On December 05 2007 15:23 Bill307 wrote: Well, turns out this topic comes up as the 6th Google result for mame joystick input lag.
I bought an HRAP V.2 (yay), but can't use it with any 3s emulators due to input lag making special and super moves impossible =/. Judging from the joystick testing thing in the Windows control panel, the PS2-to-USB converter is not the source of the lag: it's the emulators T_T.
Can anyone translate what MOV is saying in those interviews, btw?
Edit: I did some testing, and it looks like MAME has input lag regardless of game and of input source (joystick or keyboard) =/. This comes as a big surprise to me, because I'd never noticed any input lag when I used to play shmups on MAME :S.
Maybe it just depends on the version. or like some bug.
I hope you're right. But so far, I've tried MamePPK v1.118u1 and v1.119, Mame32 v0.95, and the old CPS3-specific emulator.
My best hope at this point is probably to try other CPS3-capable emulators.
For a while now, I've been wondering why 3s videos sometimes show up in the "Related" videos that Youtube shows on the right when I'm watching Arcana Heart videos. I just figured out why: some of the videos feature Hayao playing .
Below are some videos of Hayao and J playing Arcana Heart. Hayao (はやお) uses Earth (土) Kira (きら) and J is apparently using Time Kamui (神依) most recently. Unfortunately I could find only a couple of videos of J using Kamui from a 2v2 tournament hosted by a-cho. This one was the better vid, IMO: J plays the all-white character in the 2nd game, which starts at 2:10 (the 1st game is a rape ).
From Dirty♪’s blog. Not a super accurate translation, but should get the point across. Should give you an idea of how crazy he and other “brainy” Japanese 3s players are --;;.
さて、たまには3rdの話でも(´・ω・`) 今回は有利フレの話。
Guess I shoul talk about 3rd strike once in a while This time it’ll be about advantage frames.
For example, if you make your opponent guard Chun-li’s low LP you can get 3 advantage frames. Using Chose HK or low MK after this creates a “combo” where certain characters cannot jump. To put it in simple terms, getting these advantage frames gives you the chance for all sorts of advantageous options.
Onto the main topic. Chun-li’s low LP gives you 3 advantage frames upon guard. But Ryu’s far LP gives An even higher 4 frame advantage. Then why is this not used very often? The answer is simple. The attack doesn’t hit most crouching characters. (´;ω;`)
The story doesn’t end here. By thinking about “how you can make them guard for sure”, We can start building a situation where you have a concrete advantage. This game, SF3 3s, allows players to change high and low guard while being in guard mode the whole time. Without this, if you guard the first hit of Aegis, the low attack will hit for certain so it’s something that’s obvious, if you will. Well stated bluntly, this system has the property that boils down to “During continuous guard, you can change guard height but the –hit box– cedes to the preceding guard motion.“
So basically, by making the opponent standing guard the first hit and dealing out the next move so that it becomes a continuous block motion, even attacks that normally would not hit against crouching characters will now hit. It is similar to how placing the tail end of an attack on a rising opponent will make high position hit-boxes land. But the thing we need to think about here is “what moves force the opponent to guard high AND can get you advantage frames.”
Well the answer that is easy to find for all characters is “jump attacks”. This option is useful for even when the opponent guards the jump attack there are no good options to shake up the opponent because of the particular distance you find yourself. Of course, it is effective to just go directly into N-choice-ing the opponent but this can be used well in disrupting the opponent’s rhythm. Also, the character who can utilize this property particularly well is Urien.
His jump attacks are quite strong so by changing the timings around it’s not so difficult to make the opponent guard them. Urien’s standing LP is 3 advantage-frames upon guarding, so by connecting the crouching MK which is 8 frames to start up at max speed, it is not easy to interrupt the sequence. If those “anonymous 3 characters” guard low, then you end up with a 5 frame advantage just like that.
Even then, there may be times when they will try to parry, or jam their way into it. But this is exactly the tasty part of Urien’s side. They can only interrupt you by light attacks so you can just buffer parries, and if they try to parry then you can get large returns by using late-timed attacks. It’s all possible because of Urien’s high HP and risk-return factors.
Also, there is another option in the strong combo: jump attack → Standing MP → Low Tackle. Note: The tackle must be used at a distance where they have to continuously guard. This game gives you meter charge just through “whiffs”, but it charges more efficiently when the opponent guards the attacks. In particular, against certain characters light tackle doesn’t afford any effective counters against it, and lets you earn meter greatly.
