Re: DRE: CTS community mail

  • From: Stephen Scheidel <gieroadsteve@xxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Tue, 21 Apr 2015 18:16:56 +0200

Wow shame I just watched that Josie stuff.
It sucks how we always talk about how the next character must
Can remember talking about how they should let Bryan have his pick of Bruce
moves and bring in a proper Thai boxer modeled on Buakaw or whover.

So they give us Bruce's moves in a character that I could make in Skyrim in
Harada pls.

On 21 April 2015 at 18:08, Di Lhong <marongdin@xxxxxxxxx> wrote:

Bruce is now Josie and Lee is Katarina...all this gender changes haha

Hopefully this give Bruce, Lee and Capos a good chance of a total redesign
in gameplay.

On Tue, Apr 21, 2015 at 6:06 PM, Stephen Scheidel <gieroadsteve@xxxxxxxxx>

Kill myself.

On 21 April 2015 at 18:03, Di Lhong <marongdin@xxxxxxxxx> wrote:

Lee is now Katarina. What are you going to do? lolz

On Tue, Apr 21, 2015 at 6:03 PM, Stephen Scheidel <
gieroadsteve@xxxxxxxxx> wrote:

T7 must come out now so you guys can stop torturing yourselves with
this chicken neck MK game.


On 21 April 2015 at 18:00, Di Lhong <marongdin@xxxxxxxxx> wrote:

cancelling last recovery frame into block might explain why some of my
rolls aren't punishing -7 moves...but sometimes it does...

Tested with subz's slide which is 8frames. So some -7 DO get punished
by rolls but no slides (in case they frame data was wrong but it wasn't)

On Tue, Apr 21, 2015 at 5:56 PM, Ryan Williams <ryan820509@xxxxxxxxx>

Potentially safe blockstrings *lol*
On 21 Apr 2015 17:55, "Di Lhong" <marongdin@xxxxxxxxx> wrote:

Why Mileena's Sai? :(

On Tue, Apr 21, 2015 at 5:52 PM, Ryan Williams <ryan820509@xxxxxxxxx

I can confirm this. Tried punishing Mileena's Sai, which is -10 on
block, with a 10 frame move. Doesn't work.
On 21 Apr 2015 17:50, "Ilitirit Sama" <ilitirit@xxxxxxxxx> wrote:

I just read that you can cancel the last recovery frame into
blocking, and that blocking requires 1f to transition to normal,
except for

So to punish a -10f move, you need a 8f normal, or a 9f reversal

On Tue, Apr 21, 2015 at 5:30 PM, Di Lhong <marongdin@xxxxxxxxx>

Oh, maybe that's the case...will have to test it out.

I'm assume you can because you can throw them during

On Tue, Apr 21, 2015 at 5:29 PM, Wynand-Ben <
paashaasggx@xxxxxxxxxxx> wrote:

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
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
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
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
of the df+2. with this option, doing df+2 won't do a fireball but
-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
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

- 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
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>

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
this to set up magic jumps (empty jumps where you can confirm an
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

i've come to notice that females have smaller hurtbox/height.
Making some combo or moves land harder...instant air sais will wiff
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>

Super Santouraman (maybe 2nd best Sagat in Japan) is challenging
Luffy to a $10000 money match at Stun Fest.

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.
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 Combo
Quan-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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