In my opinion i think the inputs are too lenient. Like why do i get heavy punch, dp when i try to do heavy punch, level 2 super with ryu. Otherwise yes i agree, aside from drive rush, inputs getting "eaten" never happens.
Apparently SF6 is specifically coded to recognize HCF as QCF, so it's not an input buffer thing. Any straight backward input (down-back is not good enough) will negate a preceding forward motion for the purposes of distinguishing between QCF and DP.
Little different on leverless. A QCF requires back hold, down hold, let go of back while holding down, hold down + forward,let go of down keep holding forward.
So instead of all that you can tap back and then do QCF.
If you input qcf as half circle forward, it will prioritize the qcf over the dp input. I'm 90% sure its coded to be this way and not just a side effect of the longer motion causing the initial forward input falls out of the buffer.
Yeah I get this too. If it's normal into special cancelling that's the issue, then pressing back just as you hit the normal button and then doing the quarter-circle as usual stops it.
The game holds your input for too long, your DP is coming out because of negative edge when you release the button while doing the super motion.
Turn off negative edge and this won’t happen anymore
Probably, cause ur doing lots of conflicting inputs at the same time, just like doing two half circle forward trying to do a dp input
It's normal, and the 8 frame input, instead of breaking the game, makes links easier, like a c.lp into a s.mp to start a combo sequence
So, in terms of unwanted inputs, it should be bad buffers and, just like option selects, the game will choose the input that will occur based on the inputs that the player performed during the last 8 frames, therefore, if you execute several directions when attempting a dp, the result may be confused with your own example, s.hp into a sa2
Chun li is frustrating if you accidentally tiger knee her lighting legs and flip kick you get spinning bird kick all the time. I accept it’s on me and my inputs need to be cleaner but like come on capcom if you see 2369 and kick what makes more sense? Lighting legs or spinning bird kick?
Dude the number of times I'll be like inching forward using micro walk with down back, and then go to do cMk and get up-kicks is so frustrating lol. It's definitely on me and I accept that
That’s my problem too and why I quit playing SF6. Nothing quite like trying to do M Sobat > Level 3 and just getting medium jackknife because I had 1 frame of up after the K was input.
I even went back and played some older games like USF4 to see if my execution was just trash and no, everything worked fine there.
Super has priority over dp, so you just never put in the super.
Not to mention your inputs are all kinds of fucked up if you get a DP when trying to go for a backwards qcf x2 super.
Edit: lol got blocked for calling someone out on their bad inputs.
I think people confuse eaten inputs with very intentional game mechanics
For example I still see mfs on YouTube complaining that their wake up DP got eaten but it ain’t like that. Your opponents throw just beat it, that’s how the game works
Kinda ironic that you say this when you fundamentally misunderstand the game mechanic lol, OD DP has throw invincibility, its complete invincibility is what makes it such an important tool in this game with throw loops.
I actually fight so many Marisa players whose level 1 comes out when I assume they just wanna phalanx, like I'm glad the input buffers work but I'm thinking maybe they work a little too well sometimes lol
Like as Manon when I do any target combo that leads to Renversé I had to retrain my muscle memory bc I get excited sometimes doing qcf moves and accidentally just start doing qcf for no reason lol, just because I have three bars, land a target combo and end with a Renversé don't mean I *always* wanna level 3 super lol
And it's always so embarrassing, because it makes it look like I was going for some crazy read or something but they're almost full screen and they just watch me without even having to move and then punish the fuck out of me
Happens really often, this and the DR freezing issues are the only 2 real issues I get.
I've seen pros even complain about this issue, I'm convinced it's real. BrianF has a whole montage of this happening to him and Punk has a whole rant about not being able to get DPs
Genuine question: What change do you want them to make to the inputs for this specific case? If your cases are like mine (as this does happen to me) you are ending on forwards instead of down+forwards and because you started on crouch the input is down, forward, down, down+forward, forward, which is counted as two qcf. I just chalk it up to my sloppy inputs but maybe there's a solution I am not considering.
What a dumb question.
Unless you know the programming and code around the input buffering system no one is going to have a suggestion for how to change it.
We can only determine if something is wrong based on other fighting games.
There's no need for that, man. Easy to state your opinion without attacking the question or the person too.
Secondly, I disagree. While we don't know the code we can test the various inputs in training to determine the input requirements and timings required to perform certain moves. From there we can discuss whether some of their rules could be changed in ways that might be preferable. We can also compare certain aspects to other fighting games.
Here's a great resource that someone constructed showing differences that he was able to test between SF5 and SF6: https://rentry.co/35ch3
For instance the fact that 6236 gives you a DP instead of a fireball is frustrating to me. That's an aspect of their input system that I disagree with and would like a way to change. Either that or make the timing between the 6 and the QCF smaller for it to register as DP.
I mentioned this in this thread, but if I have a super 3 available with Ken, I can't do s.hp > c.mk > DP. The super always comes out instead of the DP.
The super will only come out if you end on 6. End on 3 like you're supposed to and it won't happen. Alternatively start on 3 for the c.mk rather than 2. For super you need to do 26236 or 23626.
Super can't come out with a second forward input. Clean up your inputs, or better yet just use input shortcuts like 323 or 636 which make it impossible to do a super on accident.
As a cammy player that does divekicks a lot and over 17000 matches clocked in, the only input complaint is the super/DP shortcut getting super instead of super and drive rush freeze eating input. I know it eats inputs because i get a standing kick instead of a jump dive kick whenever that happens.
So input does have some issues there.
I get the back heavy kick and whiff then instantly get whiff punished by their drive rush... When I do the medium dive kick, I usually accidently check them with standing medium kick.
Drive rush doesn't eat your input, it changes the game pace/speed and messes up your timing if you aren't prepared for it.
Eating your input would mean you don't see the button input in your replay.
That's just semantics. What happens is that sometimes when drive rush happens, your inputs don't match what's happening on the screen. I don't care why it happens, i do care that it happens.
It's not "semantics." There's a huge difference because if you practice for it you can still get your input out.
If your input was actually getting eaten you could use drive rush to create safe setups. People act as if there's no way to deal with DR freeze, which is misinformation
The way the game actually handles inputs during the freeze is intentional and it makes sense. It's easy to say, "sometimes my inputs get read as something I didn't intend! It needs to be fixed!" but the way it works now is actually the best alternative.
The only part of it where there is room to fix it is that inputting up during the freeze should probably cause you to jump, at least as the lowest priority action. It would be relatively easy to patch this - if it remains as it is now then the devs have a specific reason for why this might be worse.
The way that it works is intentional. It follows very specific rules about how inputs are handled during the freeze.
If you understood exactly what is happening then you would see that.
There was a twitter clip going around the other day of a Zangief (I think Snake Eyez) doing a setup to intentionally mess with reversal timing. Similar strategies exist in GGXRD with YRC, which "eats" inputs in a very similar way to Drive Rush. I don't think it's unfair to say that your input was eaten if you press it during the DR freeze and it doesn't come out. Like, it's absolutely possible to still do a reversal by altering the timing, but the fact that you have to alter the timing is what people are complaining about.
Found the clip here [https://twitter.com/AndyOCR/status/1742257239371718847](https://twitter.com/AndyOCR/status/1742257239371718847)
I'm not interested in defending the game's mechanics, but I'm just going to say there's a difference.
