Virtua Fighter input buffer / fastest input super dashing elbow - Part 1

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Uploaded by on Feb 28, 2009

Before talking about how fastest input super dashing elbow works, it's important to understand where the input buffer in vf starts. In VF5, input that starts during the last 10 frames at the end of recovery will result in a move coming out.

Video shows a programmed akira doing P (G) jab, followed by a delay that increases in 1 frame increments, followed by another jab. The cpu jacky is set to guard and attack with a jab, same base speed as akira's jab.

The initial P is considered frame 0. The critical window is frame 17-26 (akira's jab has a total time of 26 frames, so the 10 last frames are 17-26).

You can see that at the beginning of the video, the second jab doesnt even come out, and akira receives a normal hit from jacky's jab.

at 0:05 on the video, akira's jab starts to counterhit jacky's jab. This is because there is 1f empty + 1f(G) + 14f delay = 16 frames that go by before the second jab. The second jab starts on frame 17, so it is within the critical window at the end of recovery, and the move comes out.

The second jab continues to come out as a counterhit (aside from some mistaken inputs, sorry about that) until around 0:30 on the video.

At 0:30, both akira and jacky are counterhit - the jabs trade. This is because akira's jab started on the 28th frame; it is past the critical window, but his inital jab gave him +2 on block, so his second jab arrives at the same time as jacky's.

After that, akira's second jab is both past the critical window and outside of his frame advantage, so his jab comes out too slow, and he is counterhit by jacky's jab.

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