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Patch 1.03 and 2in1 input errors (technical analysis)

webreg

Apprentice
Hello there people. After playing Injustice for some time and insulting people on the forum here I thought it would be time to do something productive again. Under_The_Mayo did an amazing video on interactables that made me feel unproductive in comparison. Since I'm not really a good player nor a good fighting game theory crafter I have to apply my talents to technical issues concerning software, programming and similar boring stuff. So let's put my various degrees to some use for once and let's analyze something from the last patch:

A player can now perform a 2in1 combo into background bounces and interactables using Light+Medium buttons on arcade sticks. This makes the game fully playable on 5 button arcade sticks.
Hypothesis
This new feature sounds like a good thing does it not? A new feature that helps some players and doesn't affect others. However, computers don't understand the concept of "at the same time". There is always a sequence, timing or at least a priority involved when it comes to processing data. I assume that this change can impact players negatively. I think that pressing 1 and 2 in very fast succession can lead to either unwanted interactable use or swallowing inputs that would otherwise not happen. But is this really true? Let's find out.

Methodology
I'm using a Unix powered notebook with a special belkin bluetooth device. I hack the bluetooth dongle and give it the identifier of my PS3 sixaxis pad. Now my PS3 accepts command from my notebook. On the notebook I'm running software that is able to emulate key presses, execute macros and do other nifty stuff. All this has one simple goal. Eliminate human error and control every key press down to a single millisecond. I'm using macro scripts to empirically determine the properties and frame rates of inputs. This is done with a simple triage procedure where I start at some randomly determined value and then narrow it down to the real value. This is done two times to ensure validity. I was using CatWoman versus DeathStroke in practice mode in the Atlantis stage. This allows for fast testing because reseting the practice mode with "select" starts you out in front of an infinitely reusable interactible. As a control stage I used Arkham Asylum. I'm currently assuming that the results would be the same for other characters and different stages. I will need to verify this later. If you want to see how it works you can take a look at this video I did on the MK9 input bug a while back here:


Data
Injustice operates on a 30 frame input speed. The buttons you press are checked and processed every 33.3 ms. Negative edge has no impact whatsoever. I redid all tests with the option turned off and I did some additional verifications. Release check seems to only play a role in special moves and not normals but this is a topic for another time. I have used and verified my data with the following strings:
  • 1,1,2
  • f1,1,2
  • 3,3,1+2
  • j1,1,1,2
  • 2,1 (not a combo for CW so this is a control test)
Results
Button releases don't matter at all for normals. Only "button down" command are compared against possible combinations. This is also true for the 2in1 interactable input. As previously mentioned inputs are parsed every frame which means every 33.3 milliseconds. The way sequential inputs are parsed is very simple. A button press is considered to have happened after another button press if each of them are inside their own input frame. If both buttons have been pressed inside the same frame then it is considered to be a genuine simultaneous button press. Here is an illustration that summarizes my findings:



Each press of the green buttons is considered to have happened in sequence and will execute the CatWoman combo. Be advised that this illustration shows the minimum time needed or rather the fastest possible speed to do this combo. There can be multiple empty frames between the inputs. If you do it faster though then you get the blue example which results in the 2in1 input and the interactable being used.

There is a big, huge difference whether you are doing the string inside a combo within range of an opponent or not. The first example shows that doing 2in1 outside of a combo is difficult to do. You have to be fast enough and lucky enough to press both buttons within 1 frame. You will not be able to do this reliably. It is also important to understand that if there is no interactable nearby then the "2" is swallowed by the engine. The combo won't happen. So if you do the blue example without any interactable nearby then you will only get "1". You were too fast for the game.

If there is an opponent in range then the whole thing changes dramatically. If you press the "2" in "1,1,2" within 99.9 ms or three frames then you will get a guaranteed interactable. If you press it within 99.9 ms and 133.3 ms then there is a chance you get the interactable. Your normal combo is only guaranteed if you delay for at least 133.3 ms. You essentially have to delay your input for at least 4 frames to avoid the usage of the interactable during a combo.
 

EmoScoobyDoo

Maybe I'll have something to say ... Probably not
This happened to me very frequently on my hitbox while messing with Batgirl combos

This can also happen with the other inputs made for sticks like 1+3, 1+2+3, 2+3

In hawkgirls corner combos using B1~WE3 multiple times you can get a B3 cancel after the B1 if you do the input too fast and end up wasting 2 bars of meter and dropping the combo
 

webreg

Apprentice
This happened to me very frequently on my hitbox while messing with Batgirl combo
Makes sense. This isn't the first time people on hitboxes are too fast for the game they play. On pads some people like me swipe their fingers across the buttons and on hitboxes you usually press the buttons simultaneously with differently elevated fingers like on a piano. Both styles are prone to these kind of problems.

