RE: DRE: CTS community mail

  • From: Wynand-Ben <paashaasggx@xxxxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Tue, 21 Apr 2015 15:29:34 +0000

Eh... im fairly sure you cant throw jumping opponents.

You can throw juggled opponents tho.

Or I misunderstood something

Date: Tue, 21 Apr 2015 17:26:35 +0200
Subject: Re: DRE: CTS community mail
From: marongdin@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

- Will check trip guard.- Tech throws = throw break? normal throws can be
broken even in combos. However, you have to guess which button i think in
general for throw break (like tekken). Either punches or kick.- Will check
cancel landing frames.- Will check input buffer for landing frames. However you
can input buffer during block strings as reversals.
- You can throw opponent in the air. so pre-jump frames to avoid jumps might
not be work. But cross up works. They'll throw the direction your character
jump from (if they do the throw early). If they do the throw late and your
opponent's character register you're over them, they'll turn around to throw on
the right direction. Takes a few frames for them to turn around if they hold
block. But you can't attack from their behind. (i think it's for input
purposes)- you can't do tigerknee shortcuts for aerial moves. eg. old mileena's
airsai can be done by ub~f+1 or qcb~ub~f+1. Now it's jump first then bf+1. This
is mileena's case, not sure about the rest. Also did this on pad. Not stick.
There's an option you can input slide notation instead of the df+2. with this
option, doing df+2 won't do a fireball but qcf+2 will.-Will check on input
buffer after jump cancel.- I think input reverse do exist but haven't really
see it yet. It takes a few frames for the character to register if the opponent
is behind them. So if you did a fireball while Mileena teleports behind you.
You will qcf+2 for fireball the wrong direction first before you get qcb+2.

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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