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Re: KoF Engine Research

Posted: Thu Apr 26, 2012 7:33 am
by Raine

Re: KoF Engine Research

Posted: Thu Apr 26, 2012 7:38 am
by Maj
Haha nice find. It wouldn't be a KoF game without an airwalk glitch.

Re: KoF Engine Research

Posted: Thu Apr 26, 2012 8:30 am
by Raine
Thanks. :)
For those that are interested here is the short vid that I was working on before getting sidetracked -> http://www.youtube.com/watch?v=gl2Ib_FARRU

Re: KoF Engine Research

Posted: Fri Apr 27, 2012 7:34 am
by krusan
Wow!! Nice find, Remxi!!!
We´re too working on a video with some bugs we´ve found, one of them being the one shown briefly in the intro for our first KOF XIII CMV. "Luckily", none of them was the one you showed, so no one "stomped" each others work :lol:
TigreIII is still extremelly busy, but we hope it would be done in a week or two.
Again, really nice find that may have LOTS of posibilities. Keep digging into it!!!
...and the King combos look great too, with originality and flashiness showing everywhere.

Re: KoF Engine Research

Posted: Fri Apr 27, 2012 9:56 am
by Raine
Haha just after I uploaded it I thought about you guys and started to worry that maybe you had discovered it already, glad to hear that I didn't steal it. Looking forward to your new vid and bug ideas. Thanks for the kind words on the King combos, it was your triple Double Strike combo in the last vid that motivated me to start KoFXIII again and look for more things. :mrgreen:

Re: KoF Engine Research

Posted: Fri Apr 27, 2012 10:12 am
by krusan
Well, there´s no need to "worry", because you weren´t "stealing" anything, but it´s kind that you thought about it..., and we feel "relieved" that it was none of the bugs we have found!!!
Are you planning on exploring more the "air-walk" bug? I bet it may offer interesting posibilites. You have a lot experience doing KOF CMVs and even in doing KOF-bug CMVs, so I would urge you to explore it more. If you´re not going to do it, maybe I can spend some time with it, sooner or later.
The same thing can be said with "normal" combos. KOF XIII has lots of things to be shown yet. We´re planning to do first the "bugs vid", later (hopefully not too much later) another CMV that we have recorded around 75% clips of it by now, and we are starting to do combos for a 3rd CMV, and we think we have many interesting/flashy things to show yet. Our main problem is the lack of time. Keep digging into KOF XIII cos I think it has great things to offer yet. Hopefully, we wouldn´t "steal" each other´s work :lol:

Re: KoF Engine Research

Posted: Fri Apr 27, 2012 12:25 pm
by Raine
I would like to explore more but I'm not sure if I'll have much time for it in the near future. I got the information out in the hope that others would make something with it. Also like you say there is still lots to discover in terms of normal combos.

Re: KoF Engine Research

Posted: Fri Apr 27, 2012 2:58 pm
by Snoooootch
Image
This made me laugh.
... So stereotypical! lol

Re: KoF Engine Research

Posted: Sat Apr 28, 2012 1:50 am
by Raine
Heh, I saw that going around the IRC channels but I don't really understand. Is it some kind of Mexican/immigrant worker joke?

Re: KoF Engine Research

Posted: Sat Apr 28, 2012 12:35 pm
by CPS2
Yeah I've seen just in TV shows, there's apparently a lot of Mexicans hanging around home depots looking for work, so people will come in with pickup trucks, grab a few workers, and go do landscaping or whatever. Grab some high level KoF players while you're there! Sort of thing :lol:

Re: KoF Engine Research

Posted: Sat Apr 28, 2012 8:19 pm
by Buttermaker

Re: KoF Engine Research

Posted: Wed May 02, 2012 6:34 am
by krusan
Remxi wrote:I would like to explore more but I'm not sure if I'll have much time for it in the near future. I got the information out in the hope that others would make something with it. Also like you say there is still lots to discover in terms of normal combos.
So..., you don´t mind if we do something with that bug? Then, maybe I´ll spend some time with it. If we are going to use any clips with that bug in our CMVs, we´ll tell you something before.

