-
Notifications
You must be signed in to change notification settings - Fork 116
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Inconsistency with 2-button commands (multiple-button input window very tight?) #368
Comments
This has been happening to me on keyboard with every version of Ikemen Go. The only multibutton moves that work consistently is when they're done as part of a combo, which I'm guessing has something to do with the inputs being buffered and not necessarily detected at the same time. |
Thing is, I'm dropping combos because of this. Like in the video I posted there. All of my characters have 2-button super moves (like F, D, DF, y+b) and it often just drops the two button command unless I am like nearly frame perfect hitting both buttons. Mugen is def a lot more lax, as I'm able to flick my finger across two buttons and get a 2-button command out of it. I have noticed in testing further that it seems to happen in longer combos, during hit stun, where one button seems to be dropped. I can recreate the problem very consistently with one of my characters now. If I do a simple chain to it, it works, but if I do a juggle chain, with a jump, it's just dropping a button. If I delay my input slightly, it seems to then work? |
#264 |
I actually use buffer times and I have a variable system I use for buffers between certain actions, and that's actually one way I confirmed it's just seemingly ignoring my 2-button inputs. The stateno that should show up for that variable in the clipboard just don't come up, but in a very inconsistent way that's hard to pin point, other than it usually happens in longer combos, and less-so when it's done raw. As a note I should have also put i nthe original post for that video I linked. Both the DP and the super use the same motion inputs, one is just 2-button. [Command] It seems to randomly ignore that and just use: [Command] I tried playin with buffer and time numbers to see if there's any effect and there is seemingly none on when it decided to ignore the inputs. but yeah, it was said a input parser rewrite was on the way, so I'll chill and deal until then. |
This issue can count as a duplicate of #264. If you wanna add any info about this use the issue linked above. |
So, something else I've noticed while working out all of the kinks with control issues I had between the two engines, I noticed that it seems like 2 button commands are either inconsistent, or the frame window for both to be pressed is much tighter in Ikemen Go compared to Mugen?
In play testing and messing around I'm noticing that I'm dropping my combos a lot in Ikemen Go where I intend to use the super super commands I gave my characters, which all use 2-button inputs. They often do not activate, and I get a 1 button command instead (or nothing if the character does not have an equivalent 1 button move) I've tried messing with the time and buffer.time values to see if there's any difference and there doesn't seem to be. It just feels like the Ikemen window to press more than 1 button is much tighter.
Video of both engines played at the same time.
https://user-images.githubusercontent.com/66293146/137643320-a9a5cd2e-dbbc-4fa7-9050-2cd820ab2253.mp4
If nothing else, an option to widen multi-button input timing in engine would be nice.
Thanks much!
The text was updated successfully, but these errors were encountered: