Fuck Lee I'll play Bryan ~ https://www.youtube.com/watch?v=mfQct9JEng4
On 21 April 2015 at 18:24, Di Lhong <marongdin@xxxxxxxxx> wrote:
Ok did some quick testing. Not to sure what this would translate to.
D'vorah's 2 is 9frames
Mileena's 2 is 9frames
Goro's 1 or 2 is 9frames
D'vorah jump in punch or kick into 2 jab beats D'vorah's 2 jab sometimes
but sometimes the standing D'vorah wins...
D'vorah vs Goro
Goro's jab never wins after D'vorah jump in attack into 2 jab.
Mileena vs Goro
Goro's jab never wins after Mileena jump in attack into 2 jab.
Jump in attacks DO have + frame on block i assume (in-spite of the frame
data in the game saying it doesnt).
Why Goro never win after being jumped in attacked by either Mileena or
D'vorah i don't know...maybe his jab is not fully 9frames? or the whole
blocking into normal adding 1 more frame? but that would mean standing
D'vorah and standing Mileena shouldn't tie or even hit the other one at
On Tue, Apr 21, 2015 at 6:02 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
Not sure how i can test input buffer for "first frame of landing vs last
frame of landing, will the move come out on the first available frame".
It's hard to be frame perfect, but you can test by recording a jumping
attack followed by another attack on characters of different sizes. If the
move comes out at the same time then there's an input buffer because the
height of the opponent will make it so that the timing between connecting
the jumping attack and landing is different.
On Tue, Apr 21, 2015 at 5:54 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:
Ok did some more testing:
- Throws CAN be neutral jumped or jumped to avoid. Even command throws.
(i mistaken Kotal Kahn's anti-air as his normal command throw...)
- Empty Jump seems to recover faster than jumping and doing an attack.
(was able to d+4 hit an opponent in standing state if they did a move,
while empty jump they can block it all the time)
- Moves do come out faster if you do an empty jump the to move instead
of jump attack to a move (jump attack can cancel into a move ONLY if it's
hit or blocked). Tested with Mileena's teleport kick. njp into teleport
kick doesn't come out as fast (if not at all) as empty jump teleport kick
(teleport kick wasn't mid air either).
- Not sure how i can test input buffer for "first frame of landing vs
last frame of landing, will the move come out on the first available frame".
Some stuff i'm not too sure how to test...so ideas on how to test them
is welcome :)
On Tue, Apr 21, 2015 at 5:30 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:
Oh, maybe that's the case...will have to test it out.
I'm assume you can because you can throw them during combos...my bad.
On Tue, Apr 21, 2015 at 5:29 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx>
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
- 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
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
around if they hold block. But you can't attack from their behind. (i
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
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>
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
- 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
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
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>
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,
if they try to AA you it will whiff).
On Tue, Apr 21, 2015 at 3:45 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx>
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
Date: Tue, 21 Apr 2015 15:43:11 +0200
Subject: Re: DRE: CTS community mail
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
On Tue, Apr 21, 2015 at 3:31 PM, Ryan Williams <ryan820509@xxxxxxxxx>
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.
On Tue, Apr 21, 2015 at 3:26 PM, Ilitirit Sama <ilitirit@xxxxxxxxx>
On Tue, Apr 21, 2015 at 3:24 PM, lindsey kiviets <
I cant do in 720p :(
Date: Tue, 21 Apr 2015 13:38:31 +0200
Subject: Re: DRE: CTS community mail
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 <
What you need?
I have a Potempkin Destroyed Combo
Quan-Chi's good-looking combo.
On Tue, Apr 21, 2015 at 12:11 PM, Ilitirit Sama <ilitirit@xxxxxxxxx>
Whose up for doing a CTS 2015 combo video?