This can also happen with the other inputs made for sticks like 1+3, 1+2+3, 2+3
I would assume so but since I didn't test it I didn't want to make this assumption. I can't confirm this as of yet but it would make sense.
 

T.roll

Heel
Makes sense. This isn't the first time people on hitboxes are too fast for the game they play. On pads some people like me swipe their fingers across the buttons and on hitboxes you usually press the buttons simultaneously with differently elevated fingers like on a piano. Both styles are prone to these kind of problems.


I would assume so but since I didn't test it I didn't want to make this assumption. I can't confirm this as of yet but it would make sense.
I play Catwoman and have a similar problem. I input b1,2,d3 too fast and I get a MB f3 cancel because I input the buttons too fast (I play on a pad).
 

webreg

Apprentice
By any means could you test how much input lag the game has? Meaning how many frames does the game take to recognize an input.
This is quite difficult to do properly because the game itself is only one link in a rather long chain. First you have the input device itself. It has some mechanical latency then the signal needs to be electronically parsed, embedded into the bluetooth protocol and then sent out through the air. Next is the console itself. The operating system and the drivers have to receive the signal, extract the data from the packages, hand it over to to some security and maintenance routines as well as a buffer stream. The stream is then read by the game itself and analyzed by the engine. After all this the image is created by the engine, handed back to the console OS and then sent to the monitor which also has some latency. This is the very simple version and there are quite a few more layers to this.

To make it simple. Latency exists in the controller, in the transmission, in the console, in the game, on the display and in the end in our brain. Each of these factors can change significantly so my results would be pretty useless to anyone else. The only reasonable thing you can do is compare two games to each other because in this way everything but one parameter stays the same. But what for? I can't see any tangible benefit in this.
 

Crathen

Death is my business
This is quite difficult to do properly because the game itself is only one link in a rather long chain. First you have the input device itself. It has some mechanical latency then the signal needs to be electronically parsed, embedded into the bluetooth protocol and then sent out through the air. Next is the console itself. The operating system and the drivers have to receive the signal, extract the data from the packages, hand it over to to some security and maintenance routines as well as a buffer stream. The stream is then read by the game itself and analyzed by the engine. After all this the image is created by the engine, handed back to the console OS and then sent to the monitor which also has some latency. This is the very simple version and there are quite a few more layers to this.

To make it simple. Latency exists in the controller, in the transmission, in the console, in the game, on the display and in the end in our brain. Each of these factors can change significantly so my results would be pretty useless to anyone else. The only reasonable thing you can do is compare two games to each other because in this way everything but one parameter stays the same. But what for? I can't see any tangible benefit in this.
To be honest it's just out of curiosity , but coming from a Tekken background some people ( even myself ) felt the added input lag from T6 ( 6 frames ) to TTT2 ( 8 frames ) and actually had an effect on some elements like throws harder to break , semi-fast lows being harder to block on reaction and some other things.

I don't even want a super precise number just an approximated esteem.

Well... i could ask colt about this , got some data for us?
 

webreg

Apprentice
To be honest it's just out of curiosity , but coming from a Tekken background some people ( even myself ) felt the added input lag from T6 ( 6 frames ) to TTT2 ( 8 frames ) and actually had an effect on some elements like throws harder to break , semi-fast lows being harder to block on reaction and some other things.
That's exactly what I was talking about. This is only a problem if you have the wrong muscle memory between two games with the same moves. If you never played T6 and only just started with TTT2 then it would not matter. There is no other Injustice with the same moves so basic latency shouldn't be a problem here whatever it is. It can become a serious problem if you change your input device or play on a different monitor but the latency in the game engine itself is meaningless.

Maybe MK9 top players that also play Injustice on a high level can comment on this. Do they feel a difference concerning input latency?
 

webreg

Apprentice
I have found some peculiar stuff and I will verify it soon but it seems to me that the timing differs whether you actually combo your opponent or just doing it away from your opponent. It seems that the 2in1 input is more lenient inside a combo. This would explain everything but I'll look into that.
 

Ninj

Where art thou, MKX Skarlet?
Hitbox players need to be more precise when using combos with 1,2 in them. It's annoying though. I don't see why I can't unbind stance switch or break the link that says 1+2=interactable.

But I'm getting used to it.

Sent from my Galaxy Nexus using Tapatalk 2
 

Briggs8417

Salt Proprietor of TYM
I'm having issues with this and I play on pad. It happens to me sometimes, but it doesn't take much for me to adjust. I usually just slow down my inputs just a tad.
 

webreg

Apprentice
This whole thread and analysis is done to ensure that it is indeed just an "execution thing". I make the hypothetical claim that there is a situation where you do your inputs right and you still get the wrong result. In order to invalidate that claim I try to break the game. If I fail after a reasonable amount of experiments then we can safely assume that it is indeed just an execution problem.

