I'm here, I just don't have anything to say atm, still haven't touched KoF14.krusan wrote:There´s nobody here! Or in any other topic!
KOF XIV Ryo combo vid:
https://www.youtube.com/watch?v=WGE6PDevkGc
Search found 1904 matches
- Fri Nov 04, 2016 11:19 am
- Forum: Multimedia Projects
- Topic: KOF XIV combo videos
- Replies: 129
- Views: 15567
Re: KOF XIV combo videos
- Wed Aug 31, 2016 9:44 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
Sadly I have no idea, since I only own the PS4 version of SFV. I have no idea who TA is, but maybe FrameTrapped knows. I could ask him if you really want to know.
- Thu Aug 18, 2016 8:26 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
Random question: Does anyone know how SF5's replays work? I'm shocked that you can still watch replays from several versions ago. How is that old information (and old assets) accessed? IIRC SFIV stored balance updates in separate folders, if SFV does the same the game should be able to access only ...
- Mon Jul 25, 2016 4:40 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
Uhm,that doesn't contradict my data I guess not, I just read "at least 8" as "8", sorry. Still, going on intuition is the only way I can get these videos done, otherwise I won't have the energy. Getting a Juri video out is gonna be the hardest one yet though since people have al...
- Mon Jul 25, 2016 2:30 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
IIRC I found situations where I could do nothing but kunai release (directly after bomb no less) , which is why I didn't trust your data when I saw it on SRK. If it's not 100% accurate then I can't trust it unless I want to risk overlooking things that are actually possible (Or spend hours on someht...
- Mon Jul 25, 2016 12:19 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
Something like that, yes. Honestly I've given up on trying to figure juggle values out, I'll just go on intuition for this game until someone data dumps it.
- Tue Jul 05, 2016 10:31 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
And now it's gone. Dang copyright BS.
EDIT: Wait, is it this one? If so, he stole it from him, which explains why it got taken down: https://www.youtube.com/watch?v=WijLYikerV8
It's a nice video, problem is the second half of the video is all about V-Trigger combos that are completely techable.
EDIT: Wait, is it this one? If so, he stole it from him, which explains why it got taken down: https://www.youtube.com/watch?v=WijLYikerV8
It's a nice video, problem is the second half of the video is all about V-Trigger combos that are completely techable.
- Thu May 19, 2016 10:21 am
- Forum: News and Community Events
- Topic: What's the current state of this forum?
- Replies: 4
- Views: 1576
Re: What's the current state of this forum?
What I like about Combovid personally is that it's a great platform to post transcripts on. As long as that's still a possibility I'm all for any changes anyone can think of. Personally I can't think of any ways to change it other than to have people post more combo videos, from other people as well...
- Sat May 14, 2016 10:49 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
https://youtu.be/bYvww1WTfZM What would happen if you hit simultanious with a knockdown & a reset move? say for example Lady Mika -> Jump HP + Nadashiko -> Reset or Knockdown? Pissed about but can't seem to get anything other than a reset, if it keeps juggle would make for a quirky combo. proba...
- Sat May 14, 2016 5:34 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
I guess he means something like doing f.MP xx f.MP, then side Nadeshiko hits during hitstop of rope throw before it initiates.onReload wrote:What do you mean by this? How would she hit during the start-up of rope throw?Pokey86 wrote:she can hit during the start up of rope throw & doesn't alter the JP in any way
- Fri May 13, 2016 8:52 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
she can hit during the start up of rope throw & doesn't alter the JP in any way, i imagine Wingless is the same, perhaps something to do with atypical throws or a side effect of her wierd OTG properties perhaps. As for the JP Lady Mika makes SKD, Nadashiko makes it +2 and Wingless is only JP1 I...
- Fri May 13, 2016 9:25 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
Weird thing with R. Mika - f+HP xx V-Trigger (above), once Nadeshiko hits, I can't get a regular Wingless Airplane (qcf+k) to juggle. Nadeshiko hits the opponent, and Mika just sort of pushes them. But I found that, if timed just right, getting Nadeshiko and Wingless Airplane to hit simultaneously ...
- Mon Apr 18, 2016 8:12 pm
- Forum: News and Community Events
- Topic: What's the current state of this forum?
- Replies: 4
- Views: 1576
Re: What's the current state of this forum?
I login here occasionally and not much is going on. I didn't see any collaboration for Evolution 2015 last year. Ode to the 2-hit Combo #2 was proposed , but it seems the project is on hiatus. There are no signs for next collaboration. Maj is posting tips for Simpsons game on sonichurricane.com. Wh...
