Current Events > Double quarter circle forward super input

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Doe
09/27/22 9:28:55 AM
#1:


Games shouldn't do this

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LightningAce11
09/27/22 9:29:25 AM
#2:


Why not

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Alteres
09/27/22 9:30:52 AM
#3:


that always bothered me a lot less than some of the rock back and forth ones, those were bullshit

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CableZL
09/27/22 9:33:18 AM
#5:


I just hated Zangief's full circle requirement for his special.

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Hayame_Zero
09/27/22 9:38:23 AM
#6:


Double quarter circle is way easier to do than the older unsimplified Z motion

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KiwiTerraRizing
09/27/22 9:43:25 AM
#7:


SF2 on a Genesis controller was like running underwater

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Pogo_Marimo
09/27/22 9:47:38 AM
#9:


QCF QCF is kind of important balance wise because the extra time it takes to input is part of the balancing of the move (Unless you're playing on hitbox lmao). It's why I can consistently time up a Dragon Punch anti-air as part of my zoning game but NOT my Super as Sakura.

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Doe
09/27/22 9:50:56 AM
#10:


Pogo_Marimo posted...
QCF QCF is kind of important balance wise because the extra time it takes to input is part of the balancing of the move (Unless you're playing on hitbox lmao). It's why I can consistently time up a Dragon Punch anti-air as part of my zoning game but NOT my Super as Sakura.
i don't understand why hitbox seems really expensive when it's just a box with like 10 buttons on the top. Certainly shouldn't be as expensive to produce as a modern console controller with gyroscope, analog input, etc? Did they somehow land a patent?

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crayola555
09/28/22 1:34:34 PM
#18:


QCF x 2 is easy and literally basic stuff.

The absolute worst is HCB x 2

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Pogo_Marimo
09/28/22 1:35:51 PM
#19:


[LFAQs-redacted-quote]

Just doing the input in training is one thing, but context can often make some of the inputs difficult to consistently pull off. For instance, it can be prohibitively difficult to be engaged in footsies with an aggressive character then pull off a DP input anti-air reaction against a sudden jump in. It's difficult for a reason--If it was easy and consistent then people would always DP a jump in rather than use their normal anti-air.

Another example is hit confirms and buffers. It is already difficult to confirm you have successfully started a combo after just one hit (In most situations), especially when you start with a light normal. Confirming you have a combo after your second hit (Let's say, Light Kick > Light Punch > Super) is still very difficult for most players to pull off successfully because the confirm window is usually something like 12-16 frames AND you have to motion input your super correctly during a 7-9 frame span. Even with shortcuts, most players cannot get anywhere near 100% on light confirm super combos because of this.

Charge inputs get especially weird because you need to be very proactive about generating charge during unconventional actions--For instance, down charging your super while doing a back jump in order to potentially land and punish an aggressive opponent with Flash Kick. The faster and more consistently you do it the more options become available to you.

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Pogo_Marimo
09/28/22 1:39:00 PM
#20:


[LFAQs-redacted-quote]

Charge partitioning is a separate, pseudo-exploit in SFIII: 3rd Strike that allows you to carry your charge despite letting go of your charge button.

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