Re: KoF Engine Research

Posted: Thu May 03, 2012 3:15 am
by Raine
Go for it, I'm sure you can come up with something great. 8)

Re: KoF Engine Research

Posted: Thu Mar 13, 2014 1:55 pm
by phoenix
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 somehow managed the fireball bug to trigger a second time, but the fireball is gone already. So can you do it by getting two fireballs on the screen? Is the second fireball maybe JUST off screen? If so: holy shit that' s some incredible comboplanning.

Re: KoF Engine Research

Posted: Sun Mar 16, 2014 5:16 pm
by krusan
From what I know, you can trigger the bug as many times as you wish in a combo. It requires very precise timing when planning the combo, but it´s posible. I´ve seen this done in several 98 and 99 vids, but can´t remember wich ones.
... I´ve just seen the tutorial vid that you link to and it shows that it can be done several times in a combo, so I guess that´s mistery solved.

Re: KoF Engine Research

Posted: Wed Mar 19, 2014 7:15 pm
by phoenix
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 Kasumi bug in 2002UM, but... no idea how to trigger it. Anyone have any ideas?

Re: KoF Engine Research

Posted: Thu Mar 20, 2014 2:45 am
by onReload
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

Re: KoF Engine Research

Posted: Thu Mar 20, 2014 4:57 pm
by phoenix
onReload wrote: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 sort of Wiki format.

I'd be up for starting it, but I'm not sure where to get it hosted yet.

Re: KoF Engine Research

Posted: Thu Mar 20, 2014 9:20 pm
by onReload
That would be cool, for combo makers I mean.

I was thinking of a video, though. "kof glitch bible" does return a few things on YT, but nothing comprehensive like over the span of the whole series. Since KoF has a lot of glitches, though, that would be a really ambitious project

[edit:] this video was in that search as well, i'm sure y'all have seen it: https://www.youtube.com/watch?v=KcfyBDHgdLo

it's cool that at 2:10, seems like that king float glitch can let you ignore pushback, or at least, i think that's how ralf is doing that

Re: KoF Engine Research

Posted: Thu Aug 21, 2014 11:29 pm
by Doopliss
I just got KoF13 for steam. I'm trying to do LP, LP, LK xx HD Mode, LP with Daimon, but the game keeps giving me HP for no reason. Why!? It's extremely annoying. I tried it in training too, the move log simply says:

LP
HPLK
LK
LP
LP

Re: KoF Engine Research

Posted: Fri Aug 22, 2014 7:02 am
by krusan
Ok, this explanation is not going to be most "scientifically acurate", but I hope it helps:
When activating HD mode during a normal or comand hit, there are 3 posibilities: Too soon, too late, and at the right moment. It´s easier to see this if you activate HD from a strong hit (SP or SK) cos the duration of the move is longer. If you cancel too soon, the game may give you and extra HP (as in your case) and if you cancel too late the game may give you an extra LK. The key is too cancel whatever hit you´re using to activate HD in the middle of it, not too soon, not too late. As light hits have less hitstun, it may be harder to do with them.
I also recommend to maintain the stick at neutral the moment you activate HD. It may not interfere in an HP or LK coming out unexpectly, but it somehow seems to help, while it makes comboing after easier. There are some exceptions for this, like when trying to maintain a charge. Let us know your progress.
Glad to know you´re giving a chance to KOF XIII, Doopliss. It´s nice to see one of the SF specialists going into "foreign" territory. Be sure that me and some other KOF enthusiasts here will help you as much as we can to enjoy the KOF experience!!!

Re: KoF Engine Research

Posted: Fri Aug 22, 2014 12:57 pm
by Doopliss
I'm only trying it for fun, sadly I can already tell this isn't my kind of game. Gonna try to complete as many trials as possible though. As for holding the stick at neutral when activating HD, I too noticed that's better because otherwise you instantly cancel the HD dash thing by walking.