- Wed Apr 06, 2016 11:19 am
- Forum: Film Editing Room
- Topic: Capturing combos from computer
- Replies: 25
- Views: 7970
Re: Capturing combos from computer
So i want to record something off steam, what is the best for this? If the software and your computer allows it (Pretty big "if" tbh, but if it's on steam the software is hopefully supported. Other than that I'm pretty sure you need a NVidia graphics card and it requires you to play in fu...
- Thu Mar 24, 2016 12:08 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
Why does that seem weird? Don't meaty attacks work that way in every game, that you recover earlier than normal so you have more frame advantage? For links, yes. Not for cancels. That's why you never saw stuff like meaty FA xx dash into something in SFIV, because it doesn't earn you any extra frame...
- Fri Mar 11, 2016 12:32 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
A lot of core elements in SFV seem identical to SFIV, so I wouldn't be surprised if it applied to this as well. But it would be nice if someone confirmed it I guess.
- Mon Mar 07, 2016 1:01 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
is it my understanding that you cant have counter hit on, if you are replaying a recording of an opponent Yeah. Counterhit is designed to simulate an action by the opponent. If you could have counterhit on during recordings, you could get counterhits in scenarios where it's normally impossible, lik...
- Tue Mar 01, 2016 4:53 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
I have no idea how to understand the JP system but I wondered why I couldn't do qcf MK xx qcfx2 P on a juggled opponent with Necalli if it was from a dp LP. The super would whiff. But if I did it from say, his target combo, it would combo. In that case, how much JP would that dp LP be? When it come...
- Tue Mar 01, 2016 10:53 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Street Fighter V Combo Engine Investigation
I have no idea how to understand the JP system but I wondered why I couldn't do qcf MK xx qcfx2 P on a juggled opponent with Necalli if it was from a dp LP. The super would whiff. But if I did it from say, his target combo, it would combo. In that case, how much JP would that dp LP be? When it come...
- Sat Feb 27, 2016 12:52 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
Wait, MP bolt charge has throwable hitstrun? You can trade out of it into command grab or normal grab? As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit? No, it's the throw follow up, no differe...
- Sat Feb 27, 2016 11:31 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
Wait, MP bolt charge has throwable hitstrun? You can trade out of it into command grab or normal grab?
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
- Sat Feb 27, 2016 10:35 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
Yeah no, not as a guide, just as personal pointers when experimenting.
As long as you feel something nice has come out of it it's all good.
As long as you feel something nice has come out of it it's all good.
- Sat Feb 27, 2016 2:07 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
I don't blame you, it's easier to just assign moves some basic properties when experimenting: -Can start a juggle. (Most moves with knockdown, except maybe some late DPs) -Can start a float juggle. (Mostly Crush Counters and other counterhits) -Can be used mid-juggle. (Read as: Has 1-2 JP) -Can be u...
- Tue Feb 23, 2016 12:36 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Chatroom 2016
Might be. Either way, it's supposed to work in VT.pepopulo wrote:actually I think that all his medium normals have more hitstun
- Tue Feb 23, 2016 12:29 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Chatroom 2016
It's just a feature of VT, I believe all the stomps are slightly faster.error1 wrote:It works without meaty in vt for some reason
- Mon Feb 22, 2016 9:04 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 8122
Re: Chatroom 2016
It's possible it's just a one-off thing for that particular move. Post-active frame cancel window would've been my guess too, but since that has been disproven, who knows.
- Mon Feb 22, 2016 7:50 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
the first hit of the target combo has to hit for the second to come out right? & it causes reset CC s.HP causes float. If you could land an hadoken after that but before the s.HK, you might get something out of it. Nobody has a move with armor in the air yet, right? If someone did, that could p...
- Sun Feb 21, 2016 10:22 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
srk increases juggle to 5 on early frames and 99 on later frames. ex srk has jp 7 on all hits? increases jp to 99 lk tatsu increases jp to 9 mk and hk tatsu increase jp to 99. this is wrong so I must be missing something l,m,h air tatsus should have 2 jp? and increase to 99 there are fair tatsu scr...
- Sun Feb 21, 2016 4:40 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
Isn't it just the whole airhit vs mid-juggle thing?error1 wrote:mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
- Sat Feb 20, 2016 1:36 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 10065
Re: SFV Juggle Mechanics Thread
Apparently Mika's Peach Bombers cause float on counterhit. Messed me up a lot when testing stuff.