP (exactly -15 frames oB) and it punishes consistently.
The first one on your list seems like it would be the most likely given the circumstances.
I'm gonna test it out with the rest of the roster and see if this is consistent across the board, or if it's only certain characters' hitboxes that can be causing it.
Edit: The implication is that this isn't a timing thing. Even if I was getting +6 on CH (double the +3 you get on hard) I would have expected to have failed it at least once.
Counter hit has a 100% success rate.
I'm just trying to figure out why it's only comboing half the time when doing it without CH.
Also I went through the entire roster and this happens regardless of who Hugo's opponent is, whether they're crouching, standing, midscreen, or in the corner. This should rule out any character specific or spacing issues that could be causing this.
at this link there is the entire list of bugs and unintentional changes, hugo has some bugs for the lp, u should check it out