If you have any other quirks to share about the input system, please do. Does it have any shortcuts (I noticed HCB, F can be done with 360 isntead for example. Not really a shortcut, but)? Negative Edge? Etc.

Anyway, yesterday I did all of Maxima's trials, all of Daimon's except 9, and everyone of clarks except 8 and 9 IIRC.

Re: KoF Engine Research

Posted: Fri Aug 22, 2014 3:34 pm
by Persona
There's a lot of shortcuts and they work differently depending whether or not you're in HD mode.

For example dp A (1 hit) xx qcf C with K'. Since most people tend to do f-qcf motions for dp, you can just press C after the dp A while in HD mode and it'll register as qcf C. If you try to do the motion, you'll most likely get his super (qcfx2 P).

Outside HD mode it doesn't work and the correct way to do it is hcb-f A (1 hit) xx qcf C. I'm not sure if you can just press C instead of the qcf or not though.

Most specials that overlap the motions can just be cancelled with the correct button press since it's still in the buffer window.

Re: KoF Engine Research

Posted: Fri Aug 22, 2014 3:44 pm
by Doopliss
Can't you just do F, D, DF+A, QCF+C?

Re: KoF Engine Research

Posted: Fri Aug 22, 2014 9:38 pm
by krusan
Doopliss wrote:Can't you just do F, D, DF+A, QCF+C?
You´d probably cancel the dp into DM..., maybe with absolutely perfect motions, it works.
Another useful trick is the following one: You can hold the button for a second when doing an special/DM/NM and it will regrister the motion for more frames. Example: When doing Kyo´s corner juggles (qcf+D, rdp+B, qcf+B, rdp+B, dp+A) you can do the following special move in the series way before Kyo lands and hold the button, then the special will come ous ASAP. I hope that this explanation is understandable.
KOF XIII trials are, IMO, harder than SFIV ones and some combos for some characters (I´m thinking mainy about Ash, but there are some other ones too) are a bit on the crazy side.

Re: KoF Engine Research

Posted: Fri Aug 22, 2014 9:44 pm
by Doopliss
I'll keep that in mind. Trials are definitely harder than SFIV, feels like they're about as hard as some of the older trials in BlazBlue CS. They could have stuff like "instant air QCF move x6" and stuff like that, and you couldn't really cheat those either because of hitstun scaling (In KoF you can at least cheat some annoying ones like those c.LP to HCBx2 cancels and K''s double instant air EX QCB into his QCFx2 super.)

Finished the ones I didn't do yesteday with Daimon and Clark, also did all of Vice's, most of Raiden's and like half of K''s.

Re: KoF Engine Research

Posted: Sat Aug 23, 2014 11:33 am
by Dark_Chaotix
Doopliss wrote:I'm only trying it for fun, sadly I can already tell this isn't my kind of game.
What is wrong with it?

Re: KoF Engine Research

Posted: Sat Aug 23, 2014 12:06 pm
by Doopliss
Dark_Chaotix wrote:
Doopliss wrote:I'm only trying it for fun, sadly I can already tell this isn't my kind of game.
What is wrong with it?
It just feels a little too fast for me. I also don't like the 3v3 format, because the only character I really want to play is Clark. I'm gonna try playing through story mode and see if I can get over the initial unfamiliarity, but I doubt I'll be playing it on more than a casual level.

Re: KoF Engine Research

Posted: Wed Aug 27, 2014 5:36 am
by onReload
Try everyone, there's a lot of cool variety in character design. It took me awhile to dive in, but I like KoF and feel pretty comfortable with a lot of the characters..I just have a hard time remembering the characters that were only in 1 or 2 games, or all the Kyo clones...

Also, Doopliss, what is your Steam handle?

Re: KoF Engine Research

Posted: Wed Aug 27, 2014 12:18 pm
by Doopliss
I tried everyone now. Still, the only one I REALLY want to play is Clark XD

My Steam ID is 0m3ga_SWE.