ryu_highabusa
Well-Known Member
Where's the dumbed-down practical explanation and guide?
Now I'm even more confused.
Last edited:
Now I'm even more confused.
Right! I just need help landing theWhere's the dumbed-down practical explanation and guide?
You can also do it with or buffer as well which imo is a milieasier to do it with xD I've also tried to simulate lag connections in training modes and such to see if it makes getting the timing easier but that method was unsuccessful on my end@ryu_highabusa @Lulu @Shirataki Tsume @Shen11a1 @Nuke-Nin ,
1- The main idea is that you must be inside some animation (let's call it state A), in order to buffer something
2- buffer a dash( ) or a back dash ( ).*
3- as soon as you leave state A mash free step out ( ) or free step in ( ).*
4- then press buttons for any move that has a followup or has followup interval in the 3rd page of move details.**
* For some characters it may work on other inputs but this is the guaranteed way for initial trials.
** Some moves have a longer window of frames to input this, try for each to know, but it's always small
Thank you!@ryu_highabusa @Lulu @Shirataki Tsume @Shen11a1 @Nuke-Nin ,
1- The main idea is that you must be inside some animation (let's call it state A), in order to buffer something
2- buffer a dash( ) or a back dash ( ).*
3- as soon as you leave state A mash free step out ( ) or free step in ( ).*
4- then press buttons for any move that has a followup or has followup interval in the 3rd page of move details.** & ***
* For some characters it may work on other inputs but this is the guaranteed way for initial trials.
** Some moves have a longer window of frames to input this, try for each to know, but it's always small
*** The info doesn't always reset, just use 2 different moves and see if the numbers change or not
OMG, thinkin' of how many combos that would bring to the table if there's something like pressing triggers recovery frames canceled for next move for the cost of full meter or less, lololol
@AlexXsWx I volunteeredMaybe @WAZAAAAA will volunteer to provide an AHK version of that
;save this file as anything.ahk, install AutoHotkey to run it, press F1 to start
;optimizations for better input accuracy
#SingleInstance Force
#NoEnv
#MaxHotkeysPerInterval 99000000
#HotkeyInterval 99000000
#KeyHistory 0
ListLines Off
Process, Priority, , R
SetBatchLines, -1
SetKeyDelay, -1, -1
SetMouseDelay, -1
SetDefaultMouseSpeed, 0
SetWinDelay, -1
SetControlDelay, -1
SendMode Input
SetTitleMatchMode, 2
WaitFrames(WaitFrames)
{
DllCall("Sleep",UInt,WaitFrames * 17) ;how many milliseconds does a frame last
}
;This macro/script needs the game to have a keyboard as the main input device, so unplug your controllers if necessary.
;H+K/P+K are written as H#K/P#K due to technical limitations.
;Please customize these keyboard configs to match your in-game mapping.
;Default mapping is for a QWERTY keyboard - in-game TYPE-A.
H = j
P = k
K = l
P#K = u
H#K = o
T = m
Tag = i
8 = up
2 = down
4 = left
6 = right
;example script of Hayabusa/Ayane/Hayate/Kasumi doing a basic FSDC with 8H+K
$*F1:: ;the key to start executing inputs
{
;do any move to access buffering and the idle frame. A hold is good for tests because it's the same timing for every character
send,{%4% down}
send,{%H% down}
WaitFrames(2)
send,{%4% up}
send,{%H% up}
WaitFrames(22)
;buffer a dash (66 or 44) inside the previous move
send,{%6% down}
WaitFrames(2)
send,{%6% up}
WaitFrames(2)
send,{%6% down}
WaitFrames(4) ;when FSDCing with 8, waiting 3 or 4 frames here (aka same with the idle frame or the next frame) are both valid. When FSDCing with 2 it's stricter
send,{%6% up} ;releasing 4/6 on the same frame/next frame/frame after 8 (= 3 frames) makes the idle input part become a 2-frame window instead of 1-frame. This extra leniency is not possible to obtain when you FSDC using 2
send,{%8% down} ;we are pressing 8/2 on the idle frame here
WaitFrames(2) ;this can be WaitFrames 1/2/3 when doing 448/668, but it has to be 1 when doing 442/662
;do any move with FOLLOWUP INTERVAL on the NEXT FRAME here
send,{%H#K% down}
WaitFrames(3)
send,{%8% up} ;make sure you're holding down 8/2 for at least 3 frames, or else no FSDC
send,{%H#K% up}
;If you intend to FSDC with 442/662 instead, releasing 6/4 and pressing 2 must NOT happen on the same frame, so you must add +1 wait frame between the two, reduce by -2 the "WaitFrames(4)", and change the 1/2/3 part to 1
}
return
$*Ins::Reload ;press Ins after editing this script to reload it and test your changes quickly (recommended)
No one? Is everyone going to hold onto this secret until after EVO? Ugh... fucking typical fgc bullshit. No one wants to share tech. What's the point of this site again?Where's the dumbed-down practical explanation and guide?
No, I saw that, that's why I edited my response to say "Now I'm even more confused" but no one saw that. (this forum needs normal posting rules wtf)In case you didn't drop your /s, here's the [comment] that you overlooked again
Woah, wake up on the wrong side of the bed or something? You should calm down xDNo, I saw that, that's why I edited my response to say "Now I'm even more confused" but no one saw that. (this forum needs normal posting rules wtf)
I'm just looking for a clear and concise explanation on how to recreate this. I don't see why everyone has to be an elitist asshole and keep to themselves.
Help me understand? What don't you get?No, I saw that, that's why I edited my response to say "Now I'm even more confused" but no one saw that. (this forum needs normal posting rules wtf)
I'm just looking for a clear and concise explanation on how to recreate this. I don't see why everyone has to be an elitist asshole and keep to themselves.
No, I saw that, that's why I edited my response to say "Now I'm even more confused" but no one saw that. (this forum needs normal posting rules wtf)
I'm just looking for a clear and concise explanation on how to recreate this. I don't see why everyone has to be an elitist asshole and keep to themselves.
No, I saw that, that's why I edited my response to say "Now I'm even more confused" ...
I'm just looking for a clear and concise explanation on how to recreate this...
No, I saw that, that's why I edited my response to say "Now I'm even more confused" but no one saw that. (this forum needs normal posting rules wtf)
I'm just looking for a clear and concise explanation on how to recreate this. I don't see why everyone has to be an elitist asshole and keep to themselves.
So what does any of this mean?@ryu_highabusa @Lulu @Shirataki Tsume @Shen11a1 @Nuke-Nin ,
1- The main idea is that you must be inside some animation (let's call it state A), in order to buffer something
2- buffer a dash( ) or a back dash ( ).*
3- as soon as you leave state A mash free step out ( ) or free step in ( ).*
4- then press buttons for any move that has a followup or has followup interval in the 3rd page of move details.** & ***
* For some characters it may work on other inputs but this is the guaranteed way for initial trials.
** Some moves have a longer window of frames to input this, try for each to know, but it's always small
*** The info doesn't always reset, just use 2 different moves and see if the numbers change or not