Seems like another MKX input bug. When special cancelling it seems the game will read directional inputs that happen *after* you press the attack button, causing normals to switch into specials if there's a matching input. The easiest example I've found of this is the f12 string. Depending on how quickly (but according to the input log, 100% accurately) you input the commands you get different outcomes:
f12b3: If the b3 is input too early it turns into f1~fb2 (fade away). Yes, really. The derp process seems to be:
This happens on other F strings as well for triggering fade away and B stings for triggering fade towards.
Negative edge is off, the less-accurate-inputs option is off, alternative controls are off. I don't know how to stop the game from reading directions pressed after the attack buttons other than trying to do some very strange input timing which is very counter-intuitive and depending on the string can lead to dropped attacks.
Any help appreciated. The shortcut f12b3d3 to trigger f12b3~roll will often bug out and trigger f12~roll instead (same reasons as above - by the time what should be "b3" starts to animate the game reads db as being the last directions so does bd3/roll instead) but that one seems to be avoidable by not doing the shortcut.
f12b3: If the b3 is input too early it turns into f1~fb2 (fade away). Yes, really. The derp process seems to be:
- When the 1 is pressed it scans back and sees that F was pressed recently so executes F1. This is correct.
- When the 2 is pressed it scans all recent direction button presses that were input before the cancel started. Not from when before 2 was pressed but from when the game actually gets around to doing the 2nd part of the string. It sees that F was pressed (ignoring the fact that it was used to execute F1) and that even though B was pressed after 2 it was pressed before the animation for 2 started so it interprets it as fb2 which is fade away
This happens on other F strings as well for triggering fade away and B stings for triggering fade towards.
Negative edge is off, the less-accurate-inputs option is off, alternative controls are off. I don't know how to stop the game from reading directions pressed after the attack buttons other than trying to do some very strange input timing which is very counter-intuitive and depending on the string can lead to dropped attacks.
Any help appreciated. The shortcut f12b3d3 to trigger f12b3~roll will often bug out and trigger f12~roll instead (same reasons as above - by the time what should be "b3" starts to animate the game reads db as being the last directions so does bd3/roll instead) but that one seems to be avoidable by not doing the shortcut.