just sounds like a mistake they made.
Only weird thing about SENPUKYAKU_EX in ae is that there are three identical versions of it.
Search found 1339 matches
- Mon Apr 21, 2014 11:19 pm
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 15418
- Mon Apr 14, 2014 10:32 pm
- Forum: Resources and Guides
- Topic: Finally Done: Juggle mechanics guide
- Replies: 320
- Views: 21640
Re: Finally Done: Juggle mechanics guide
ultra isn't finalized yet, right?
- Tue Apr 08, 2014 3:18 am
- Forum: Resources and Guides
- Topic: Project: Extensive frame data for SSFIV
- Replies: 28
- Views: 2862
Re: Project: Extensive frame data for SSFIV
no nothing like that, generally it makes it so you can't go cinematic post ko, but it can do anything
- Mon Apr 07, 2014 1:44 am
- Forum: Resources and Guides
- Topic: Project: Extensive frame data for SSFIV
- Replies: 28
- Views: 2862
Re: Project: Extensive frame data for SSFIV
It does a different script, it can do anything
- Thu Apr 03, 2014 11:26 pm
- Forum: Resources and Guides
- Topic: Project: Extensive frame data for SSFIV
- Replies: 28
- Views: 2862
- Wed Apr 02, 2014 11:14 pm
- Forum: Resources and Guides
- Topic: Project: Extensive frame data for SSFIV
- Replies: 28
- Views: 2862
Re: Project: Extensive frame data for SSFIV
it's what ono! calls triggered move transitions
- Wed Apr 02, 2014 12:25 am
- Forum: Resources and Guides
- Topic: Project: Extensive frame data for SSFIV
- Replies: 28
- Views: 2862
Re: Project: Extensive frame data for SSFIV
3: "JC on start" is covered by JC on airhit and JC on grounded, isn't it? "hit effect" is basically what I meant with "knockdown type", but "hit effect" is a better name. With "changes on ko", you mean like normals causing float and stuff like Ultra...
- Tue Apr 01, 2014 1:50 am
- Forum: Resources and Guides
- Topic: Project: Extensive frame data for SSFIV
- Replies: 28
- Views: 2862
Re: Project: Extensive frame data for SSFIV
1. Ono! http://code.google.com/p/ssf4ae-tools/ http://onotool.wikispaces.com/ You can get all information from it, but it basically all requires some math and knowledge. Stuff like damage and meter is an easy one for one thing. Juggle potential is pretty easy, but even that is stored in four differe...
- Tue Apr 01, 2014 1:26 am
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31269
- Sat Mar 29, 2014 2:44 pm
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31269
Re: SSF4:AE Combo Engine Investigation
tested it, you're definitely right. Figuring out why I found another thing that effects hitstun, the way the game handles hit stun is so convoluted
- Thu Mar 27, 2014 1:10 am
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31269
Re: SSF4:AE Combo Engine Investigation
it could still be a hitbox issue and a meaty 2nd FA. I don't see why it would be airborne sooner with crouching.
- Tue Mar 25, 2014 10:38 pm
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31269
Re: SSF4:AE Combo Engine Investigation
that doesn't sound right, are you sure? As far as I can tell from looking at the files they should both go airborne on tick 40 ( modified in strange ways by the TargetAnimTime ). How did you test it?
- Wed Mar 19, 2014 11:25 pm
- Forum: Resources and Guides
- Topic: Finally Done: Juggle mechanics guide
- Replies: 320
- Views: 21640
Re: Finally Done: Juggle mechanics guide
yeah, need me to rerecord it?
- Tue Mar 18, 2014 2:45 am
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 15418
Re: USF4 Combo Engine Investigation
pretty disappointed by evil cammy. Looks really mugen.
Yeah, psycho inferno definitely has some potential, I bet it has shorter hit stun, might be better for trades.
Yeah, psycho inferno definitely has some potential, I bet it has shorter hit stun, might be better for trades.
- Tue Mar 18, 2014 2:19 am
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31269
Re: SSF4:AE Combo Engine Investigation
it should still work, you need k version of the super, and be the right distance from the corner
- Tue Mar 11, 2014 10:54 pm
- Forum: Resources and Guides
- Topic: How to use autoit
- Replies: 7
- Views: 2992
Re: How to use autoit
got this in a u2b inbox from WAZAAAAA0 In a 2010 article that you wrote for sonichurricane.com, you said that AutoIt was better than AutoHotkey because it had consistency issues. This broke my heart and I want to tell you about all the possible optimizations that can be done to AHK scripts that I kn...