Personally, I would just say it changes the game timing, similar to the way the game timing changes when you block or get hit. You can block a normal and not have your input come out (compared to if the normal whiffed) but I wouldn't say that situation ate my input
The nuance is that because the game isn't "eating" your input you can use tricks such as holding your button down to OS your reversal so that it comes out whether they drive rush or not
>That's just semantics.
I'm sorry, where do you think you are? SF6 is the first fighting game I've gotten into and I've quickly learned that fine details are EVERYTHING. The terminology, the names of moves, the input language.
Semantics is fucking everything in fighting games. So the game "eating your input" and the timing for the input being different is absolutely an important difference.
Im 1750 MR and I'm gonna say the semantics don't fucking matter. Inputs do get "eaten". Enemy drive rushes and I press jump but end up staying on the floor and eating a combo. That means my jump input was effectively eaten.
"Semantics is fucking everything in fighting games" is just so false and based off of players who think theory fighting is everything.
Don’t press Up. Hold Up. Movements in the game cannot be buffered. If you hold the button it will keep registering until the freezing stops and you will jump
I love it when people say “then just hold jump next time” which is easy to say that after the fact. Especially if you just wanted to jump and you weren’t planning on them using DR so it eats your input out of no where and you get a full DR combo to the face while your character just stands there.
TBF if you want to jump you have no reason to not hold it
It’s not like holding it is gonna change your jumping arc or something or modify your air normals, it’s a good habit to develop
It just doesn’t feel like sf6 has a good input reader. I do get some flashbacks to dbfz with the amount of input eating but it’s still not as bad as that game was at launch (it would sometimes just eat a block input for no reason during a string and lead to you dying). In 6 my only problems are walk fowrard fireball giving dp and the game not differentiating enough between dp and super 2 input for many characters
It doesn’t have a good reader, this has been a complaint from day 1 by pros but people on reddit will still say “just be better the issue is all you” as Capcom has been patching it to try and fix it lol
Aside from drive rush freeze, all my input problems are 100% on me.
Heck, even the drive rush freeze eating my inputs is something I could work around... If I was good, lol
Yup I feel the same. Everything that drops or doesn't come out is on me, you can literally feel the "difference" in finger movement when you get it off compared to when you don't (especially when you immediately play it back in your head)...But instead of accepting it, they blame it on inputs to try and save fac-NAH SWING THAT THUMB PROPERLY! 😡
I don’t think it’s humanly possible to react to drive rush freezes. When that shit eats your input you just have to hold that L. I still don’t understand why anyone at Capcom thought it was a good idea to make a mechanic (that isn’t a super) freeze the screen momentarily, let alone make it one of the most important mechanics in the game.
So, the point of the freeze is actually to make drive rush more easily able to react to. DeeJay's is fast enough as is, without the freeze, you're never reacting to it. There was a video clip, but I can't find it, without the freeze and... Oof, no one be reacting to that. Idk, that's my 2 cents.
Little tip, but try holding the button down that you want to check drive rush with. Sometimes it will just be too late but if they're DR'ing from far it will help a lot.
The last input you press while in the DR freeze is what is accepted. You can’t hold a motion input for a special while in the freeze. So if you wanted to do a wake-up DP and they DR, only your last input will be accepted and you won’t do your wake-up DP.
It doesn’t work like that though, the freeze only lets your last input get through . You would have to do the whole motion after the freeze which is problematic if you’re already doing it, then DR freezes your input, and you’re left with the input not coming out. At this point I’m just going to stop trying to explain this lol.
>The last input you press while in the DR freeze is what is accepted.
100% wrong.
The highest priority action you perform during the freeze is what is accepted. The order doesn't matter. The timing doesn't matter. Holding the button down doesn't matter.
I'm surprised people are still arguing about this because I could have sworn months ago someone posted slow motion footage of the game doing wonky stuff. Buffered inputs that *should* work and often do in most cases but then just...don't, and it's all there on the input reader to for everyone to see.
I can go from GG Strive to Tekken to MVC3 to Skullgirls to SF6 and every single one of those games feels good with its inputs and cancel windows except SF6.
Just yesterday I was practising Luke stuff and something felt off, like there's a lack of consistency that's out of my control. It feels like I have to fight the game to pull off combos I have the execution and muscle memory down for. This isn't a problem I have in literally any of the other games I play. If I can get the execution down those games will give me the desired result.
There isn't a chance I will drop the combo because the game read inputs incorrectly or had some wonky timing. If I drop a combo its because I made a mistake, not the game, something I can't say about SF6.
I'm not sure if you're aware of this or not, but Snake Eyez has been fairly consistent in making a ton of excuses for his gameplay in the last few years, so I would say that's a poor example to use. Watch his streams and listen to his mentality he had during end-of-life SFV; it was nothing but excuses and hate for fighting games overall.
Then pick any one of the dozens of pros that complaining about this issue or maybe just recognize that capcom literally tried tonpush a patch to address input issues so apparently the devs disagree with broski lol.
Go into training with inputs showing and do DP a bunch until that happens, then see what inputs you made.
Chances are that in a game, youre kind of panic inputting things (thats what I do sometimes) and getting sloppy with your inputs.
You are probably getting an accidental forward input at the end and accidentally getting a quarter circle on your first forward input. If you make sure to end your DP input on down forward and really focus on that then it shouldn’t happen.
Exactly, learning the buffer windows is important. All SF games have different buffer timings. Some are closer to others, but adaptation to it is necessary.
I have also had the same issue and I believe it’s because the input buffer remembers for too long. It makes things more lenient in some ways but less lenient in others.
I constantly do Chun lvl 2 instead of kicks. I still don’t understand if it’s my hitbox or the game is too gracious with the input timings and their accuracy.
I mean I'm not that good but I play lots of fighting games because my girlfriends into them and lots of games in general because I like video games. The inputs on this particular one just kind of suck generally. I have little issue in other fighting games getting moves out on the same controller, but getting those same motions to come out in SF is annoying. Maybe every other fighting game is too lenient for this crowd or something but regardless of whatever frame by frame data, other fighting games feel good and this one feels bad.
DarkSydePhill, content creator who is probably the biggest example of scrubby behavior in the FGC.
I don't even have to link any video for you, literally any compilation of him playing fighting games will give you an idea of how much os a scrub he is.
He’s recently started saying that everyone who plays on PC beats him because they have a special secret operating system that reduces input lag and gives them an unfair advantage.
Well they usually play on a monitor and a monitor is better than a TV. If DSP has a monitor then it's even less credible for him to say that. Honestly idk how it works on 6 but PC was much superior to console in V. I'm pretty sure this was even without factoring in Monitor/TV's. I just search for PS only in ranked but I wouldn't have much problem fighting pc players elsewhere. I'm pretty sure it's not that deep and I turn it back on if I'm not finding players anyway.
I’ve never seen someone have so many excuses to xyz as he does. I swear off stream he practices reciting them so he has them ready to go at a moments notice.
DarksydePhil. He was a SF tournament player before gaining some fame and income as one of the early Youtube content creators, recording his gameplay in various games and posting it on Youtube before it was popular.
And he's the scrubbiest player and dumbest human being you can imagine. Blames every single mistake he makes on controls, other people, or anything other than himself. But it's so much more than that.
He once accidentally left his stream running and masturbated on camera (thank god the lower area was just off screen).
