Re: DRE: CTS community mail

  • From: Ilitirit Sama <ilitirit@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2015 18:41:57 +0200

Yep record it hitting at the head. This should lower your frame advantage
significantly. Then you can try to throw them as soon as they land which
will tell you if you can tech throws during landing frames, or if it counts
as a "punish" throw (cannot be teched).

On Tue, Apr 21, 2015 at 6:39 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:

Yeah, I recorded D'vorah and Mileena to do the jump in attacks.

Also when the standing D'vorah retaliate...it's either she beats the
jumping one or trades...but rarely...mostly the jumping D'vorah wins.

Maybe i'm doing the jumping in attack too low? i'm aiming more on chest
area than head...

On Tue, Apr 21, 2015 at 6:37 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:

How did you test this? Did you record using the dummy and play it back
against different characters? It shouldn't happen because Goro is taller,
so it should take longer for the opponent to land which gives them less
frame advantage.

Very strange.

On Tue, Apr 21, 2015 at 6:35 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:

Yeah they do have wrong frame data but:

"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
all..."


On Tue, Apr 21, 2015 at 6:27 PM, richard moorcroft <
greattekkenmaster@xxxxxxxxx> wrote:

Maybe the games frame data is wrong Kompletely
On Apr 21, 2015 6:24 PM, "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

Mirror Match
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
all...


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> 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 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 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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