Search found 47 matches

by phoenix
Fri Mar 25, 2016 10:23 am
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 10747

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, y...
by phoenix
Wed Mar 23, 2016 12:22 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 10747

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 ...
by phoenix
Mon Feb 22, 2016 8:52 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 10747

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 right?...
by phoenix
Thu Mar 20, 2014 4:57 pm
Forum: Game Engine Analysis
Topic: KoF Engine Research
Replies: 108
Views: 14535

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 a...
by phoenix
Wed Mar 19, 2014 7:15 pm
Forum: Game Engine Analysis
Topic: KoF Engine Research
Replies: 108
Views: 14535

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 Kasu...
by phoenix
Thu Mar 13, 2014 1:55 pm
Forum: Game Engine Analysis
Topic: KoF Engine Research
Replies: 108
Views: 14535

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 he s...
by phoenix
Wed Nov 20, 2013 8:12 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 8485

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 y...
by phoenix
Wed Nov 20, 2013 6:12 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 8485

Re: Cool Stuff That Isn't a Combo

Nevermind guys, yeb's figured it out:

http://youtu.be/wZ94GdfhPHM

I'm pretty sure he's right.
by phoenix
Wed Nov 20, 2013 5:31 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 8485

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 implicatio...
by phoenix
Wed Nov 20, 2013 8:57 am
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 8485

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 see...
by phoenix
Tue Nov 19, 2013 4:57 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 8485

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 wr...
by phoenix
Tue Nov 19, 2013 4:35 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 8485

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, you ca...
by phoenix
Tue Nov 19, 2013 3:54 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 8485

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, b...
by phoenix
Thu Sep 08, 2011 11:53 pm
Forum: Game Engine Analysis
Topic: KoF Engine Research
Replies: 108
Views: 14535

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 fol...
by phoenix
Tue Jun 21, 2011 12:29 pm
Forum: Game Engine Analysis
Topic: MvC3 Combo Engine Investigation
Replies: 178
Views: 22983

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 frame, ...
by phoenix
Tue Jun 21, 2011 12:22 pm
Forum: Game Engine Analysis
Topic: KoF Engine Research
Replies: 108
Views: 14535

Re: KoF Engine Research

Remxi wrote:HD mode is not required, it'll combo from df+B and heavy attacks.
But only the Hard version. Or was it the Light version? Either way, it's one of the two.
by phoenix
Fri Apr 08, 2011 9:57 am
Forum: Game Engine Analysis
Topic: KoF Engine Research
Replies: 108
Views: 14535

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 pos...
by phoenix
Tue Mar 29, 2011 10:41 pm
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 43440

Re: Animated Hitbox Data!

Remxi wrote:phoenix: Do you have a link to where I can have a look at your project or is it still offline?
Hahaha oops, I had meant for the link to be in my previous post. It's edited in there now.
by phoenix
Mon Mar 28, 2011 8:59 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 43440

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 fa...
by phoenix
Fri Mar 25, 2011 12:56 pm
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 43440

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 p...
by phoenix
Fri Mar 25, 2011 12:19 pm
Forum: Multimedia Projects
Topic: Awesome Comments
Replies: 109
Views: 14204

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 use...
by phoenix
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: 22436

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 ...
by phoenix
Fri Jan 21, 2011 10:38 am
Forum: Game Engine Analysis
Topic: Random Obscure Findings
Replies: 228
Views: 36568

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....
by phoenix
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: 23116

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 t...
by phoenix
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: 23116

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 vi...
by phoenix
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: 23116

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 ...
by phoenix
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: 23116

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 frame...
by phoenix
Tue Dec 14, 2010 8:42 am
Forum: Game Engine Analysis
Topic: SSF4 Combo Engine Investigation
Replies: 482
Views: 46934

Re: SSF4 Combo Engine Investigation

Doopliss wrote:It's a simple timing, but it is 1 frame.
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.
by phoenix
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: 23116

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...
by phoenix
Wed Nov 10, 2010 1:15 am
Forum: Game Engine Analysis
Topic: KoF Engine Research
Replies: 108
Views: 14535

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 mov...