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Inconsistency with 2-button commands (multiple-button input window very tight?) #368

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VinVulpis opened this issue Oct 17, 2021 · 5 comments

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@VinVulpis
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VinVulpis commented Oct 17, 2021

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!

@randomarcadedude
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randomarcadedude commented Oct 19, 2021

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.

@VinVulpis
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VinVulpis commented Oct 20, 2021

This has been happening to me on keyboard with every version of Ikemen Go. The only multi-button 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?

@Orochikyocr
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#264
This has been discussed extensively in the discord and devs are aware of it. They promised a new input parser for future releases.
Meanwhile, many people are just using input buffers.

@VinVulpis
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VinVulpis commented Nov 8, 2021

#264 This has been discussed extensively in the discord and devs are aware of it. They promised a new input parser for future releases. Meanwhile, many people are just using input buffers.

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]
name = "SUPER"
command = ~F, D, DF, y+b
time = 20
buffer.time = 6
[Command]
name = "SUPER"
command = ~B, D, DB, y+b
time = 20
buffer.time = 6

It seems to randomly ignore that and just use:

[Command]
name = "Zb"
command = ~F, D, DF, b
time = 10
[Command]
name = "Zb"
command = ~B, D, DB, b
time = 10

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.

@Windblade-GR01
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This issue can count as a duplicate of #264.
So I'm gonna close it.

If you wanna add any info about this use the issue linked above.

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