Search found 25 matches

by Neophos
Tue Jul 31, 2012 7:28 am
Forum: Game Engine Analysis
Topic: Random Obscure Findings
Replies: 228
Views: 43008

Re: Random Obscure Findings

As said above, it's both software and hardware dependent. Polling is that you in some way store what inputs are sent to the program and check them once or several times per game loop. For example, at the beginning of when the game goes through a characters actions for the frame, it could go through ...
by Neophos
Sat Aug 07, 2010 12:29 am
Forum: Multimedia Projects
Topic: Crazy Inspirational Match Videos
Replies: 130
Views: 27709

Re: Crazy Inspirational Match Videos

It's been a while since I played it, but can't you reversal dodge (the invincible move you do with all three buttons)?
by Neophos
Fri Jun 11, 2010 6:53 am
Forum: Multimedia Projects
Topic: Super and Regular SFIV combos+music+stuff
Replies: 119
Views: 29155

Re: Super and Regular SFIV combos+music+stuff

From the tales I hear of the japanese Guilty Gear-scene, "buppa", as far as I know it, roughly means "random shit that leads to huge damage". It's most commonly used for Testament's Badlands ("buppalands") and Slayer's Pilebunker ("buppapiru"). Abare, as Xenoz...
by Neophos
Sun May 30, 2010 9:52 pm
Forum: Combo Challenges
Topic: Challenge 11: Sonic Breakers Sound Off
Replies: 8
Views: 5408

Re: Challenge 11: Sonic Breakers Sound Off

Oh, it oughta be possible on arcade using the same trick, it's just that I'm way more used to working with the SNES one, so I can get something like this done much faster. Even with the trick, it's amazingly tight. From what I remember, there's only a two-frame window where both the spacing for the ...
by Neophos
Sun May 30, 2010 11:58 am
Forum: Combo Challenges
Topic: Challenge 11: Sonic Breakers Sound Off
Replies: 8
Views: 5408

Re: Challenge 11: Sonic Breakers Sound Off

Reminds me of some of the stuff Neophos was doing before he mysteriously disappeared. I guess I kinda did, didn't I? Anyway: http://www.youtube.com/watch?v=zAE4dmnCHSA With classic emulator sheeeeeeting, this is possible. It's still amazingly tight - Completely impossible without the cheat unless t...
by Neophos
Wed Jun 03, 2009 10:20 am
Forum: Multimedia Projects
Topic: Ghetto Combo Video Discussion
Replies: 206
Views: 44604

Re: Ghetto Combo Video Discussion

What boggles me the most is the Magneto-combo. I don't really play Mahvel all that much, but it's obvious that the Magneto combo is hundreds of times more complicated than the other 2-punches-into-super combos (or 2-punches-into-super-that-doesn't-combo. Or just a sole super.). I also loved the rand...
by Neophos
Wed Apr 29, 2009 10:32 pm
Forum: News and Community Events
Topic: Are Tournaments a Relic of the Past?
Replies: 13
Views: 4515

Re: Are Tournaments a Relic of the Past?

i think the vast majority of competitive play is going to take place across ranked online matches. I can't do anything but hope that you're wrong. As you pointed out, online matches are like casuals. There's no real pressure to winning outside of arbitrary pointsystems of that particular game, and ...
by Neophos
Tue Jan 20, 2009 9:58 pm
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Oh yeah, I've seen those clips. That Ken combo IS very cool, but I was thinking of using Sagat to show off Chun Li's quadruble stomp instead. Well, it'll be a while before Sagat is brought into the mix - Creating matches where, hopefully, both players should do something cool is quite time consuming...
by Neophos
Tue Jan 20, 2009 3:14 am
Forum: Game Engine Analysis
Topic: Random Lazy Questions
Replies: 279
Views: 45685

Re: Random Lazy Questions

Well, after seeing that you could combo after the non-burning kick in Fei Long's firekick, I thought it would be so rad to do a non-burning kick -> dizzy combo, then a super-meaty firekick on wakeup, once again hitting with the non-burning kick, into death. Two of them in the same "combo" ...
by Neophos
Mon Jan 19, 2009 10:50 pm
Forum: Game Engine Analysis
Topic: Random Lazy Questions
Replies: 279
Views: 45685

Re: Random Lazy Questions

Indeed, it seems all setups for backwards attack requires either the opponent crouching or doing some (very specific) action. Doesn't seem to be possible on dizzied opponents without attacking them at first.

