Search found 47 matches
- Fri Mar 25, 2016 10:23 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 98139
Re: Street Fighter V Combo Engine Investigation
Considering SF5's focus on keeping everything 'simple', I think they wanted to avoid having to do frame perfect meaties for certain meaty combos to work. To remedy this, they gave later active frames more hitstun than the first active frames. As a result, if you managed to hit a move meaty at all ...
- Wed Mar 23, 2016 12:22 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 98139
Re: Street Fighter V Combo Engine Investigation
https://youtu.be/ls_QFXxFNW0?t=1m55s
So Laura has weird extra hitstun if you hit attacks meaty too. st.lk XX qcf+MP doesn't normally work, but with a meaty st.LK it does. So it doesn't seem to just be an odd property of Necalli's cr.MP, but an actual "feature". Someone is going to have to figure ...
So Laura has weird extra hitstun if you hit attacks meaty too. st.lk XX qcf+MP doesn't normally work, but with a meaty st.LK it does. So it doesn't seem to just be an odd property of Necalli's cr.MP, but an actual "feature". Someone is going to have to figure ...
- Mon Feb 22, 2016 8:52 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 98139
Re: Chatroom 2016
So there's something really weird going on with SF5 meaties. If you do a meaty normal and cancel it into a special which normally wouldn't like, it can sometimes suddenly link:
https://twitter.com/TheFatherspoon/status/701824417979043840
cr.MP xx stomp with Necalli only combos on meaty. Weird ...
https://twitter.com/TheFatherspoon/status/701824417979043840
cr.MP xx stomp with Necalli only combos on meaty. Weird ...
- Thu Mar 20, 2014 4:57 pm
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 171078
Re: KoF Engine Research
as an uninitiated, i would love to see a glitch bible for the kof series. some of this stuff, especially 2002, is beyond bizarre yet interesting as hell
It's funny that you should mention that. I was just talking about that the other day with some KOF players. It'd probably make sense to do it in ...
It's funny that you should mention that. I was just talking about that the other day with some KOF players. It'd probably make sense to do it in ...
- Wed Mar 19, 2014 7:15 pm
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 171078
Re: KoF Engine Research
http://youtu.be/FMEjwpZNGcs
This combo video is incredible. But so many thing happen that I have literally never seen before.
46s: Whip's qcb+P hitting 6 times AND being BC-cancellable?!
5m30s: Yamazaki cancelling his counter into dp+D which is than BC-cancellable?!
It kind of reminds me of the ...
This combo video is incredible. But so many thing happen that I have literally never seen before.
46s: Whip's qcb+P hitting 6 times AND being BC-cancellable?!
5m30s: Yamazaki cancelling his counter into dp+D which is than BC-cancellable?!
It kind of reminds me of the ...
- Thu Mar 13, 2014 1:55 pm
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 171078
Re: KoF Engine Research
Leave it up to Majijam to blow my mind, just when I thought I was getting a handle on the KOF2002 engine
http://youtu.be/vpziKMXtPDQ
He links qcf+C into a normal TWICE!
Now the first one I can understand that's the athena fireball bug: http://youtu.be/ZQOXqcllCHA
But the second time, it's as if ...
http://youtu.be/vpziKMXtPDQ
He links qcf+C into a normal TWICE!
Now the first one I can understand that's the athena fireball bug: http://youtu.be/ZQOXqcllCHA
But the second time, it's as if ...
- Wed Nov 20, 2013 8:12 pm
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 35260
Re: Cool Stuff That Isn't a Combo
I've been trying to recreate his claims with macros, but actually can't get them to work at all.
As I see it, it still seems like it is a 1 frame timing.
All the following things work, but as you might see, the timing between going to down back and pressing HK might differ, but for ever frame that ...
As I see it, it still seems like it is a 1 frame timing.
All the following things work, but as you might see, the timing between going to down back and pressing HK might differ, but for ever frame that ...
- Wed Nov 20, 2013 6:12 pm
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 35260
- Wed Nov 20, 2013 5:31 pm
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 35260
Re: Cool Stuff That Isn't a Combo
Perhaps there is a transition frame between the last frame of recovery of a normal to crouch that is not cancleable by negative edge moves. Has anyone tried to use this OS by only using negative edge on the frame after a whiffed normal's recovery?
Nope that can't be the solution. :-( The ...
Nope that can't be the solution. :-( The ...
- Wed Nov 20, 2013 8:57 am
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 35260
Re: Cool Stuff That Isn't a Combo
I've done some basic testing, I can't do it consistently, but I'll go along with blocking giving you an input buffer.
I'm technically on that explanation too, but I'm still trying to figure out why it doesn't work if you hold the button, but DOES work if you press and release within a frame. It ...
I'm technically on that explanation too, but I'm still trying to figure out why it doesn't work if you hold the button, but DOES work if you press and release within a frame. It ...
- Tue Nov 19, 2013 4:57 pm
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 35260
Re: Cool Stuff That Isn't a Combo
O! That'd be a good test case to see if this hypothesis is correct, too. I'll get back to you once I've attempted a 1 frame link with an rdp ;-)
[Edit] Hmm cl.LP, rdp+K works with Fei-long.