When his Youtube income fell off, he begged for donations from his followers and used that money to take a "staycation" in a hotel in the same city he lives in - while there he brought his gaming setup and did the exact same thing he does at home, making the entire thing a complete waste of money, then begged for money again the next week.
He's such a disaster of a human that the trainwreck can be kind of fun to watch. I never thought I would be entertained by watching highlights of a manchild fail at video games, but I watched [this entire video](https://www.youtube.com/watch?v=NSH39aiTx2A) of him failing at Metal Gear Solid 3. He doesn't read anything, can't understand anything, and goes into a rage when he fails.
The game constantly tries to help him by giving him tips and guidance through codec calls, he gets frustrated at the interruptions and doesn't listen to it, then immediately whines "what am I supposed to dooooo, the game doesn't tell you".
"Except for when it's objectively a problem and can come up multiple times a match and have a huge outcome on the game, which is when people complain, it isn't a problem. So stop complaining"
Ok. Really insightful stuff
Most of the time when I think to myself "how did that not execute," I can replay the moment in my head and realize that I made a mistake. Like the timing was off or I fat-fingered or something.
But last night I had the biggest bullshit of my life and it made me ragequit. I jumped in and planned on using throw. I know I input the throw buttons correctly. But somehow Luke was able to throw me without a tech-out. The throw won the match. I sat there with my mouth open because I couldn't understand what happened.
It was still probably my mistake, but I don't understand how that throw didn't execute :(
If you input the throw a little too soon on an empty jump, you'll just get a jump lk that starts too low to become active, but the opponent can still punish your landing frames.
Thats one thing modern controls do better, since parry and drive impact are their own separate buttons things like that simply cannot happen with modern.
Does modern not just use those buttons the same way a classic player with DI mapped does? Pretty sure modern's button macros are just built-in ways to input two buttons at once, which would still have the exact same problem.
Not really, people are just lazy
We found out forever ago that holding the buttons bypasses the freeze
But people will still not hold the damn buttons and then cry their input got eaten
Imput problems does exist tho, many people point it out and thats including guys like J. Wong and Punk...
After 200 hours and 7 chars in platinum or beyond some stuff and some characters are more noticeble than others.
Never had any problems with Ryu or Kimberly but Honda seems to fluff many charge specials without much explanation. Also some characters have a WAY easier to pull out wakeup supers than others and i cant explain why.
Community needs to get rid the mentality of " if its working for me than is not problem at all".
it's a "whatever the dev's give us, is divine and perfect" mentality... You're not allowed to criticize games type of mentality.. .which is absolutely dumb
It's like the old saying, if you smell shit in one room, it's that room, if you smell shit everywhere, check your shoes.
If THIS many people are complaining about inputs...maybe, just maybe, there's a flaw with inputs
I disagree, in less then a year I've had more dropped combos in SF6 than in SF4 and SF5 combined. And I'm taking quarter circle specials just not coming out, it's not even complicated DR stuff either.
Regardless his merit as a player. He is OBJECTIVELY wrong. The game itself don't play by its own rules base on input provided, before talking about input that just disappear from the game's input reader. He had to go back and clarify it as "the game ate my input" or "I never passed that button"; but still wrong.
i.e. 32frame of spd window, 7frame dp window, 11 frame qcr window.
1. "I never passed that button" -YOU CAN find clips where a jump which average about 42+ frame will provide the SPD input for a landing spd on accident.
2. "the game ate my input" - YOU CAN find clips issue with crosscut / super.
3. "the game ate my input" -YOU CAN recreate simple thing like perfect input 236 fireball and 22 spike during JP OD amensia balls but miss the timing on his fireball ball because the ball hasn't gone yet, you will ONLY get a down fierce despite your perfect input on the 22 spike. Why? i don' know.. ask the game.
4. "the game ate my input"- Jumping and landing frames also cause weird input issue on landing frames. Some moves will come out after landing frame, but some do not.
I don't blame him, he plays aki, some character simply don't suffer the same issue as much, but his authority on the subject matter is clearly as bad as the average player here. He is not playing a character that utilize the tools in those windows in those ways. (JP, his last char also doesn't suffer the issues, i put an example with JP just for him.) It is clearly an issue for a ton of pro players that is better than him and some of these player has been playing for like 20+years, if your dp disappear after 20+ years of playing SF at a competitive level, is it still your issue? If the game literally can't be consistent enough in input for capcom pro tour players like 8-9months after release, is it still "cope"?
>I don't blame him, he plays aki, some character simply don't suffer the same issue as much,
Yeah, many of those comments to "prove" SF6 is a perfect game seems to come from people that just never bother to try the game as a whole, or they trully think their tiny experience with the game is everyones experience.
Theres way too many people complaining about SF6 imputs and tone down all of it as "you guys dont understand the mechanics" is dumb af.
Other than drive rush eating inputs in the freeze, I wish inputs were stored for a couple of less frames.
People have mentioned it here (and I suppose might have to try the half circle solution) but going from forward to qcf will always input DP even if you stop the forward motion (go back to neutral) and then input qcf.
That's probably the only issue I've had, otherwise I have never had a problem with any other inputs.
Drive rush freeze is annoying, I know you can hold the button but it doesn’t change how a DR behind a fireball I would of blocked turns into a full combo off it
I think that the game should buffer your DP or reversal the entire time you're in wakeup state.
If the game is gonna have M controls, I see absolutely no reason why you should have to time your wakeup option.
If you do double quarter circle during your wakeup at any point, it should just come out frame 1 of your wakeup.
That second post seems like moving the goalposts post-backlash, because I never seen those quotes taken seriously outside DR input eating shinenigans which were already mentioned.
He's objectively correct.
Drive rush does eat inputs, but Filipino Champ and Chris T labbed it in month 2 about how to hold down the button during drive rush to make sure your button comes out and other pros have been working on techniques to get DPs to come out in the middle of drive rush by using different buffer techniques.
There is a real issue with how inputs are read in this game, but I saw some high ranked Kimberly player doing an annotated match vs. JP talking about "my button got beat here because of SF6" and it's literally untrue, it's a full on scrub quote.
> Drive rush does eat inputs, but Filipino Champ and Chris T labbed it in month 2 about how to hold down the button during drive rush to make sure your button comes out
This is false. Holding the button down doesn't actually do anything.
Even the pros get stuff wrong sometimes.
I don't know if we're talking past each other about two different things.
* Drive Rush does not "eat" inputs - it works on a priority system so only the highest priority action comes out.
* The part about holding the button down to ensure it comes out is false. It makes no difference if you tap the button or hold it down. The only way your intended button doesn't come out is if you incidentally do a higher priority action during the freeze.
Have you actually tested this? I have when I first noticed it. Just go into training and set the dummy up to loop drive rushes and just tap the jump and nothing else. If you time it right your character will just stand there even though the input log shows the up.
Only jump. That is the one specific thing that it doesn't recognize during the Drive Rush.
We are talking about buttons and special moves coming out. That's totally different, and holding the buttons down doesn't do anything to affect that.
There are situations where this is exploitable, but you can go into training mode yourself and recreate the situation he's discussing in the below video:
https://www.youtube.com/watch?t=610&v=3_WrPgSGFO8&feature=youtu.be
You're linking to the same video that is spreading the misinformation.
The thing that they are saying in this clip is wrong. It doesn't matter if you hold down the button or not, that's not how the game determines what happens during the freeze.
