RE: DRE: CTS community mail

  • From: Wynand-Ben <paashaasggx@xxxxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Tue, 21 Apr 2015 15:26:51 +0000

Leave Goro's fireball alone!

Out of interest sake what variation did you use?
Tigrar with the actual fireball or one of the others with the green ball?

I think the fireball is faster, not sure what else they changed.

Date: Tue, 21 Apr 2015 17:12:19 +0200
Subject: Re: DRE: CTS community mail
From: marongdin@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

Did some test on jumping hitboxes against Goro's fireball (since it's the
hardest to jump over due to speed and height):
- Everyone have different jump speed and landing speed from what i tried. Same
goes for hitbox.- Kano can only neutral jump Goro's fireball but very strict
timing. Can't jump forward or backwards against Goro's fireball at all.- Kitana
can jump forward easily to avoid Goro's fireball. But can't neutral jump or
back jump. Can't neutral because of her leg extending downwards. Backwards is
because of her drop speed being "floaty-ish".- Kung Jin can jump forward and
backwards easily against Goro's fireball because his jump is very floaty.-
Sonya can jump anyway and however late she wants because she becomes a ball
when she jump. Also floats a little longer than regular ball animation jumps.
Majority can jump somehow against fireball. But can't all do neutral jump or
forward jump to avoid them.
As for jumping distance and height.
- Cassie & Reptile seems to have bigger jump distance than others. Most male
jump distance are the same-ish. - Kotal Kahn and Ferra/Thorr jump height is
pretty high. So they avoided Goro's fireball pretty easily.
Will have to test those jumping mechanics too. Seems like neutral jump to guard
does seem to block faster than doing a move mid air and wiffing.
On Tue, Apr 21, 2015 at 4:32 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
My own personal check list for testing jumping mechanics:

- Does it have trip guard? If you do an empty jump can you block as soon as
you land, or does it have recovery?

- Can you tech throws as soon as you land from a jump? On empty and non-empty
jumps?

- Can you cancel landing frames ie. go from landing straight into
normal/special/block/jump. On empty and non-empty jumps?

- Do landing frames have an input buffer? If you press a button on the first
frame of landing vs last frame of landing, will the move come out on the first
available frame?

- Do "fuzzies" exist? If you hit someone with a high-hitting attack and then
immediately with a jumping attack, will they get hit if they crouch block, even
if under normal circumstances the move will whiff?

- How many pre-jump frames are there? Can you get thrown out of them? Can you
cancel them into special moves? If it has throw invulnerability, does
cancelling them keep them keep the throw invincibility? Test by doing QCF UF +
button.

- Does landing from a jump cancel your input buffer? In other words, can you
jump, do QCF before you land, then press a button as you land to get a special
move?

- At which point does the game consider your inputs "reversed"? In other
words, if you jump over the opponent, then do QCB and a button, is it
considered a QCF? Test with characters who have aerial moves.





On Tue, Apr 21, 2015 at 4:20 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:
Not 100% on jumping distances. But hitboxes and walk/run speed is unique to
each character.
Will test it out a bit more. Some character's jump do have a float like effect.
Like Kung Jin's. Not sure if it's just aesthetic purposes or it does have
actual properties.
On Tue, Apr 21, 2015 at 4:14 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
What are the jumping distances and hitboxes like? In SF, characters f.jump and
b.jump distances are not the same. You can exploit this to set up magic jumps
(empty jumps where you can confirm an opponent's action, and if they try to AA
you it will whiff).

On Tue, Apr 21, 2015 at 3:45 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote:



Im fairlyt sure I have mentioned this earlier...

Characters have different hitboxes. So stuff hits differently.

Same with bigger characters its sometimes harder to jump over or run under them.

Date: Tue, 21 Apr 2015 15:43:11 +0200
Subject: Re: DRE: CTS community mail
From: marongdin@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

https://www.youtube.com/watch?v=oTKEsIwjyxI

i've come to notice that females have smaller hurtbox/height. Making some combo
or moves land harder...instant air sais will wiff easily on girls -_-
On Tue, Apr 21, 2015 at 3:31 PM, Ryan Williams <ryan820509@xxxxxxxxx> wrote:
10000$ wtf
On 21 Apr 2015 15:26, "Ilitirit Sama" <ilitirit@xxxxxxxxx> wrote:
Super Santouraman (maybe 2nd best Sagat in Japan) is challenging Luffy to a
$10000 money match at Stun Fest.

https://twitter.com/RyanJosephHart/status/590193244279070720

On Tue, Apr 21, 2015 at 3:26 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
Which game?

On Tue, Apr 21, 2015 at 3:24 PM, lindsey kiviets <lindseyak@xxxxxxxxxxx> wrote:



I cant do in 720p :(

Date: Tue, 21 Apr 2015 13:38:31 +0200
Subject: Re: DRE: CTS community mail
From: ilitirit@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

Anything your heart desires. Even combos in 2D fighters like Guardian Heroes,
or silly stuff like Final Fight infinites. We should just standardise on
certain things like resolution and quality. Preferably nothing less than 720p.



On Tue, Apr 21, 2015 at 12:14 PM, Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>
wrote:
What you need?I have a Potempkin Destroyed ComboQuan-Chi's good-looking
combo.Some Jojo.Ken's Rage...?
On Tue, Apr 21, 2015 at 12:11 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
Whose up for doing a CTS 2015 combo video?



















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