User Files for Justice League Task Force

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#35392870793911573 - Justice League Task Force - Aquaman

Justice League Task Force - Aquaman.bk2
In 12:26.69 (44875 frames), 3161 rerecords
525 downloads
Uploaded 12/2/2016 9:50 PM by DarkLuigi (see all 81)

#31996860605635372 - justice league task force wip flash2

flash2.lsmv
In 07:59.49 (28817 frames), 2725 rerecords
516 downloads
Uploaded 7/2/2016 11:16 PM by KusogeMan (see all 147)
26643-flash1 ko,the rng for the second round was pretty good and this is the fastest i could get so hurray! 27978-no frames wasted for this result,the only individual improvement would be an RNG that would make flash not block a straight mash punch

#31973485722958441 - justice league task force wip cheetah2 final

cheetah2.lsmv
In 06:51.81 (24749 frames), 2413 rerecords
533 downloads
Uploaded 7/1/2016 10:00 PM by KusogeMan (see all 147)
14 frames saved by delayin ko on cheetah1 and getting a better start for cheetah2,i wasted 1 or 2 frames from the test version to get the rng

#31970654381990809 - justice league task force wip cheetah2 test

cheetah2test.lsmv
In 06:52.06 (24764 frames), 2258 rerecords
552 downloads
Uploaded 7/1/2016 6:57 PM by KusogeMan (see all 147)
the first round was actually good,but the second one not so much,i'll see if i can manipulate something better for both rounds.
i'll have an encode for this wip,since it's pretty far ahead,also cheetah 2 needed weak shoryuken,as both medium and hard were going through her.

#31930337497693577 - justice league task force wip despero2 final

despero2manip.lsmv
In 06:11.11 (22303 frames), 2022 rerecords
545 downloads
Uploaded 6/29/2016 11:22 PM by KusogeMan (see all 147)
21962-ko more frames saved

#31929324028983358 - justice league task force wip despero1 test2

despero1manip.lsmv
In 05:38.41 (20338 frames), 1885 rerecords
531 downloads
Uploaded 6/29/2016 10:16 PM by KusogeMan (see all 147)
saved 20 frames on the first round,let's see if i can keep the gains in the next one

#31775973508301908 - justice league task force wip WW2

ww2.lsmv
In 05:05.63 (18368 frames), 1606 rerecords
545 downloads
Uploaded 6/23/2016 12:32 AM by KusogeMan (see all 147)
16439-ww1 start 16530-perfect limit
16525-airstuffed after teleport weak,(pressing up makes immune to throw)since divekicks don't give me a ground punish opportunity and WW was taking too long to do the divekick in all distances 16962/63-jump punch mash,whiffed jumppunch,teleport and run didn't manipulate WW to take the damage,different timings for the punch will give different rng and the 63 ko made WW divekick really fast on round 2
17887-ww2start better rng,ironically getting close didn't start the divekick earlier 17978-perfect limit 18368-ww2 ko

#31716594434521428 - justice league task force wip bat2 dead in the usa

bat2.lsmv
In 02:40.05 (9619 frames), 840 rerecords
546 downloads
Uploaded 6/20/2016 8:21 AM by KusogeMan (see all 147)
i complain and i get this perfect setting,maybe i should complain more in the forums

#31649772968317847 - Justice League Task Force - Optimal Input lsnes v2

JusticeLeagueTaskForce-OptimalInput-lsnesv2.lsmv
In 00:47.57 (2859 frames), 139 rerecords
669 downloads
Uploaded 6/17/2016 8:07 AM by Spikestuff (see all 274)
Bleuch, used lsnes - rr2-β23.

#31526714493965415 -

flash2hate.lsmv
In 07:44.69 (27927 frames), 2823 rerecords
563 downloads
Uploaded 6/11/2016 7:07 PM by KusogeMan (see all 147)
flash1 had the ending needing manipulation,it varied to 2 or 4 frames later of KO timing,couldn't get any lower than that.flash2 is not giving a decent combo opportunity,will try later.

#31522330350064418 - justice league task force wip cheetah battle start

cheetahstart.lsmv
In 06:22.55 (22991 frames), 2580 rerecords
516 downloads
Uploaded 6/11/2016 2:23 PM by KusogeMan (see all 147)
despero and green arrow done,green arrow was easy as hell,his freezing projectile has low blockstun,the other proj. could have destroyed the round easily

#31442636078829420 - justice league batman done 2 wip

batisdead.lsmv
In 04:21.07 (15690 frames), 2274 rerecords
527 downloads
Uploaded 6/8/2016 12:14 AM by KusogeMan (see all 147)
11645-death by teleportweak and missedpunch mashpunch,i couldn't whiff any other punch or he would have blocked,i would like to know more about this rng,but apparently it is connected to doing a special move in the start of the stun animation what causes the enemy to block.
blockin a laser has so much blockstun i prefered to get HardPunched in the faced at the start of the round,i even walked forward a few frames to manipulate the laser but still it's too much. 13176-first frame after "fight" 13267-perfect limit
hard kick barely hit batman,getting hit from that shitty but elusive special kick from batman was the best compared to normals that would put me out of combo range,a projectile,special moves who don't put batman outsite of combo range and take time to execute(downward kick and batgrapple)
13695-walk back jump whiff punch mashpunch KO,had to optimize a lot because jumpin at different times gave different ko frames,jumpin just a little later than asap was the best,it could vary from 10 to 20 frames more!
14590-first frame 14681-perfect limit(taking damage and recovering from it until this frame saves time)
15112-whiffed jump punch mashpunch KO,got 1 to 8 frames higher with other jump timings,whiffin normals on the floor and other actions didn't stop batman from blocking

#12844508068409744 - Justice League Task Force (USA) - try improve round 1

Justice League Task Force (USA).bkm
In 00:55.59 (3341 frames), 772 rerecords
985 downloads
Uploaded 2/21/2014 10:30 AM by NhatNM (see all 40)