・ General Properties of Input Buffer
・ Guard Buffering
・ Input Display
5・1 General Principle of Input Buffer
5・2 Guard Buffering
*Notice that the execution of 12 frames punch starts at the next frame of pressing P (See left Fig.).
5・3 Input Display (Dedicated to Mr. Akai)
Column A displays the length of time that has passed from a neutral state (no buttons or direction were pressed) to when a direction and/or button(s) were pressed (white numbers). In the last row, no inputs are pressed (G). Column B displays the length of time in which a direction and/or button(s) were pressed until release (yellow numbers). The direction and/or button(s) that were pressed are shown in Column C. A direction and/or button(s) that is still being pressed when another direction and/or button(s) is pressed or released are marked in the Input Display window with a thick gray line (D and E).
In Figure 5−2, three attacks were performed by Akira. The first attack is Yakuho Chouchu 666P (D). The second and third attack is Zanshu K+G (E and F). Note that the first Zanshu command input, the Akira player pressed the K button 1 frame earlier than the G button, but it still executed as Zanshu instead of Shoutai K or Cancelled Shoutai KG. You are referred to ‘Neko Dojo's 2AFC Approach in VFDC (Ed., Akai)’ for a much more detailed analysis.
 VFDC, Wiki, Controls: ttp://virtuafighter.com/wiki/controls/
 Advantage and Disadvantage
 General Properties of Attacks
 VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-208.html
 Measures against Defensive Move
 VFDC, Neko Dojo's 2AFC Approach: ttp://virtuafighter.com/threads/neko-dojos-2afc-approach.18310/page-2
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