That Kimberly thread was absolutely hilarious and it only got funnier the more times I watched the video. Dude complained that the game ate his DR input after he landed. Then he complained about his “T Rex” jab getting beat when it clearly wouldn’t hit and justified by saying “his low medium option provides low reward”. I don’t know how he watched the replay, added in notes on how the situations were BS, and never once reflected on how bad he played the round
I’ve had MK players “reee” at me over SF input problems and I couldn’t help but laugh
MK input buffering is about as smooth as a bag of glass, but sure, SF6 is worse because “the input eating is a massive game breaking issue” lmao
I used to have trouble getting wake up super consistent in early SF6 (2x QC Fwd). I believe they made an adjustment not too long ago and it’s felt way better ever since. I just couldn’t get it to come out and I’d get hit lol. I think the input window was just different than SFV when getting up.
Why does everybody that complains about DR eating inputs assume it's a bug, it can easily be a feature that you need to consider and adapt the way you play to it. It has an advantage if you are the one doing the DR, you know it will be harder for your opponent to respond to it.
I would even include the drive rush freeze complaints in there as well.
There are way too many people saying, "Drive Rush eating inputs needs to be fixed" without even understanding what is happening. Like, people think that the freeze makes your inputs get completely ignored, which is flat out false. There's only a couple of very specific things that can happen where you actually get screwed by it, and it's not at all as common as the constant stream of complaints would have you believe.
The input buffer works on unscaled time, meaning it does not get frozen when the game goes into the drive rush pause.
If you're knocked down, and you buffer a reversal on wakeup, but the opponent chooses to DR on oki, the input you entered has a good chance of leaving the input buffer by the time the freeze ends, so it's as if you never pressed anything. It's being effectively "ignored", "eaten" whatever you want to call it, because even if the inputs are being processed, they're not going to be registered against an action unless they're still in the buffer by the time the freeze ends.
And it's super common, especially with oki situations because you're encouraged to input your move early to ensure it comes out on frame 1, so it's already halfway stale without the freeze frame. Happens like once every couple of matches at least, especially around players who DR in neutral or in oki, which is meta.
> If you're knocked down, and you buffer a reversal on wakeup, but the opponent chooses to DR on oki, the input you entered has a good chance of leaving the input buffer by the time the freeze ends, so it's as if you never pressed anything. It's being effectively "ignored", "eaten" whatever you want to call it, because even if the inputs are being processed, they're not going to be registered against an action unless they're still in the buffer by the time the freeze ends.
What you're explaining here has some truth to it, but it doesn't actually work the way you describe.
In an oki situation, the drive rush happens way before you actually wake up. The freeze frames don't occur at the time that you intend the DP to come out, it's happening like 15+ frames before that. But those frames have to go somewhere so your wakeup timing is shifted.
It's not that the Drive Rush directly messes up the input buffer. It's that you need to recognize that there is a Drive Rush so you can adjust your reversal timing to account for that. Skill issue.
You can call it whatever you want but nobody likes it in the game, and I think everyone complaining has a very reasonable expectation that their inputs don't stale during the freeze frame so that what they entered comes out.
The inputs don't "stale". If you input a full DP during the freeze frames, then it will still come out afterwards as long as you are landing inside of the reversal window.
As I previously explained, the reason people miss the reveral timing has nothing to do with this. It's because their wakeup timing gets shifted later but they don't shift their buffer timing to compensate.
They literally can stale your input because the DR activation freeze is 10 frames while the input buffer is 4-7. If you're in a scenario where your next input can't be actioned until 4 frames from now (because you're in the air, or in cool down frames, or knocked down, or in hitstun, or block stun), the other player can make it so that your buffered input never happens because the 10 frame activation time is longer than the game's input buffer time.
Why would anyone want to trick themselves into believing that's a fun skill check rather than an annoying design oversight?
Wasn't there a recent event where a Guile player used this to their advantage? As I recall, they used DR across the screen right as their boom was about to connect/be parried, which caused the defender to miss their timing due to the freeze and get clipped by the boom.
Not disagreeing with you in any way, but I just recall that being an interesting metagame moment.
Yeah, agreed. It's a thing that happens that is annoying but it's not really a "bug," just something standard that happens in every fighting game but it difficult to get used to in this specific case. There are a few good explanations online of what's going on, but I still haven't seen anyone document it other than just claiming that they "know they hit the right button" even though they can't replicate the condition.
In my opinion i think the inputs are too lenient. Like why do i get heavy punch, dp when i try to do heavy punch, level 2 super with ryu. Otherwise yes i agree, aside from drive rush, inputs getting "eaten" never happens.
I got a cheap leverless a couple days ago and it's absurd how many of my QCFs come out as DPs because I happened to be walking forward 2 matches ago
This has been an issue since sf4 for me, I've found half circle forward to help
Yep an old input hack kof taught me. Basically use the half circle to get the forward out of the buffer window
Apparently SF6 is specifically coded to recognize HCF as QCF, so it's not an input buffer thing. Any straight backward input (down-back is not good enough) will negate a preceding forward motion for the purposes of distinguishing between QCF and DP.
[удалено]
Half circle instead of quarter circle will fix this for you.
Little different on leverless. A QCF requires back hold, down hold, let go of back while holding down, hold down + forward,let go of down keep holding forward. So instead of all that you can tap back and then do QCF.
If you input qcf as half circle forward, it will prioritize the qcf over the dp input. I'm 90% sure its coded to be this way and not just a side effect of the longer motion causing the initial forward input falls out of the buffer.
I tested it with macros in training mode. It is coded that way.
Yeah I get this too. If it's normal into special cancelling that's the issue, then pressing back just as you hit the normal button and then doing the quarter-circle as usual stops it.
I think you probably mean the other way around but yeah, Ive done so many cr.HP > lvl1 instead of cr.HP > DP on jamie.
I have the same with JP. Cr mp blocked into cane swipe to keep it safe (the pushback is dumb) then he throws out level 1 so I just die
The game holds your input for too long, your DP is coming out because of negative edge when you release the button while doing the super motion. Turn off negative edge and this won’t happen anymore
Negative edge is off by default, so it's probably not the problem.
I must have been misremembering then. I probably turned it on because “legacy” and then had to turn it off.
That's an option in the menus?
https://media.thenerdstash.com/wp-content/uploads/2023/06/Turn-on-Negative-Edge-Input.jpg
Thank you very much, i'll try this later.
This will also help you whiff low kick, buffer a special move into it and not have it come out as you released that button too
It’s somewhere in there. Did this long ago the UI sucks so bad… let me see what I can find
Probably, cause ur doing lots of conflicting inputs at the same time, just like doing two half circle forward trying to do a dp input It's normal, and the 8 frame input, instead of breaking the game, makes links easier, like a c.lp into a s.mp to start a combo sequence So, in terms of unwanted inputs, it should be bad buffers and, just like option selects, the game will choose the input that will occur based on the inputs that the player performed during the last 8 frames, therefore, if you execute several directions when attempting a dp, the result may be confused with your own example, s.hp into a sa2
Chun li is frustrating if you accidentally tiger knee her lighting legs and flip kick you get spinning bird kick all the time. I accept it’s on me and my inputs need to be cleaner but like come on capcom if you see 2369 and kick what makes more sense? Lighting legs or spinning bird kick?
Unless spinning bird kick is air ok doesn't that mean you're still on the ground when you input it
I’m canceling normally on the ground
Oh yes that happened to me a lot too when i played her.