[Edit2] Checked to see if it maybe was different for cr.MP. Nope
For fei-long at least, it seems like I was ...
[Edit] Hmm cl.LP, rdp+K works with Fei-long.
[Edit2] Checked to see if it maybe was different for cr.MP. Nope
For fei-long at least, it seems like I was ...
- Tue Nov 19, 2013 4:35 pm
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 35260
Re: Cool Stuff That Isn't a Combo
Ah, yes. I was just wondering about that part.
Did some rerecording.
So if you down-forward, down, down-forward, MP, you can do it on the first frame after recovery
Also if you do down-forward, down, down-forward, hold down+MP
But if you do
down-forward, down, down-forward, hold down-back+MP ...
Did some rerecording.
So if you down-forward, down, down-forward, MP, you can do it on the first frame after recovery
Also if you do down-forward, down, down-forward, hold down+MP
But if you do
down-forward, down, down-forward, hold down-back+MP ...
- Tue Nov 19, 2013 3:54 pm
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 35260
Re: Cool Stuff That Isn't a Combo
Hey guys.
I've been looking into the OS with some 60fps recording etc. And I think I've mostly figure out what is going on.
Main reason why I started looking into this, is because all over the internet people are saying that you cancel your recovery short with block. Which is of course ridiculous ...
I've been looking into the OS with some 60fps recording etc. And I think I've mostly figure out what is going on.
Main reason why I started looking into this, is because all over the internet people are saying that you cancel your recovery short with block. Which is of course ridiculous ...
- Thu Sep 08, 2011 11:53 pm
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 171078
Re: KoF Engine Research
Has anyone found this infinite before?
http://www.youtube.com/watch?v=Ood6gKIskTk
I had never seen it before, and I believe it's fully unblockable.
Also funny that, despite the proximity unblockable coming out, the move goes through completely. If you don't free cancel it, first hit hits and the ...
http://www.youtube.com/watch?v=Ood6gKIskTk
I had never seen it before, and I believe it's fully unblockable.
Also funny that, despite the proximity unblockable coming out, the move goes through completely. If you don't free cancel it, first hit hits and the ...
- Tue Jun 21, 2011 12:29 pm
- Forum: Game Engine Analysis
- Topic: MvC3 Combo Engine Investigation
- Replies: 178
- Views: 98918
Re: MvC3 Combo Engine Investigation
http://www.youtube.com/watch?v=lPGR15SZ2sY
5-Bar Phoenix not going into Dark Phoenix mode. No better place to ask 'wth is going on here?!' than here I guess.
I don't play this game, but I'm curious. If I were to guess how the hell this works:
I think 2 fireballs are hitting on the exact same ...
5-Bar Phoenix not going into Dark Phoenix mode. No better place to ask 'wth is going on here?!' than here I guess.
I don't play this game, but I'm curious. If I were to guess how the hell this works:
I think 2 fireballs are hitting on the exact same ...
- Tue Jun 21, 2011 12:22 pm
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 171078
Re: KoF Engine Research
But only the Hard version. Or was it the Light version? Either way, it's one of the two.Remxi wrote:HD mode is not required, it'll combo from df+B and heavy attacks.
- Fri Apr 08, 2011 9:57 am
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 171078
Re: KoF Engine Research
Also messing around in 2k2 I noticed that there is some strange behaviour when both characters try to execute a 1f grab at the same time. Sometimes the grab will simply not execute at all (e.g. two Vice both try and use hcbx2+K on the same frame and nothing will come out regardless of on screen ...
- Tue Mar 29, 2011 10:41 pm
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 300835
Re: Animated Hitbox Data!
Hahaha oops, I had meant for the link to be in my previous post. It's edited in there now.Remxi wrote:phoenix: Do you have a link to where I can have a look at your project or is it still offline?
- Mon Mar 28, 2011 8:59 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 300835
Re: Animated Hitbox Data!
How are you planning on dealing with the background layer? Kawaks and FBA can remove most of it, for CPS2 at least.
(I'm thinking there might be a way to do it with the cheat engine. Don't know if it's been tried, probably would be hard.)
Well, in Alpha2 you can can turn off the BG with the shot ...
(I'm thinking there might be a way to do it with the cheat engine. Don't know if it's been tried, probably would be hard.)
Well, in Alpha2 you can can turn off the BG with the shot ...
- Fri Mar 25, 2011 12:56 pm
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 300835
Re: Animated Hitbox Data!
I'm not sure where to put this, as it's not technically Animated Hitbox Data, but I'm using the scripts so...
I've been working on a little website that shows framedata and hitboxdata in the first place for games I give a crap about (Currently, Alpha2 & KOF2002) It's made with tiddly wiki. I'm ...
I've been working on a little website that shows framedata and hitboxdata in the first place for games I give a crap about (Currently, Alpha2 & KOF2002) It's made with tiddly wiki. I'm ...