- Mon Jan 27, 2014 4:05 am
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19060
Re: SSF4 Remix (ae pc mod)
Yeah pretty sure it was a different move, happened a few times when I antiair traded, so it was proably the up ball, but I couldn't reproduce it in training
- Wed Jan 22, 2014 1:13 am
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31269
Re: SSF4:AE Combo Engine Investigation
https://www.dropbox.com/s/yisakz1j95wb1nm/Screenshot%202014-01-21%2019.02.36.png As you can see she has two hitboxes at the start, one vs ground and one vs air. The one vs air has a y= -.75, and a width of .15 meaning it probably looks a lot like rolento's Take No Prisoners hitbox. In theory I think...
- Fri Jan 03, 2014 3:28 am
- Forum: Film Editing Room
- Topic: Recommended MeGUI settings?
- Replies: 9
- Views: 3325
Re: Recommended MeGUI settings?
this is the avs tasvideos recommends
http://code.google.com/p/feos-tas/sourc ... Package.7z
it does a lot of complex stuff to make shakes and blinks look good at 30fps
http://code.google.com/p/feos-tas/sourc ... Package.7z
it does a lot of complex stuff to make shakes and blinks look good at 30fps
- Tue Dec 31, 2013 12:41 am
- Forum: Film Editing Room
- Topic: Recommended MeGUI settings?
- Replies: 9
- Views: 3325
Re: Recommended MeGUI settings?
I normally do two pass mkv with a 5k bitrate, lame mp3 128kbs
you should just keep it native resolution unless you are making it for u2b, where you will have better results with 1280x720
you should just keep it native resolution unless you are making it for u2b, where you will have better results with 1280x720
- Wed Dec 25, 2013 2:10 pm
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19060
Re: SSF4 Remix (ae pc mod)
if only the first hit lands it should make them spin in the air forever ( I had it happen when playing, I looked at the data and I think it's the move that caused it ). It's got no physics on it.
- Tue Dec 24, 2013 3:35 am
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19060
Re: SSF4 Remix (ae pc mod)
blanka nj. hp
counter hit air rolling
first hit of blanka u1 vs air
counter hit air rolling
first hit of blanka u1 vs air
- Fri Dec 20, 2013 12:19 am
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19060
Re: SSF4 Remix (ae pc mod)
if el fuertes u1 grazes the opponent it causes a freeze.
hits on the landing frame I think, I got it vs rufas
hits on the landing frame I think, I got it vs rufas
- Tue Dec 17, 2013 2:16 am
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 15418
Re: USF4 Combo Engine Investigation
seems like getting the last hit to whiff is the way to go
- Sun Dec 15, 2013 5:55 pm
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19060
Re: SSF4 Remix (ae pc mod)
crouch blocking ryus qcfx2 k u1 super causes the opponent to freeze
- Tue Dec 03, 2013 2:25 am
- Forum: Game Engine Analysis
- Topic: USF4 Combo Engine Investigation
- Replies: 227
- Views: 15418
Re: USF4 Combo Engine Investigation
ex red focus costing 4 bars is really silly, can't think of many situations where it's better to fa then super. Delayed Wakeup is a solid way of weakening the wakeup game, it's basically the same thing as quick rise but in the other direction. The sf series since sfa is filled with moves that are de...
- Tue Nov 26, 2013 12:26 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 25462
Re: Random Obscure Findings
saw valle fadc a f+hp in wnf
Apparently ryu can special cancel the last 3 frames of his f+hp
Apparently ryu can special cancel the last 3 frames of his f+hp
- Wed Nov 20, 2013 1:30 am
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 6597
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.
- Sun Nov 17, 2013 6:13 am
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 6597
Re: Cool Stuff That Isn't a Combo
Its got the unblockable flag in the hitbox Yeah the 0-76 one Ok. I kinda misspoke though, I meant one of those boxes that go out really far from the character, that makes the opponent block if holding back. But then again, if that was why, then he would be able to block it if a projectile was close...
- Sat Nov 16, 2013 2:40 pm
- Forum: Multimedia Projects
- Topic: Cool Stuff That Isn't a Combo
- Replies: 36
- Views: 6597
Re: Cool Stuff That Isn't a Combo
Its got the unblockable flag in the hitbox
Yeah the 0-76 one
Yeah the 0-76 one