A shame. I had a great idea for a combo.
by Neophos
Sun Jan 18, 2009 5:31 pm
Forum: Game Engine Analysis
Topic: Random Lazy Questions
Replies: 279
Views: 45685

Re: Random Lazy Questions

In the SF2 series, is it possible to get backwards-facing attacks on wakeup (not even hitting the opponent with a previous attack), or is it strictly after connecting with a strong aerial on a crouching opponent?
by Neophos
Fri Jan 16, 2009 1:08 pm
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Dhalsim, one of the most anorexic characters ever in fighting games, is considered a fat character in terms of hitboxes? Awesome, man. There is time to charge the dashing straight if you abuse the fact that it has more charge time - By executing the low LK before the dashing straight has finished ch...
by Neophos
Tue Jan 13, 2009 4:08 pm
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

I haven't really worked on the video this new year, instead mostly being bugged out by the mechanics of the game . Also, I've been having problems with some combos. I don't know if it's the port or me, but I've been unable to combo anything, even a jab, after Boxer's dashing uppercut, even though ev...
by Neophos
Fri Jan 09, 2009 12:45 pm
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

As long as the game is beaten at the end of the movie and nothing but controller input is used to ensure that, it's all allowed. The main inspiration for that is from the very entertaining Mortal Kombat 2 superplay at TASVideos. It is, after all, a fighting game run, so keeping things entertaining i...
by Neophos
Thu Jan 08, 2009 12:44 pm
Forum: Combo Challenges
Topic: Trivia Quiz 02: Superior Turbulence
Replies: 11
Views: 5942

Re: Trivia Quiz 02: Superior Turbulence

I fared horribly. Not that I expected any better. I'm just glad I got partial points on a few obvious joke-answers.
by Neophos
Tue Dec 30, 2008 1:25 pm
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

From the TASVideos forum, someone recommended me I'd go through every character instead of just using Guile, to show off as much of the game as possible. Since I don't think I'd be able to keep a Guile run fresh through all 12 opponents, I figured "why not?", and since T. Hawk got some qui...
by Neophos
Mon Dec 29, 2008 11:23 am
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Well, those are some encouraging words. I guess I'll stick to my guns and see what I can come up with. - The SNES version suffer from not being widescreen like the arcade games. Noticeably, Blanka's crouching hitbox is much smaller in comparison, and I've been unable to get T. Hawk's crouching fierc...
by Neophos
Sun Dec 28, 2008 6:33 am
Forum: News and Community Events
Topic: Introduce Yourself Thread...
Replies: 126
Views: 30500

Re: Introduce Yourself Thread...

I guess I should post here. I have no idea why I'm here. I only registered as a reflex for asking Majestros a question about Guile. Somehow, it led to my account getting accepted here. I'm not on the same level as anyone here in any game, so I guess I oughta pick up some really obscure game just to ...
by Neophos
Sun Dec 28, 2008 6:12 am
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Oh, I totally agree with that pretty much everything I've figured out so far doesn't affect the game in any way whatsoever. With 8 frames seemingly being the lower border, there's enough of a buffer range for anything in matchesn. It's just... it must have some really odd code in there. Making every...
by Neophos
Sun Dec 28, 2008 2:50 am
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Since you brought up buffers, let's see what I can find on the subject: - Every special got it's very own private buffer. The buffers seem to range between 8 and 15 frames. Quite a gap. What's amusing, though, is that this buffer, once activated, ticks down even if you hold the direction. This means...
by Neophos
Tue Dec 23, 2008 1:27 am
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

It seems I spoke too early. Lack of information caused me to jump to conclusions, but I believe I have it sorted out a bit better now. Let's hope this is more correct: - The random system is perhaps not as wacky as I first though. The first gauge I discovered is not a gauge of dizzy _damage_, it's a...
by Neophos
Mon Dec 22, 2008 9:55 pm
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Oh yeah, getting them manipulated to jump like proper idiots should hopefully not be all that hard. Finding the dizzy counter (...well, parts of it) was easier then I thought. Shame I don't have all that much experience in fighting-game-math, but anyway, as far as I can tell (and assuming that it re...
by Neophos
Mon Dec 22, 2008 8:35 pm
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Getting the AI to stay out of neutral would perhaps be a bit hard, but I could of course just perform the trick against "another" player and then let the other character get a combo out of it. Re: Sagat. Since I don't know exactly how the dizzy system works (the only info I can find on it ...
by Neophos
Mon Dec 22, 2008 6:20 am
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

Re: SNES SSF2 semi-combo movie

Sadly, it seems the combo is impossible in the SNES version. By checking memory addresses, the following has been revealed to me: - The SNES version has exactly 60 frames of charge time. This number resets when the attack starts, meaning you'll earn at most one single bloody frame by firing via buff...
by Neophos
Thu Dec 18, 2008 5:24 am
Forum: Multimedia Projects
Topic: SNES SSF2 semi-combo movie
Replies: 32
Views: 4713

SNES SSF2 semi-combo movie

Might as well walk the plank, I figure. I apparently got an ok from Majestros to post here, so, here goes: I'm making a playthrough of SSF2 for SNES that I (sooner or later) intend to publish at [[url=http://tasvideos.org TASVideos]]. It will (hopefully) not be a straight-up combo movie, but it will...