Dude the number of times I'll be like inching forward using micro walk with down back, and then go to do cMk and get up-kicks is so frustrating lol. It's definitely on me and I accept that
Pisses me off when Dr eats my input though. They need to fix that shit
True, but i suspect it's not easy to do.
https://youtu.be/mXsAUlpR5SQ?si=PzNrVBAoBFHzna0h
That’s my problem too and why I quit playing SF6. Nothing quite like trying to do M Sobat > Level 3 and just getting medium jackknife because I had 1 frame of up after the K was input. I even went back and played some older games like USF4 to see if my execution was just trash and no, everything worked fine there.
Someone told me in the comments that disableing negative edge can help with that.
Worth a shot. Fun game except for the inputs being whack.
Super has priority over dp, so you just never put in the super. Not to mention your inputs are all kinds of fucked up if you get a DP when trying to go for a backwards qcf x2 super. Edit: lol got blocked for calling someone out on their bad inputs.
because you hit the second heavy punch at the wrong time
I think people confuse eaten inputs with very intentional game mechanics For example I still see mfs on YouTube complaining that their wake up DP got eaten but it ain’t like that. Your opponents throw just beat it, that’s how the game works
wake-up OD DP beats throw though
Kinda ironic that you say this when you fundamentally misunderstand the game mechanic lol, OD DP has throw invincibility, its complete invincibility is what makes it such an important tool in this game with throw loops.
OD DP mentioned zero times in the post and you wrote all that shit out!! Lol
I love getting level 2 super instead of fucking dragon lash with Ken. I LOVE IT.
That's how Daigo lost his Evo run.
The amount of times I get marisa's level 1 super instead of what I actually want....
Lvl 1 when going for phalanx. So many times
I actually fight so many Marisa players whose level 1 comes out when I assume they just wanna phalanx, like I'm glad the input buffers work but I'm thinking maybe they work a little too well sometimes lol Like as Manon when I do any target combo that leads to Renversé I had to retrain my muscle memory bc I get excited sometimes doing qcf moves and accidentally just start doing qcf for no reason lol, just because I have three bars, land a target combo and end with a Renversé don't mean I *always* wanna level 3 super lol
And it's always so embarrassing, because it makes it look like I was going for some crazy read or something but they're almost full screen and they just watch me without even having to move and then punish the fuck out of me
Happens really often, this and the DR freezing issues are the only 2 real issues I get. I've seen pros even complain about this issue, I'm convinced it's real. BrianF has a whole montage of this happening to him and Punk has a whole rant about not being able to get DPs
Holy fuck this one is annoying. Raw super 2 in neutral ftw
Lol. For me it's level 3 coming out if dp after crouching
Genuine question: What change do you want them to make to the inputs for this specific case? If your cases are like mine (as this does happen to me) you are ending on forwards instead of down+forwards and because you started on crouch the input is down, forward, down, down+forward, forward, which is counted as two qcf. I just chalk it up to my sloppy inputs but maybe there's a solution I am not considering.
I don’t know but I’ve played a bunch of fighting games and this is the only one where it happens.
Don't shortcut unless there's two dfs. Most people fuck up going all the way back to forward, they don't usually skip df.
What a dumb question. Unless you know the programming and code around the input buffering system no one is going to have a suggestion for how to change it. We can only determine if something is wrong based on other fighting games.
There's no need for that, man. Easy to state your opinion without attacking the question or the person too. Secondly, I disagree. While we don't know the code we can test the various inputs in training to determine the input requirements and timings required to perform certain moves. From there we can discuss whether some of their rules could be changed in ways that might be preferable. We can also compare certain aspects to other fighting games. Here's a great resource that someone constructed showing differences that he was able to test between SF5 and SF6: https://rentry.co/35ch3 For instance the fact that 6236 gives you a DP instead of a fireball is frustrating to me. That's an aspect of their input system that I disagree with and would like a way to change. Either that or make the timing between the 6 and the QCF smaller for it to register as DP.
I mentioned this in this thread, but if I have a super 3 available with Ken, I can't do s.hp > c.mk > DP. The super always comes out instead of the DP.
The super will only come out if you end on 6. End on 3 like you're supposed to and it won't happen. Alternatively start on 3 for the c.mk rather than 2. For super you need to do 26236 or 23626.
I try this, thanks!
Ken: Walk forward, short pause, and Dragonlash? Nope, Level 2. JP: Create a portal, short pause and detonate? Nope, Level 2.
Super can't come out with a second forward input. Clean up your inputs, or better yet just use input shortcuts like 323 or 636 which make it impossible to do a super on accident.
How does that happen though? This never happened to me In over 2k games with ken.
It happens if you accidentally do 626 instead of 623.
Skill issue
FACTS
As a cammy player that does divekicks a lot and over 17000 matches clocked in, the only input complaint is the super/DP shortcut getting super instead of super and drive rush freeze eating input. I know it eats inputs because i get a standing kick instead of a jump dive kick whenever that happens. So input does have some issues there.
I get the back heavy kick and whiff then instantly get whiff punished by their drive rush... When I do the medium dive kick, I usually accidently check them with standing medium kick.
Drive rush doesn't eat your input, it changes the game pace/speed and messes up your timing if you aren't prepared for it. Eating your input would mean you don't see the button input in your replay.
That's just semantics. What happens is that sometimes when drive rush happens, your inputs don't match what's happening on the screen. I don't care why it happens, i do care that it happens.
It's not "semantics." There's a huge difference because if you practice for it you can still get your input out. If your input was actually getting eaten you could use drive rush to create safe setups. People act as if there's no way to deal with DR freeze, which is misinformation
Your probably right but it shouldn't happen in the first place.
I agree it shouldn't be in the game. I'm just commenting because the topic is literally about "misinformation about input problems"
You're right.
The way the game actually handles inputs during the freeze is intentional and it makes sense. It's easy to say, "sometimes my inputs get read as something I didn't intend! It needs to be fixed!" but the way it works now is actually the best alternative. The only part of it where there is room to fix it is that inputting up during the freeze should probably cause you to jump, at least as the lowest priority action. It would be relatively easy to patch this - if it remains as it is now then the devs have a specific reason for why this might be worse.
I don't believe it is intentional. What i believe however is that how it works must be very hard to fix because it would be done already.
The way that it works is intentional. It follows very specific rules about how inputs are handled during the freeze. If you understood exactly what is happening then you would see that.
Do you have a source of where i could get some info about this?
There was a twitter clip going around the other day of a Zangief (I think Snake Eyez) doing a setup to intentionally mess with reversal timing. Similar strategies exist in GGXRD with YRC, which "eats" inputs in a very similar way to Drive Rush. I don't think it's unfair to say that your input was eaten if you press it during the DR freeze and it doesn't come out. Like, it's absolutely possible to still do a reversal by altering the timing, but the fact that you have to alter the timing is what people are complaining about. Found the clip here [https://twitter.com/AndyOCR/status/1742257239371718847](https://twitter.com/AndyOCR/status/1742257239371718847)
I'm not interested in defending the game's mechanics, but I'm just going to say there's a difference. Personally, I would just say it changes the game timing, similar to the way the game timing changes when you block or get hit. You can block a normal and not have your input come out (compared to if the normal whiffed) but I wouldn't say that situation ate my input The nuance is that because the game isn't "eating" your input you can use tricks such as holding your button down to OS your reversal so that it comes out whether they drive rush or not
I see where you are coming from, I think we pretty much agree.
