WAZAAAAA

Well-Known Member
The game intentionally delays the start of your attacks by 1 frame in order to properly add leniency to multi-button moves (such as 2H+P+K aka the Side Step command). But this is not always true. This delay gets "bypassed" in 2 common scenarios:
- the actual attack blocking function (H) activates 1 frame earlier than the blocking animation does, which is why inputting a frame perfect Hold at an incoming attack will Block it instead of Holding it;
- wake up actions executed while lying on the floor start 1 frame earlier compared to standing. Here's a little demonstration with P+K that shows the difference between the two:
822NMoY.gif


For reference, the Street Fighter series handles it differently: no delay is added, but 1 frame of leniency still exists. Nearly every move can be cancelled on the 2nd frame if you immediately override them with other moves that have higher priority. This can be exploited to perform moves that move you forward more (e.g. kara throw, kara shoryuken).
tumblr_nlua9eeU5x1qk1depo7_400.gif


Tekken has no such mechanic, and it shows. Executing moves that need multiple buttons such as a simple LP+RP without the help of macros or buffer tricks must be done at the same exact frame, there is no leniency.



TL;DR
Standing moves happen 1 frame later for accessibility reasons. Not true for grounded moves since they happen 1 frame earlier than that. Blocking also happens 1 frame earlier.
 
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Kensei_warlord

Well-Known Member
So everything need recalculation... OK! I will support you to go and perfected it!
If calculation missed... then I must be cheating xD~
 

Tulkas

Well-Known Member
Premium Donor
@WAZAAAAA very insteresting, I was wondering what I was blocking instead holding... thanks for sharing the information :)
 

WAZAAAAA

Well-Known Member
and yet Kekken 7 still manages to have the highest input lag ever registered ( ͡° ͜ʖ ͡°)
this post didn't age well lmao
kekken lag decreased with a patch and DOA with 6 became the worst LUL https://inputlag.science/engine/results


also
taken from https://inputlag.science/engine:
getting the button presses exactly at the same time is hard to perform. A naive implementation would delay the input for one frame to confirm the two buttons press.

However, try to find more creative solutions around this issue like allowing the cancel of the previous action for one tick.
pretty much shitting on VF/DOA and praising the smarter SF/SC method heh
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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