Anyone know how to set up any of these glitches? I've asked Desk for explanations on his vids a bunch of times in the past and haven't had much luck getting a response, so I thought maybe someone here might know?
EDIT: Heh, I just saw your comment on youtube, Doopliss. Good luck...
Anyone know how to set up any of these glitches? I've asked Desk for explanations on his vids a bunch of times in the past and haven't had much luck getting a response, so I thought maybe someone here might know?
EDIT: Heh, I just saw your comment on youtube, Doopliss. Good luck...
Well, he told me, but I'm not sure I can tell you guys or if he wanted to keep it a secret.
Maybe Doopliss isn't kicking ass, but he's taking names.
how about if we guess.
Lets see, chun is in each video, how about chun airthowing a nonactive player, and hitting them at the end of the airthow so they attack.
error1 wrote:how about if we guess.
Lets see, chun is in each video, how about chun airthowing a nonactive player, and hitting them at the end of the airthow so they attack.
Nope. But yes, there's something about Chun. Your trail of thought is also quite good.
Maybe Doopliss isn't kicking ass, but he's taking names.
Wow, Steve has some nice EX Super Charge Dash Cancels. He can do s.HP xx EX SCDC, s.HP, for example. Should allow you to make very long flicker cancel combos. Maybe even 99 hits with speed gems on a single character.
Maybe Doopliss isn't kicking ass, but he's taking names.
I wrote a little entry on my blog, here. Thanks for making such a great cmv.
By the way, does anyone know if there is frame data available for SFxT (DLC chars particularly) either 2013 or w/e the version was before that? SRK forums being down atm make it hard to search. Wasn't there a site associated with the Ono tool that had rips of the data files in SFxT?
I wrote a little entry on my blog, here. Thanks for making such a great cmv.
Thanks, I appreciate it.
Raine wrote:
Doopliss wrote:By the way, does anyone know if there is frame data available for SFxT (DLC chars particularly) either 2013 or w/e the version was before that? SRK forums being down atm make it hard to search. Wasn't there a site associated with the Ono tool that had rips of the data files in SFxT?
This. I've noticed those files are good for start-up values, but most of the other stuff isn't that reliable.
The official strategy guide has frame data on all original characters.
Maybe Doopliss isn't kicking ass, but he's taking names.
Yeah his recovery, total and frame advantage numbers are off.
You can figure out recovery and total accuratly from the raw data, but the hitstun numbers seem to varry by a frame or two for no reason.
Explains why I got the 2-hit lariat with Zangief in some tag cancel situations, as well as what triggers a tag cancelled move to give the next move AA porperties.
Maybe Doopliss isn't kicking ass, but he's taking names.
not sure what the deal with this is http://shoryuken.com/2013/02/18/street- ... el-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 it's more like the framedata in the guide is off in some cases
He said he tested it in 2013 but recorded from PC so he could use macros. Quite sure Poison can't do all her dash stuff anymore in 2013 anyways, I only managed to do s.HP xx EX CADC, s.LP when I tried for my CV. Also, Zukuu is very thorough, he's been collecting a lot of frame data manually for a while now, including the DLC characters.
Maybe Doopliss isn't kicking ass, but he's taking names.
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.
error1 wrote:could be, it says they made her dash quicker, so they would have had to adjust to prevent an infinite.
That's actually a typo, her forward dash is now slower. Whoever wrote the changes confused her backdash frames with her forward dash frames. Her foward dash is now 16 frames, up from 14.
Maybe Doopliss isn't kicking ass, but he's taking names.
No idea, but playing around with her combos is really fun, especially if you played her in 3s and are used to being incredibly limited in that department.
On the mobile version, the first hit of Kazuya's EX Demon God Fist has a lot of hitstun (it can trade vs Chun's Lightning Legs there). It's possible to do EX Demon God Fist (1 hit), Pandora, Nina's EX Blonde Bomb.
Doopliss wrote:It would probably work, it has a lot of hitstun in the console version as well.
Nice to know. Maybe it isn't that cool in the console version since there are already things like Lars's EX Lightning Thurst (QCF + KK, P) on CH that also have a lot of hitstun, but that's probably the only thing in the mobile version that has enough hitstun to combo into Nina's EX Blonde Bomb while causing a crumple.
Maybe I should start a SFxT Mobile Combo Engine Investigation, and also for Volt and KoF-i 2012. Those are the only mobile fighting games ports I know that aren't 1:1.
Doopliss wrote:
Maybe I should start a SFxT Mobile Combo Engine Investigation, and also for Volt and KoF-i 2012. Those are the only mobile fighting games ports I know that aren't 1:1.
No one really cares though. And I estimate about 90% of Volt stuff is known already