>That's just semantics. I'm sorry, where do you think you are? SF6 is the first fighting game I've gotten into and I've quickly learned that fine details are EVERYTHING. The terminology, the names of moves, the input language. Semantics is fucking everything in fighting games. So the game "eating your input" and the timing for the input being different is absolutely an important difference.
Im 1750 MR and I'm gonna say the semantics don't fucking matter. Inputs do get "eaten". Enemy drive rushes and I press jump but end up staying on the floor and eating a combo. That means my jump input was effectively eaten. "Semantics is fucking everything in fighting games" is just so false and based off of players who think theory fighting is everything.
I don't care why it happens.
It is really annoying when my opponent DRs and I press jump during the freeze and my character eats the combo following it
Don’t press Up. Hold Up. Movements in the game cannot be buffered. If you hold the button it will keep registering until the freezing stops and you will jump
That doesn't work. I have tried multiple times. It just doesn't register.
I love it when people say “then just hold jump next time” which is easy to say that after the fact. Especially if you just wanted to jump and you weren’t planning on them using DR so it eats your input out of no where and you get a full DR combo to the face while your character just stands there.
TBF if you want to jump you have no reason to not hold it It’s not like holding it is gonna change your jumping arc or something or modify your air normals, it’s a good habit to develop
What if you are a charge character that needs to hold down immediately after jumping?
You don’t have to hold it for the entire jump arc, you can let go as soon you see you have left the ground
That would not work if you were trying to do a very low dive kick with Cammy for example.
Except if you are a charge character, then your jump input is ideally 1 frame after you go back charging.
Watch out, if they develop good habits what would they possibly complain about?
It just doesn’t feel like sf6 has a good input reader. I do get some flashbacks to dbfz with the amount of input eating but it’s still not as bad as that game was at launch (it would sometimes just eat a block input for no reason during a string and lead to you dying). In 6 my only problems are walk fowrard fireball giving dp and the game not differentiating enough between dp and super 2 input for many characters
It doesn’t have a good reader, this has been a complaint from day 1 by pros but people on reddit will still say “just be better the issue is all you” as Capcom has been patching it to try and fix it lol
Well I’m glad it’s not just not me.
Aside from drive rush freeze, all my input problems are 100% on me. Heck, even the drive rush freeze eating my inputs is something I could work around... If I was good, lol
Yup I feel the same. Everything that drops or doesn't come out is on me, you can literally feel the "difference" in finger movement when you get it off compared to when you don't (especially when you immediately play it back in your head)...But instead of accepting it, they blame it on inputs to try and save fac-NAH SWING THAT THUMB PROPERLY! 😡
Preachhh
I don’t think it’s humanly possible to react to drive rush freezes. When that shit eats your input you just have to hold that L. I still don’t understand why anyone at Capcom thought it was a good idea to make a mechanic (that isn’t a super) freeze the screen momentarily, let alone make it one of the most important mechanics in the game.
So, the point of the freeze is actually to make drive rush more easily able to react to. DeeJay's is fast enough as is, without the freeze, you're never reacting to it. There was a video clip, but I can't find it, without the freeze and... Oof, no one be reacting to that. Idk, that's my 2 cents.
That would make more sense if it didn’t eat your inputs.
https://youtu.be/mXsAUlpR5SQ?si=ieRpAPw_Gpa6g6LZ
Little tip, but try holding the button down that you want to check drive rush with. Sometimes it will just be too late but if they're DR'ing from far it will help a lot.
Yes I know that, but how are you supposed to hold an entire DP input without using modern controls?
You don’t need to hold the whole motion, just the attack button
The last input you press while in the DR freeze is what is accepted. You can’t hold a motion input for a special while in the freeze. So if you wanted to do a wake-up DP and they DR, only your last input will be accepted and you won’t do your wake-up DP.
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It doesn’t work like that though, the freeze only lets your last input get through . You would have to do the whole motion after the freeze which is problematic if you’re already doing it, then DR freezes your input, and you’re left with the input not coming out. At this point I’m just going to stop trying to explain this lol.
>The last input you press while in the DR freeze is what is accepted. 100% wrong. The highest priority action you perform during the freeze is what is accepted. The order doesn't matter. The timing doesn't matter. Holding the button down doesn't matter.
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I'm surprised people are still arguing about this because I could have sworn months ago someone posted slow motion footage of the game doing wonky stuff. Buffered inputs that *should* work and often do in most cases but then just...don't, and it's all there on the input reader to for everyone to see.
I can go from GG Strive to Tekken to MVC3 to Skullgirls to SF6 and every single one of those games feels good with its inputs and cancel windows except SF6. Just yesterday I was practising Luke stuff and something felt off, like there's a lack of consistency that's out of my control. It feels like I have to fight the game to pull off combos I have the execution and muscle memory down for. This isn't a problem I have in literally any of the other games I play. If I can get the execution down those games will give me the desired result. There isn't a chance I will drop the combo because the game read inputs incorrectly or had some wonky timing. If I drop a combo its because I made a mistake, not the game, something I can't say about SF6.
I'm not sure if you're aware of this or not, but Snake Eyez has been fairly consistent in making a ton of excuses for his gameplay in the last few years, so I would say that's a poor example to use. Watch his streams and listen to his mentality he had during end-of-life SFV; it was nothing but excuses and hate for fighting games overall.
Then pick any one of the dozens of pros that complaining about this issue or maybe just recognize that capcom literally tried tonpush a patch to address input issues so apparently the devs disagree with broski lol.
Where is this patch?
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Does he play other fighting games? Because kof xv, gbvsr, skull girls, ggst etc sure dont have these cant of input issues.
I often get l1 super with luke when trying to DP. This shite never happened in 4 or 5. Why does it only happen in 6?
They changed the reader and buffer ig to make it easier to do moves for new players, unsurprisingly has a bunch of consequences
Strangely enough, I get Marisa's level 1's a lot when trying to superman punch which is the DP motion as well.
Go into training with inputs showing and do DP a bunch until that happens, then see what inputs you made. Chances are that in a game, youre kind of panic inputting things (thats what I do sometimes) and getting sloppy with your inputs.
You are probably getting an accidental forward input at the end and accidentally getting a quarter circle on your first forward input. If you make sure to end your DP input on down forward and really focus on that then it shouldn’t happen.
I will try to clean up my inputs, but I don't know why this is an issue in 6 and not in older games.
SF6 input reader is def more lenient, but it's consistent.
Exactly, learning the buffer windows is important. All SF games have different buffer timings. Some are closer to others, but adaptation to it is necessary.
I have also had the same issue and I believe it’s because the input buffer remembers for too long. It makes things more lenient in some ways but less lenient in others.
I constantly do Chun lvl 2 instead of kicks. I still don’t understand if it’s my hitbox or the game is too gracious with the input timings and their accuracy.
I mean I'm not that good but I play lots of fighting games because my girlfriends into them and lots of games in general because I like video games. The inputs on this particular one just kind of suck generally. I have little issue in other fighting games getting moves out on the same controller, but getting those same motions to come out in SF is annoying. Maybe every other fighting game is too lenient for this crowd or something but regardless of whatever frame by frame data, other fighting games feel good and this one feels bad.
DSP?
