guile has
cl.mk, lp boom
the charging is really hard beacuse you don't want f or b mk, and it's super tight anyway
Search found 1339 matches
- Tue Oct 01, 2013 3:03 am
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19095
- Mon Sep 30, 2013 11:57 pm
- Forum: Film Editing Room
- Topic: FLV Video Format Conversion
- Replies: 5
- Views: 2339
Re: FLV Video Format Conversion
fraps doesn't actually make uncompressed avis, it's just close to it.
- Mon Sep 30, 2013 11:23 pm
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19095
Re: SSF4 Remix (ae pc mod)
djay vs standing ( probably vs everyone, but tested vs rog because you don't need to worry about range with him )
cl.lp,cl.lk, far hp, late canceled hp boom
cl.lp,cl.lk, far hp, late canceled hp boom
- Mon Sep 30, 2013 10:52 pm
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19095
Re: SSF4 Remix (ae pc mod)
oh yeah it might be seth only, he was the only one I tried it on.
djay vs crouching chun has
far hp, hp boom
djay vs crouching chun has
far hp, hp boom
- Sat Sep 28, 2013 4:00 am
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19095
Re: SSF4 Remix (ae pc mod)
eryu, charge up,
cl.mp, mk stomp
oni
dash, c.mp
Sagat vs sagat ( or probably some other tall character )
c.lp, f+hk
Rufas, vs crouching oni
mp, hk divekick
I think dj probably has one with his sonic boom but haven't had a chance to find it
cl.mp, mk stomp
oni
dash, c.mp
Sagat vs sagat ( or probably some other tall character )
c.lp, f+hk
Rufas, vs crouching oni
mp, hk divekick
I think dj probably has one with his sonic boom but haven't had a chance to find it
- Tue Sep 24, 2013 1:30 am
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19095
Re: SSF4 Remix (ae pc mod)
found some infinities with eryu, oni, sagat, and rufas
- Mon Sep 16, 2013 11:21 pm
- Forum: Game Engine Analysis
- Topic: USF4 Remix (USF4 pc mod) (now 1.0!)
- Replies: 145
- Views: 19095
Re: SSF4 Remix (ae pc mod)
cool beans, I'm disappointed he didn't find any infinates though
- Tue Sep 10, 2013 1:15 am
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31386
Re: SSF4:AE Combo Engine Investigation
with pc I can't check Arcade SFIV, Console SFIV, and SSFIV. So that kind of limits what I can do
- Mon Sep 09, 2013 10:26 pm
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31386
Re: SSF4:AE Combo Engine Investigation
I should be able to find those, pc didn't get every patch, is there a list of patches somewhere?
Super wasn't released for pc but has some movefiles in the ae files. The pc has like 7 total updates with move changes.
Super wasn't released for pc but has some movefiles in the ae files. The pc has like 7 total updates with move changes.
- Fri Sep 06, 2013 9:15 pm
- Forum: Resources and Guides
- Topic: Finally Done: Juggle mechanics guide
- Replies: 320
- Views: 21724
Re: Finally Done: Juggle mechanics guide
And Fei's U1 resets juggle potential at start up of the Ultra as long as the opponent is in the air and a combo is active. The juggle hits don't deteriorate the juggle points... unless interrupting him after a second hit would remove the JP. Although, I'm sure it doesn't, sense U1 juggles up to 3 t...
- Fri Sep 06, 2013 1:33 am
- Forum: Resources and Guides
- Topic: Finally Done: Juggle mechanics guide
- Replies: 320
- Views: 21724
Re: Finally Done: Juggle mechanics guide
juggle increment is just what you think
I think the only thing juggleincrementlimit does, is cause a move to not increase jp when it's 0 but other values don't do anything
it's basically redundant beacuse setting the juggle increment to 0 does the same thing
I think the only thing juggleincrementlimit does, is cause a move to not increase jp when it's 0 but other values don't do anything
it's basically redundant beacuse setting the juggle increment to 0 does the same thing
- Thu Sep 05, 2013 9:54 pm
- Forum: Resources and Guides
- Topic: Finally Done: Juggle mechanics guide
- Replies: 320
- Views: 21724
Re: Finally Done: Juggle mechanics guide
First hit of Juri's EX Divekick raises JP, the rest (probably) carries juggle (traded with Dudley's rose and landed cl.HP during U1, but could not do it without U1, you should probably confirm this). 1st hit jp 0 , juggle increment 1, juggleincrementlimit 1, jugglestart 1 2nd hit jp 2 , juggle incr...
- Sat Aug 24, 2013 3:02 pm
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31386
Re: SSF4:AE Combo Engine Investigation
I replicated this, and you can cancel it into a special that's also turned the wrong way, but tatsu's won't reach because of the knockback. Maybe someone can find something worthwhile here with other characters? I've tested most of the charactors when I found the turn around thing with dhalsim, doe...