As of now it is clear that pre-patch you could get some sloppy combos going because a swallowed input didn't matter you just got one hit less. Now this will result in an interactable use instead.
 

webreg

Apprentice
Hitbox players need to be more precise when using combos with 1,2 in them. It's annoying though. I don't see why I can't unbind stance switch or break the link that says 1+2=interactable.
I really, really hate the fact that some combos use 1+3 together. I didn't realize this until I was used to my alternate control setup that puts those two buttons at the different end of the layout. For me it was an obvious change to have light, medium and strong attacks in ascending order on my pad and not strong, light, medium. I would really love to use my throw button instead because that button essentially is 1+3. As of now this means no Aquaman or Black Adam for me.
 

Sasuga

Kombatant
If you do your inputs correct then this patch change won't affect you in any way even if you do it as fast as the game can possible handle. However, if you mess up your input and press 1 and 2 too fast after each other then this patch has an impact on you.
Too fast is this context means within the same frame? Because I have the feeling the window is bigger. I'm almost sure that there are situations where I would have gotten my combo but now got cancelled into interactable. Maybe a p-linking mechanism is in effect; when you hold one button and press a second button a frame later, the input counts as both like it does in street fighter?

Great write-up, either way!
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
I have been accidentally throwing stage interactions due to both my characters shazam and grundy having 112 BnB starters.
 

TotteryManx

cr. HP Master
I almost left this thread when I read that software and programming is boring, but I continued reading and I applaud you for the work. :coffee:
 

webreg

Apprentice
Too fast is this context means within the same frame?
Yes. But continue reading below.

Because I have the feeling the window is bigger. I'm almost sure that there are situations where I would have gotten my combo but now got cancelled into interactable. Maybe a p-linking mechanism is in effect; when you hold one button and press a second button a frame later, the input counts as both like it does in street fighter?
I agree that there seem to be situations where the window is bigger. My tests were made without the involvement of the opponent. I just did the combos mid screen with no opponent. I noticed however that the window seems to be a lot larger when you are actually hitting your opponent in a real combo. I'm actually quite certain that this is the case because hitting the same two buttons inside 36 ms is really, really hard. In the training mode it actually shows the buttons you hit in the same frame next to each other. However, I was able to use an interactable where the training mode showed the button pressed after each other. This I will have to verify next.
 
Yea I get this as well since the patch. Thing is before the patch I've always used 1 + 2 on stick to use interactables. So the patch notes saying I can use 1 +2 as a stick user make no sense. All it did was make me accidentally fuck up a combo by using an interactable when I press 1 2 too quickly
 

Sasuga

Kombatant
Yea I get this as well since the patch. Thing is before the patch I've always used 1 + 2 on stick to use interactables. So the patch notes saying I can use 1 +2 as a stick user make no sense. All it did was make me accidentally fuck up a combo by using an interactable when I press 1 2 too quickly
Your right. But before the patch you would not be able to combo into interactable by just using 1 and 2 buttons, if I'm correct. You had to use the interactable button.
 

TheSpore

Nurgle Chaos God of Death and Disease
This was an intresting experiment, I noticed this since the patch as well, I rarely ever use the knock back interactibles in the game, but was getting annoyed by it recently when I kept doing them by accident, I do use a stick and I too as well use CW, as well as BG, HG, and KF, all of which use 112 variations as BnBs, I often always tested how how fast I can input a string to see how easily the game can keep up. Your analysis is very well done and I enjoyed your scientific approach to the issue and in all honestly you should submit some of this to even NRS as your abilities and experiments could possibly be used in other ways outside the realm of a FG.

In a way this is a good thing though, it will force us players to become more precise in our inputs and will punish the age old button mashers.
 

webreg

Apprentice
Your analysis is very well done
Actually it is a bit sloppy because I was eager to get something out yesterday and I only had three hours available to do so. I already regret it because this isn't up to the level of quality I demand from myself. I can, should and will do better.

your abilities and experiments could possibly be used in other ways outside the realm of a FG.
They are and I get a lot of money for it too. ;)
 

TheSpore

Nurgle Chaos God of Death and Disease
They are and I get a lot of money for it too. ;)
For that I have no doubt, I myself was once an analyst and hoping to go back one day, but my field and focus was not within the tech. field it was more Criminal Justice oriented..
 
Your right. But before the patch you would not be able to combo into interactable by just using 1 and 2 buttons, if I'm correct. You had to use the interactable button.
I see, thanks for clarifying.

Tell you what tho, I've been getting a lot of combos from accidentally kicking people into fountains, so it hasn't been all bad. Lol