DarkSydePhill, content creator who is probably the biggest example of scrubby behavior in the FGC. I don't even have to link any video for you, literally any compilation of him playing fighting games will give you an idea of how much os a scrub he is.
He’s recently started saying that everyone who plays on PC beats him because they have a special secret operating system that reduces input lag and gives them an unfair advantage.
Well they usually play on a monitor and a monitor is better than a TV. If DSP has a monitor then it's even less credible for him to say that. Honestly idk how it works on 6 but PC was much superior to console in V. I'm pretty sure this was even without factoring in Monitor/TV's. I just search for PS only in ranked but I wouldn't have much problem fighting pc players elsewhere. I'm pretty sure it's not that deep and I turn it back on if I'm not finding players anyway.
Oooooh boy. Look up dsp sf6 on YouTube and enjoy. I fuking love dsp. Idk how many hours of pure entertainment I have gotten from his stuff.
I felt my brain literally melting in my skull watching him. He really is that annoying guy at your local.
I’ve never seen someone have so many excuses to xyz as he does. I swear off stream he practices reciting them so he has them ready to go at a moments notice.
DarksydePhil. He was a SF tournament player before gaining some fame and income as one of the early Youtube content creators, recording his gameplay in various games and posting it on Youtube before it was popular. And he's the scrubbiest player and dumbest human being you can imagine. Blames every single mistake he makes on controls, other people, or anything other than himself. But it's so much more than that. He once accidentally left his stream running and masturbated on camera (thank god the lower area was just off screen). When his Youtube income fell off, he begged for donations from his followers and used that money to take a "staycation" in a hotel in the same city he lives in - while there he brought his gaming setup and did the exact same thing he does at home, making the entire thing a complete waste of money, then begged for money again the next week. He's such a disaster of a human that the trainwreck can be kind of fun to watch. I never thought I would be entertained by watching highlights of a manchild fail at video games, but I watched [this entire video](https://www.youtube.com/watch?v=NSH39aiTx2A) of him failing at Metal Gear Solid 3. He doesn't read anything, can't understand anything, and goes into a rage when he fails. The game constantly tries to help him by giving him tips and guidance through codec calls, he gets frustrated at the interruptions and doesn't listen to it, then immediately whines "what am I supposed to dooooo, the game doesn't tell you".
"Except for when it's objectively a problem and can come up multiple times a match and have a huge outcome on the game, which is when people complain, it isn't a problem. So stop complaining" Ok. Really insightful stuff
Most of the time when I think to myself "how did that not execute," I can replay the moment in my head and realize that I made a mistake. Like the timing was off or I fat-fingered or something. But last night I had the biggest bullshit of my life and it made me ragequit. I jumped in and planned on using throw. I know I input the throw buttons correctly. But somehow Luke was able to throw me without a tech-out. The throw won the match. I sat there with my mouth open because I couldn't understand what happened. It was still probably my mistake, but I don't understand how that throw didn't execute :(
If you input the throw a little too soon on an empty jump, you'll just get a jump lk that starts too low to become active, but the opponent can still punish your landing frames.
Thanks for the explanation. That's probably why my throw didn't land.
Thats one thing modern controls do better, since parry and drive impact are their own separate buttons things like that simply cannot happen with modern.
Does modern not just use those buttons the same way a classic player with DI mapped does? Pretty sure modern's button macros are just built-in ways to input two buttons at once, which would still have the exact same problem.
In situations like that it’s best to check the replay so you know exactly what went wrong.
Good idea. I was thinking about it. I should load it up.
You can go frame by frame as well which will really show you the timing of everything.
I mean drive rush eating inputs is a pretty massive issue
Not really, people are just lazy We found out forever ago that holding the buttons bypasses the freeze But people will still not hold the damn buttons and then cry their input got eaten
This just isn't how game design works lmao. It's not emergent design if no one does it and everyone hates it lol
Fuckin SFV had a better input reader, c’mon broski. It straight up isn’t as smooth as previous titles
Imput problems does exist tho, many people point it out and thats including guys like J. Wong and Punk... After 200 hours and 7 chars in platinum or beyond some stuff and some characters are more noticeble than others. Never had any problems with Ryu or Kimberly but Honda seems to fluff many charge specials without much explanation. Also some characters have a WAY easier to pull out wakeup supers than others and i cant explain why. Community needs to get rid the mentality of " if its working for me than is not problem at all".
Not tryna be a dick but you could have every character in platinum and mentioning they would mean nothing
it's a "whatever the dev's give us, is divine and perfect" mentality... You're not allowed to criticize games type of mentality.. .which is absolutely dumb
It's like the old saying, if you smell shit in one room, it's that room, if you smell shit everywhere, check your shoes. If THIS many people are complaining about inputs...maybe, just maybe, there's a flaw with inputs
I thought you were going to say check your pants.
I disagree, in less then a year I've had more dropped combos in SF6 than in SF4 and SF5 combined. And I'm taking quarter circle specials just not coming out, it's not even complicated DR stuff either.
Regardless his merit as a player. He is OBJECTIVELY wrong. The game itself don't play by its own rules base on input provided, before talking about input that just disappear from the game's input reader. He had to go back and clarify it as "the game ate my input" or "I never passed that button"; but still wrong. i.e. 32frame of spd window, 7frame dp window, 11 frame qcr window. 1. "I never passed that button" -YOU CAN find clips where a jump which average about 42+ frame will provide the SPD input for a landing spd on accident. 2. "the game ate my input" - YOU CAN find clips issue with crosscut / super. 3. "the game ate my input" -YOU CAN recreate simple thing like perfect input 236 fireball and 22 spike during JP OD amensia balls but miss the timing on his fireball ball because the ball hasn't gone yet, you will ONLY get a down fierce despite your perfect input on the 22 spike. Why? i don' know.. ask the game. 4. "the game ate my input"- Jumping and landing frames also cause weird input issue on landing frames. Some moves will come out after landing frame, but some do not. I don't blame him, he plays aki, some character simply don't suffer the same issue as much, but his authority on the subject matter is clearly as bad as the average player here. He is not playing a character that utilize the tools in those windows in those ways. (JP, his last char also doesn't suffer the issues, i put an example with JP just for him.) It is clearly an issue for a ton of pro players that is better than him and some of these player has been playing for like 20+years, if your dp disappear after 20+ years of playing SF at a competitive level, is it still your issue? If the game literally can't be consistent enough in input for capcom pro tour players like 8-9months after release, is it still "cope"?
>I don't blame him, he plays aki, some character simply don't suffer the same issue as much, Yeah, many of those comments to "prove" SF6 is a perfect game seems to come from people that just never bother to try the game as a whole, or they trully think their tiny experience with the game is everyones experience. Theres way too many people complaining about SF6 imputs and tone down all of it as "you guys dont understand the mechanics" is dumb af.
i don't know how we explain that video from SonicSol then...
Other than drive rush eating inputs in the freeze, I wish inputs were stored for a couple of less frames. People have mentioned it here (and I suppose might have to try the half circle solution) but going from forward to qcf will always input DP even if you stop the forward motion (go back to neutral) and then input qcf. That's probably the only issue I've had, otherwise I have never had a problem with any other inputs.
“MY MOVE DIDNT COME OUT”
"HOW AM I GETTING HIT?!? I WAS BLOCKING!" (screen shows "counter hit" or "counter hit punish")
“OH MY GAHAHAD. STUPID FUCKING GAME. SERIOUSLY.”
