Buffering 8WR attacks in SCV

Fhwoarang

[09] Warrior
Hi, everybody.

Perhaps you may have noticed that in SCV you can't easily buffer 8WR 7_8_9_1_2_3 (not 4 or 6) attacks. Seems like the character always take a step and then perform the attack.

Have you a find a way to effectively buffer 8WR attacks? I found you can use the VERY OLD method from arcade SC1, which is something like buffer a tap (8) and then, when the recovery ends, press 8 again and the attack. Instead of doing 88A, you are doing something like 8, 8A; but the first 8 should be buffered. This method is hard to do, but seems like it does the job.

I tried doing, for instance, 6632A for 8WR 2A, but doesn't work (at least, not easily).

I also tried doing 22A, superfast, as soon as the animation ends, like if almost no buffer.

What are your thoughts on this?
 
Hi, everybody.

Perhaps you may have noticed that in SCV you can't easily buffer 8WR 7_8_9_1_2_3 (not 4 or 6) attacks. Seems like the character always take a step and then perform the attack.

Have you a find a way to effectively buffer 8WR attacks? I found you can use the VERY OLD method from arcade SC1, which is something like buffer a tap (8) and then, when the recovery ends, press 8 again and the attack. Instead of doing 88A, you are doing something like 8, 8A; but the first 8 should be buffered. This method is hard to do, but seems like it does the job.

I tried doing, for instance, 6632A for 8WR 2A, but doesn't work (at least, not easily).

I also tried doing 22A, superfast, as soon as the animation ends, like if almost no buffer.

What are your thoughts on this?
Hell no! I hate it sometimes because I like to use 22_88a~b and alot of the times it will take that extra step and the timing on CH 4k 22_88b~a is sometimes stricter and my opponents get an easy whiff >:(
 
I kept trying to duck and land CH 22B but the character goes stepping away before 22B comes out. It is really annoying. :(
 
I've also noticed this. Some of my 8WR moves are slow, and taking an unneeded quickstep beforehand isn't helping my frames.

I know you can buffer Critical Edge while guarding, but I haven't noticed it with anything else.

I'll try your old-school method.
 
Looking at aPatroklos, 2363B does 33_99B without quickstepping or 8-way-run.

I think it may be this way on purpose. 8-way-run attacks are for 8-way-run and quickstep only.


Seems like the developers have "cleaned up" quite a few mechanics in the game.
 
I did that sometimes by accident, and not a good one, lol... I've been trying to use it, but it seems that it will require some practice, I see this might be good for some combos.
 
I can't say I've had all that much trouble with 8WR moves, but I do know what yinz are talking about here. I think I may subconsciously still be doing the "old" method...[]
 
A lot of characters have useful lows tucked away in those 8wr directions too. Being able to bust those out without an obvious sidestep would make a world of difference.
 
I remember Bibulus bringing this up to Utoh on the NEC stream and when Bibulus explained the old way Utoh said they would "review" it.
 
IIRC you can still do, e.g. 6632A to perform 22A. []
Noted.

This only seems to hide the quickstep in a forward or back "run", and you can only buffer the run and not the entire move, but it is something. I can use 8-way-run moves on a (seemingly) straight line now. Imperceptible to my opponent, at least.

Thanks for the tip.
 
66 ~ roll stick to desired direction works but the move won't be instant, you'll still take a small step forward. This was not the case if you did it this way in SCIV. Though it does seem to make the move a little faster.
 
There is no way to buffer 8wr attacks in SCV.
The earliest game would accept 8wr input w/o running sideways is way past the end of recovery. Once again: you cannot trick "no 8wr buffer" rule waiting for recovery to end and then input 88_22A very quickly.
The game also wont accept inputs like 412369 ect during recoveries.
Just close this thread already.
 
66 ~ roll stick to desired direction works but the move won't be instant, you'll still take a small step forward. This was not the case if you did it this way in SCIV. Though it does seem to make the move a little faster.

Yeah, also the 3 pause 3 technique also works, but it's not still a true buffer. I think the slide directions technique is easier.
 
Yeah, also the 3 pause 3 technique also works, but it's not still a true buffer. I think the slide directions technique is easier.
The earliest game would accept 8wr input w/o running sideways is way past the end of recovery. Once again: you cannot trick "no 8wr buffer" rule waiting for recovery to end and then input 88_22A very quickly.
 
Belial:

I read your response the first time. Even if you are right about a non existing true buffer, these techniques help to make 8WR attack come out much faster than normal, which already helps with the gameplay.

The issue is not about if it's a true buffer, is to help to improve one's gameplay in matters of 8WR attacks. With such solid knowledge of the game, what are you going to do to help others in this area?
 
/facepalm

Like I said its not possible, period.

Attacks dont come out FASTER, they come out SLOWER than if you'd previously sidestep, as no person in the world can input 33/99 in 0 frame. If you reall have to, record something like Mitsu1: BB,44A
Mitsu2(you): 33_99K
if you buffer 33_99K it will trade with 44A
Good luck with reproducing this result with "hidden 8wr techniques"

Jesus, do I really have to explain it 3-4 times?
 
Back
Top Bottom