- Fri Mar 25, 2011 12:19 pm
- Forum: Multimedia Projects
- Topic: Awesome Comments
- Replies: 109
- Views: 43354
Re: Awesome Comments
Hey I just wanted to make a small addition to this discussion. I've actually run into sh/f before I was invited, the public forums are to be found on Google, I think I once looked for hitbox data in games, and found this forum. I think that's okay for people to find out about, since there's some ...
- Wed Feb 23, 2011 12:33 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about SF3:NG, 2I, 3S, or 3SOE?
- Replies: 89
- Views: 157121
Re: 3s - Meaties
any finds here? i ought to get better at reading this stuff, but from what i understand, this..this is weird. i'm guessing it has to do with that "super realistic awesome hitboxes" that 3s advertised, where they changed more frequently throughout the move? i doubt each frame has a unique hitbox ...
- Fri Jan 21, 2011 10:38 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 275591
Re: Random Obscure Findings
Maybe this is well known, but during me trying to replicate the infamous Sako infinite in vsav with toll assistance, I couldn't help but try to make it _truly_ infinite, so I switched on an infinite health cheat and tried to go to 100 hits. Turns out the combo counter freaks out once you go past 99 ...
- Tue Dec 28, 2010 7:15 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 100175
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
So to test the hitstuns I calculated I decided to go check out if I can get combos to work that frame data predicts.
Rose's cr.mp is startup: 4, active: 7 recovery: 6. It's a medium attack so does 19 frames of hitstun. If you hit on first frame, there's 12 frames of the move afterward 19=12=+7. So ...
Rose's cr.mp is startup: 4, active: 7 recovery: 6. It's a medium attack so does 19 frames of hitstun. If you hit on first frame, there's 12 frames of the move afterward 19=12=+7. So ...
- Wed Dec 22, 2010 9:37 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 100175
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
Yeah i tested under Normal speed too, but the numbers still seemed to vary by 1 frame. Not sure what to make of it.
I had a look at ryu's HP shoryu. It's 15 frames of hitstop every time. Not sure what method you used to count it, but the method I used gives a reliable image. I open up the hitbox ...
I had a look at ryu's HP shoryu. It's 15 frames of hitstop every time. Not sure what method you used to count it, but the method I used gives a reliable image. I open up the hitbox ...
- Wed Dec 22, 2010 8:29 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 100175
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
Nice job sir. It's always good to have more info like this.
Hm, i doubt that command normal values are standardized though. What move did you use to test special move numbers? Those aren't standardized for sure. For example Ryu's HP Shoryuken causes 13-14 hitstop while Adon's HK Jaguar Kick causes ...
Hm, i doubt that command normal values are standardized though. What move did you use to test special move numbers? Those aren't standardized for sure. For example Ryu's HP Shoryuken causes 13-14 hitstop while Adon's HK Jaguar Kick causes ...
- Tue Dec 21, 2010 11:53 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 100175
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
So, because I hope to make a nice page of framedata on Alpha2 someday, I went ahead and figured out the stun values. I figured people in here would be interested.
Light attacks: 14 frames hitstun, 13 frames blockstun, 10 frames hitstop
Medium attacks: 19 frames hitstun, 18 frames blockstun, 12 ...
Light attacks: 14 frames hitstun, 13 frames blockstun, 10 frames hitstop
Medium attacks: 19 frames hitstun, 18 frames blockstun, 12 ...
- Tue Dec 14, 2010 8:42 am
- Forum: Game Engine Analysis
- Topic: SSF4 Combo Engine Investigation
- Replies: 482
- Views: 140022
Re: SSF4 Combo Engine Investigation
Exactly, doing something 'as quick as physically possible' will give you the timing within 1 frame. It's not comparable to a 1-frame link, where you have to time such a precise thing at exactly the right moment, there's no timing to doing a plink.Doopliss wrote:It's a simple timing, but it is 1 frame.
- Wed Nov 24, 2010 5:48 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
- Replies: 144
- Views: 100175
Re: Got any Questions about SFA, A2, Z2A, A3, A3U, or HSFA?
I just wanted to know if, perchance, anyone knew if the Alpha games had "levels" like SF2/SFIV, or was all over the place like CvS2.
Aside from calculating useful cancels, I really just wanted to calculate hit/block advantage for Alpha's attacks like I can for most of SF2, since that data seems ...
Aside from calculating useful cancels, I really just wanted to calculate hit/block advantage for Alpha's attacks like I can for most of SF2, since that data seems ...
- Wed Nov 10, 2010 1:15 am
- Forum: Game Engine Analysis
- Topic: KoF Engine Research
- Replies: 108
- Views: 171078
Re: KoF Engine Research
I have nothing to add to this topic. I just wanted to ask: Where is 2k2 framedata website? Thanks.
http://www.geocities.jp/kof_no_koto/kof02/flame/index.html
It's in moonspeak though, and it's slightly incomplete. Like there are some moves that do not comply to the universal hitstop rules. Some ...
http://www.geocities.jp/kof_no_koto/kof02/flame/index.html
It's in moonspeak though, and it's slightly incomplete. Like there are some moves that do not comply to the universal hitstop rules. Some ...