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Skullheart

Mike_Z
Mike_Z
Basic idea is, keep last N frames of player input (N being largest motion existing), check backward from the end and allow leniency in between matches.
D,DF,F+P: look for P pressed/released; if not found, no match. If found, allow some (SG case, 0 to 4) slop frames and search backward for F; if found, allow slop frames and search for DF; if found, search for D, if found, got motion.
Mike_Z
Mike_Z
SF tends to just have total time for a motion (e.g. a DP gets 16f to total enter it, doesn't matter space between dirs as long as all within 16f), SG gives individual slop space for each consecutive input. More slop, less slop, which dirs between are allowed is up to the game, SG input parser accounts for no dirs between DF and D, but allowed weird dirs between F and D.