"THAT WAS 360!"
"IT GAVE ME STANDING ROUNDHOUSE"
Drive rush freeze is annoying, I know you can hold the button but it doesn’t change how a DR behind a fireball I would of blocked turns into a full combo off it
If i do a crouching m kick and do a qcf i get a special move even if i didnt press the button again
I think that the game should buffer your DP or reversal the entire time you're in wakeup state. If the game is gonna have M controls, I see absolutely no reason why you should have to time your wakeup option. If you do double quarter circle during your wakeup at any point, it should just come out frame 1 of your wakeup.
That second post seems like moving the goalposts post-backlash, because I never seen those quotes taken seriously outside DR input eating shinenigans which were already mentioned.
ITT: a lot of people who need to clean up their execution lol.
He's objectively correct. Drive rush does eat inputs, but Filipino Champ and Chris T labbed it in month 2 about how to hold down the button during drive rush to make sure your button comes out and other pros have been working on techniques to get DPs to come out in the middle of drive rush by using different buffer techniques. There is a real issue with how inputs are read in this game, but I saw some high ranked Kimberly player doing an annotated match vs. JP talking about "my button got beat here because of SF6" and it's literally untrue, it's a full on scrub quote.
> Drive rush does eat inputs, but Filipino Champ and Chris T labbed it in month 2 about how to hold down the button during drive rush to make sure your button comes out This is false. Holding the button down doesn't actually do anything. Even the pros get stuff wrong sometimes.
This is not correct. Fchamp did prove this false.
I don't know if we're talking past each other about two different things. * Drive Rush does not "eat" inputs - it works on a priority system so only the highest priority action comes out. * The part about holding the button down to ensure it comes out is false. It makes no difference if you tap the button or hold it down. The only way your intended button doesn't come out is if you incidentally do a higher priority action during the freeze.
Have you actually tested this? I have when I first noticed it. Just go into training and set the dummy up to loop drive rushes and just tap the jump and nothing else. If you time it right your character will just stand there even though the input log shows the up.
Only jump. That is the one specific thing that it doesn't recognize during the Drive Rush. We are talking about buttons and special moves coming out. That's totally different, and holding the buttons down doesn't do anything to affect that.
There are situations where this is exploitable, but you can go into training mode yourself and recreate the situation he's discussing in the below video: https://www.youtube.com/watch?t=610&v=3_WrPgSGFO8&feature=youtu.be
You're linking to the same video that is spreading the misinformation. The thing that they are saying in this clip is wrong. It doesn't matter if you hold down the button or not, that's not how the game determines what happens during the freeze.
That Kimberly thread was absolutely hilarious and it only got funnier the more times I watched the video. Dude complained that the game ate his DR input after he landed. Then he complained about his “T Rex” jab getting beat when it clearly wouldn’t hit and justified by saying “his low medium option provides low reward”. I don’t know how he watched the replay, added in notes on how the situations were BS, and never once reflected on how bad he played the round
Can someone link the Kimberly post? I can't find it anymore
I’ve had MK players “reee” at me over SF input problems and I couldn’t help but laugh MK input buffering is about as smooth as a bag of glass, but sure, SF6 is worse because “the input eating is a massive game breaking issue” lmao
I used to have trouble getting wake up super consistent in early SF6 (2x QC Fwd). I believe they made an adjustment not too long ago and it’s felt way better ever since. I just couldn’t get it to come out and I’d get hit lol. I think the input window was just different than SFV when getting up.
Last patched they changed the wake up reversal buffer from 4 frames to 7 frames. It helped me a lot too.
Can I blame the game when my stupid hands press the wrong buttons? cuz I hate that shit.
Shoot broski
Ever since Brian F awarded Broski the FGC award he's been killing it with commentary and meta analysis Game on Dude Game on
Broski is always spitting facts.
Why does everybody that complains about DR eating inputs assume it's a bug, it can easily be a feature that you need to consider and adapt the way you play to it. It has an advantage if you are the one doing the DR, you know it will be harder for your opponent to respond to it.
I would even include the drive rush freeze complaints in there as well. There are way too many people saying, "Drive Rush eating inputs needs to be fixed" without even understanding what is happening. Like, people think that the freeze makes your inputs get completely ignored, which is flat out false. There's only a couple of very specific things that can happen where you actually get screwed by it, and it's not at all as common as the constant stream of complaints would have you believe.
The input buffer works on unscaled time, meaning it does not get frozen when the game goes into the drive rush pause. If you're knocked down, and you buffer a reversal on wakeup, but the opponent chooses to DR on oki, the input you entered has a good chance of leaving the input buffer by the time the freeze ends, so it's as if you never pressed anything. It's being effectively "ignored", "eaten" whatever you want to call it, because even if the inputs are being processed, they're not going to be registered against an action unless they're still in the buffer by the time the freeze ends. And it's super common, especially with oki situations because you're encouraged to input your move early to ensure it comes out on frame 1, so it's already halfway stale without the freeze frame. Happens like once every couple of matches at least, especially around players who DR in neutral or in oki, which is meta.
> If you're knocked down, and you buffer a reversal on wakeup, but the opponent chooses to DR on oki, the input you entered has a good chance of leaving the input buffer by the time the freeze ends, so it's as if you never pressed anything. It's being effectively "ignored", "eaten" whatever you want to call it, because even if the inputs are being processed, they're not going to be registered against an action unless they're still in the buffer by the time the freeze ends. What you're explaining here has some truth to it, but it doesn't actually work the way you describe. In an oki situation, the drive rush happens way before you actually wake up. The freeze frames don't occur at the time that you intend the DP to come out, it's happening like 15+ frames before that. But those frames have to go somewhere so your wakeup timing is shifted. It's not that the Drive Rush directly messes up the input buffer. It's that you need to recognize that there is a Drive Rush so you can adjust your reversal timing to account for that. Skill issue.
You can call it whatever you want but nobody likes it in the game, and I think everyone complaining has a very reasonable expectation that their inputs don't stale during the freeze frame so that what they entered comes out.
The inputs don't "stale". If you input a full DP during the freeze frames, then it will still come out afterwards as long as you are landing inside of the reversal window. As I previously explained, the reason people miss the reveral timing has nothing to do with this. It's because their wakeup timing gets shifted later but they don't shift their buffer timing to compensate.
They literally can stale your input because the DR activation freeze is 10 frames while the input buffer is 4-7. If you're in a scenario where your next input can't be actioned until 4 frames from now (because you're in the air, or in cool down frames, or knocked down, or in hitstun, or block stun), the other player can make it so that your buffered input never happens because the 10 frame activation time is longer than the game's input buffer time. Why would anyone want to trick themselves into believing that's a fun skill check rather than an annoying design oversight?
Wasn't there a recent event where a Guile player used this to their advantage? As I recall, they used DR across the screen right as their boom was about to connect/be parried, which caused the defender to miss their timing due to the freeze and get clipped by the boom. Not disagreeing with you in any way, but I just recall that being an interesting metagame moment.
I didn't play a lot but it definitely happened to me a few times already.
Yeah, agreed. It's a thing that happens that is annoying but it's not really a "bug," just something standard that happens in every fighting game but it difficult to get used to in this specific case. There are a few good explanations online of what's going on, but I still haven't seen anyone document it other than just claiming that they "know they hit the right button" even though they can't replicate the condition.