But this game has a “red parry” system (´・ω・`) Then again, for the Tackle part as long as you buffer high-Aegis every time you can decrease the risk. If the MP gets red-parried, they will get hit by any other options you can choose (´・ω・`) If the jump attack gets parried… well there’s too many options you can take in that case. Try to construct “back options” that take advantage of Urien’s high HP
Also, among the dougi characters, Shaun’s far LP has a starting frame of 4 and advantage frame of 5 and is excellent. Depending on the character, by changing the hit point of the jump attack the opening becomes so small that even Chun-li’s parry→low LP can’t hit in time so it is good to create situations where you can utilize the advantage frames effectively. Aside from jump attacks, his property can be observed with Makoto’s standing MP→forward LP as well.
Among others for jump attacks, it may be useful to remember that upon parrying Yun/Yang’s jump attacks, the attacks that come after they land will be a forced-standing-hit. It happens that this is especially crucial for Gouki. It’s about light-tatsumaki. (`・ω・´)
-end <hr>
I don’t’ know English 3s vocabulary at all so apologies if some of the terms seem odd. Btw please refrain from transferring this to SRK or other forums; thanks.
On December 09 2007 07:02 CharlieMurphy wrote: What was he saying about LK Tatsu for Akuma?
If you force your opponent to block something high (e.g. with demon flip) then you can do a Tatsu with Akuma and it'll hit them even if they block low, because their hitbox stays big as if they are still standing.
Damn, the copy of Arcana Heart my friend gave me didn't work. Also, in 3s, I suffered about 20 defeats in a row where the finishing blow was Ken's leap attack. Even when I KNEW he was going to keep trying to kill me with it, it still kept getting me T___T;;.
Anyway, I should add that having an arcade-quality stick makes a huge difference. As soon as I started playing with it, my execution was at an all-time high. I'm very glad I bought one.
Yesterday I was playing some Alex guy on West Coast Wonderland, he owned me like 20-1 rounds. Then he switched to Akuma as well and Owned me another 15-3 rounds.
I'm gonna hop on right now, ID: SpoR
PS- for some reason whenever I open mame or CPS3 emu my mouse slows down to like 1/3 speed. Its kind of annoying.
Fuck, makoto is soooooo wtf. Did you know you can actually grab an opponent after a blocked cr.mk (you just have to delay the timing a bit)? I didn't know that until I got owned by it like 3 times today.
On December 12 2007 10:21 ArC_man wrote: Fuck, makoto is soooooo wtf. Did you know you can actually grab an opponent after a blocked cr.mk (you just have to delay the timing a bit)? I didn't know that until I got owned by it like 3 times today.
Hehehe. Yeah, one trick I learned is, if you're using Makoto SA2, and you grab your opponent in your corner, but you need a little more meter for a super, after the karakusa you can do cr.mk (guaranteed hit) and then grab them again (which they must jump away from).
Makoto has a lot of moves where she can grab the opponent immediately after the move is blocked (i.e. tick throws): st.lp, cr.lp, st.mp, and cr.mk. cr.lk followed by karakusa (not cancelled) also works sometimes, if you use it sparingly and your opponent is surprised that you didn't do cr.mk xx EX oroshi. cr.lk and st.mp have the advantage that they cannot be parried both high and low, but cr.lk leaves Makoto at -3 frame disadvantage on block AND on hit, whereas all of the other ticks leave her at around +3. st.mp is also an easy meaty and it recovers so fast that certain moves (e.g. Urien's cr.hp) cannot punish it even when it's parried.
Here's another possibly-useful detail about Makoto: if you hold any (non-EX) hayate for about 2 seconds or longer, then if it's blocked, you'll be left in only about -2 frame disadvantage, which is essentially unpunishable. Against characters with predictable punishment combos (e.g. cr.mk xx super), assuming your opponent is good enough to know how vulnerable Makoto is after a blocked (non-charged) hayate, you can parry their next attack and possibly make them waste a super bar too (no need to hit confirm when you're 100% sure your first attack will hit ).
good info bill.. everyone knows about makoto though... and gief and thawk. but imma ruin your appetite and talk about some more marvel here. with morgan.... you can addf jab xx grab and it's guranteed :D!! the plus frames on her jab are just silly... OG super turbo tactics shine through even in marvel :D