FreedTerror wrote:I'm kinda confused as to what the issue is exactly, default execution timing could have something to do with you issue but that should only apply to moves that use a button sequence. What is the use case your going for here? Can you give me specifics on what your trying to do?
It's surreal, I still don't know what the specific conditions are, but here's what I did and what I DO know is happening:
I wanted to be able to jump-cancel moves, so I made a small 5-frame long move that consists of a jumpsquat and then some self-applied forces. I then chained my "launcher" moves into this move. The move is inputted by pressing "Up"
For whatever reason, about 5% of the time a move is jump canceled the button used for the move seems to be held down internally.
What this means is if I have a move that has a 2 button input where one of the buttons is affected by this bug, only the other button will be needed to be pressed.
I will say that this bug lasts until the affected button is pressed again. After that it's back to normal.
I honestly have no clue where to even look for an issue. at first I thought it was due to the buffer overlapping or something, but even when I made the jumpcancel move longer it still didn't seem to do anything