- Mon Jul 22, 2013 8:55 pm
- Forum: Resources and Guides
- Topic: Define "Combo"
- Replies: 19
- Views: 2669
Re: Define "Combo"
how about this two hit combo, where sagat and rose get a two hit combo
- Thu Jul 11, 2013 9:42 pm
- Forum: Resources and Guides
- Topic: Background Music Muting Procedures
- Replies: 70
- Views: 29305
Re: Background Music Muting Procedures
it's not full proof by any means
my rainbow edition tas kept desynching during the sagat fight when I was trying to record it, I just kept on trying it over and over until it worked
my rainbow edition tas kept desynching during the sagat fight when I was trying to record it, I just kept on trying it over and over until it worked
- Thu Jul 11, 2013 12:07 am
- Forum: News and Community Events
- Topic: Random Cool Stuff 2012-2013
- Replies: 49
- Views: 10783
Re: Random Cool Stuff 2012-2013
I'm still coming back there, mainly beacuse I'm waiting for the nethack run
- Wed Jul 10, 2013 11:14 pm
- Forum: News and Community Events
- Topic: Random Cool Stuff 2012-2013
- Replies: 49
- Views: 10783
Re: Random Cool Stuff 2012-2013
glad to see that Dammit is still alive, I managed to get his Bushido Blade 2 published in tasvideos new vault category, I always thought it was a shame it was rejected before
http://tasvideos.org/2415M.html
http://tasvideos.org/2415M.html
- Thu Jun 27, 2013 2:29 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 25539
Re: Random Obscure Findings
it's just a grounded juggle state. It can be caused with the old dictator/honda ultra trade bug, or rufas super tradeonReload wrote:interesting. it really does look cool if you ever wanted to have a *sudden shift in power* type moment in a video. anything else weird like this?
- Sun Jun 23, 2013 1:52 pm
- Forum: Game Engine Analysis
- Topic: Got any questions about the MARVEL series?
- Replies: 50
- Views: 5676
Re: Got any questions about the MARVEL series?
man, I don't think I knew that, and I've played that game way too much.
- Wed Jun 12, 2013 3:27 am
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31386
Re: SSF4:AE Combo Engine Investigation
True facts about rose u2
It's starting position changes depending on how much ultra meter you have
It sometimes randomly ends early
It's starting position changes depending on how much ultra meter you have
It sometimes randomly ends early
- Sat May 18, 2013 2:12 am
- Forum: Film Editing Room
- Topic: Intriguing Pop Culture Editing
- Replies: 8
- Views: 3776
Re: Intriguing Pop Culture Editing
idk seems like they are running out of really stupid names, I guess fast & furisix tested badly
- Sun Mar 24, 2013 6:37 pm
- Forum: Game Engine Analysis
- Topic: SSF4:AE Combo Engine Investigation
- Replies: 522
- Views: 31386
Re: SSF4:AE Combo Engine Investigation
I hope they call it
street fighter 5
street fighter 5
- Tue Mar 19, 2013 4:19 am
- Forum: Game Engine Analysis
- Topic: Got any questions about the MARVEL series?
- Replies: 50
- Views: 5676
Re: Got any questions about the MARVEL series?
https://dl.dropbox.com/u/35396368/framedatamsh.lua should work in msh now, be sure and test it's accuracy, seems close to me. I couldn't find a hitstun value, so I'm using the active frames as a hit stun value, if you whiff it, it should show you the active frames, but if you hit it should be the hi...
- Tue Mar 19, 2013 12:36 am
- Forum: Game Engine Analysis
- Topic: Got any questions about the MARVEL series?
- Replies: 50
- Views: 5676
Re: Got any questions about the MARVEL series?
Finding the memory locations I might be able to do, I'll take a look.
- Sun Mar 17, 2013 11:18 pm
- Forum: Game Engine Analysis
- Topic: Got any questions about the MARVEL series?
- Replies: 50
- Views: 5676
Re: Got any questions about the MARVEL series?
dammit made a lua script that can collect frame data from an emulator.
http://dammit.typepad.com/blog/2011/06/ ... vised.html
It isn't setup to work with MSH, but it might just be a matter of finding memory locations.
http://dammit.typepad.com/blog/2011/06/ ... vised.html
It isn't setup to work with MSH, but it might just be a matter of finding memory locations.
- Tue Mar 05, 2013 10:26 am
- Forum: News and Community Events
- Topic: Fighting Game News and Speculation 2012-2014
- Replies: 53
- Views: 5657
Re: Fighting Game News and Speculation 2012-2013
well TxSF is probably good for a near infinite amount of speculation, but I think we used it up two years ago
- Mon Mar 04, 2013 5:31 am
- Forum: News and Community Events
- Topic: Fighting Game News and Speculation 2012-2014
- Replies: 53
- Views: 5657
Re: Fighting Game News and Speculation 2012-2013
wow that's really indie
- Wed Feb 20, 2013 12:53 am
- Forum: Game Engine Analysis
- Topic: SFxT Combo Engine Investigation
- Replies: 292
- Views: 24433
Re: SFxT Combo Engine Investigation
could be, it says they made her dash quicker, so they would have had to adjust to prevent an infinite.
Yeah I don't like to do the jump test when looking at frame data beacuse of the way the frames blend together. The only real way to test frame advantage is by linking.
Yeah I don't like to do the jump test when looking at frame data beacuse of the way the frames blend together. The only real way to test frame advantage is by linking.
- Tue Feb 19, 2013 8:22 pm
- Forum: Game Engine Analysis
- Topic: SFxT Combo Engine Investigation
- Replies: 292
- Views: 24433
Re: SFxT Combo Engine Investigation
not sure what the deal with this is http://shoryuken.com/2013/02/18/street-fighter-x-tekken-ver-2013-link-cancel-glitch/ seems weird if it's something new to 2013 anyone want to check if poison can do cl.lp to cl.hp. If she can she probably has an infinite edit: the video is actually not of 2013 so ...
- Sat Feb 16, 2013 9:57 pm
- Forum: Film Editing Room
- Topic: Everything YouTube
- Replies: 438
- Views: 56250
Re: Everything YouTube
the hope is that if someone sees your video they will buy what you are advertising. Kinda pointless to make an add if you are not selling something.