Posts for Spider-Waffle


Banned User
Joined: 5/11/2004
Posts: 1049
Not my job, I just find and give ideas for improvement.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I think this is faster: http://dehacked.2y.net/microstorage.php/info/342267614/X-Men%20-%20Mutant%20Apocalypse.smv Done in real time from one save. I'm sure I can find more ways to save time if I look at the rest of the run more. Lesson learned: don't count something out until you've done thorough investigation, even if first instinct tells you it's not plausible. I've made the same mistake a couple times two only investigation years later and find my initial instinct was way off.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
What in particular is the mistake on the finish line that allows this and you do think there's hope of finding it on MMF for a star each lap? I also remember hearing about plans for vanilla lake to boost to little island and then self boost off it to complete a lap after getting fished out. Is this still in the air? And is there a shroom circuit test run yet?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I was thinking maybe the checkered wall could act as a steep slope, and what about wall jumping up the checkered wall? So with ghost and this 1 frame glitch you could get something like 3 shrooms or supper shroom, maybe these could help with the wall jumping? Or you could lay a fake ? by the wall on the first lap before you hit DK, then maybe shoom boosting into it could get you on the wall. The big thing I'm thinking of here is getting a shroom on the ramp on the 2nd lap and possibly boosting off a heavy CPU over the left railing to complete a quick lap without luiki maybe.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Why is ken or ken's throw in particular a problem? And don't all of blanka's ball attack hit on first frame? I can't see how SPD/block would ever beat that. If geif blocks HP ball, can he get a confirmed splash hit or block? Cause I think after this he might be in SPD range but out of blanka's throw range and blanka may or may not have time to charge another HP ball.. Besides geif, can anyone do anything but get SPDed if they block a geif attack, end up outside their throw range but inside SPD range, and geif has time to do SPD after his attack animation? Geif can get in range if he SPDs close enough to the wall though.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Oh, lariat can be beaten by dp or something, I thought it was a full invincible? So then with SPD and block they'd have to do a air/invincible attack, in which case you block, then are you sure everything is punishable? Such as guile's forward+mk, Ken's jumping small hurricane or jdp (I think it'd hit twice and bounce you far enough away that you'd be outside of geif's punish range). I suppose geif could do SPD 2 frames after you do jump do a command forward which should hit and KD before geif get's hit. So I guess the only question then is can geif punish attacks like jdp, honda's headbutt, or blanka's ball. And what's the deal dhalsim's TP, come to think of it, how can T.Hawk beat that in ST? And geif vs geif would be interesting, what if one O.S SPD and block and other SPD and lariat? What happens if he's lariating and you try SPD?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Well even if dizzy time is random you should know exactly what amount it is right away from a memory address so that's a non-issue. Then I don't think anyone wants to play hf with turbo frame skips (just play on a 0 turbo), so that's a non-issue as well. The only problem is how much your opponent is spamming, but you know that from memory addresses with just a 1 frame delay, I'm not sure how much control you have with changing spamming rate when you're 3 frames or less away from coming out of dizzy regardless. It might be more predictable than you think. Also, I noticed geif didn't get a wiff on his SPD until S and ST, so he could option select with SPD and lariat which should give the same uncounterable touch of death from knock-down that T-hawk has in ST. You just have to be able to get close enough to them after the KD to hit with a lariat, which might be even easier with geif than T-hawk, I think he has a much faster sweep kick (fastest in the game right?). Perfect played geif in CE and HF could be pretty amazing.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Is dizzy time random as well? There has to be an address for the 'amount' left on dizzy, the only problem is you can't predict how many buttons will be pressed by the opponent right before he comes out of dizzy. Though if it's AI vs AI and your AI can figure out that your opponents AI is always pressing maximum buttons to get out of dizzy asap you could exploit that perhaps by knowing exactly when he will come out of dizzy and infinite redizzy with any character easily. Something you could also do is input the directional sequence for special a move or multiple special moves right before he's 'exected' to come out of dizzy based on memory address, and also have a normal attack scheduled to hit him at the end of this expected time window; then as long as you can know 1 frame in advance before he'll come out of dizzy you could do a 0 frame to hit special move on the frame before this, or if the normal attack is going to hit on this frame, let it, and then combo. And there's a number of special moves that can dizzy on there own or be comboed out of to dizzy.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Can't you kill the brown guy with a 1 hit up+y, 2 hit up+y? That'd only delay 10 or so frames, to space it out right so that sequence happens, then if you can manipulate the 3rd level guy to hit you soon you'd be on the 3rd level a good 120 frames sooner, allow 100 to get up, and you're saving about 20 frames. It doesn't take long to get knocked down and get up because you fall basically 0 zero pixels after getting hit up 20 or so, as opposed when you get knocked down from standing on flat surface where you get hit up 20 pixels, then fall down 220 pixels.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
On royal raceway can you get anything good to happen with a redshell boost off the zipper, such as making it to the other side without luiki guy? I was thinking on the first lap you might be able to get a shroom, then redshell and still boost off dk, then just use the blue shell right away on lap2 and cpu boost off a cpu close to the front, get shroom from either the ?s after landing or on lap3 and boost off bowser for the finish. Or if you could use the fake ? to boost up like in coco mountain that'd change everything.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
So you've confirmed the 60 frame 0 dizzy meter is in effect on snes too? Is that 60 frames from start of dizzy or from first hit while in dizzy? If that 1 frame window can't be reversed user-made AI could be programed to infinitely redizzy abusing that, it would just have to be able to predict when the opponent will come out of dizzy 1-3 frames in advance so it can hit on that exact frame.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I redizzied ryu with just hp, hdp; I suppose it's possible he had just come out of dizzy. That might be a key to beating the AI if they consistently try to attack right after coming out of dizzy, but I think they block half the time or so. It really seemed like I did it before he could have come out of dizzy though. The meter might just have rare chances of getting an extremely high value. Sometimes hp, 2hit hdp won't dizzy (not redizzy) guile, but only like 1/10 chance. I think I can get j.lp, vacuum hc off a dizzied opponent fairly consistent, probably just as high as a c-u j.hk, hp, hdp. The problem is that all of the links after the hc are 3 frame at best it seems. I've done what I thought was perfectly timed hdp afterwards many times only to have the AI throw or block me.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
hmm, I'll have to mess around with that dizzy meter script and see if it has that 60 frame thing on snes because I've had it happen again. I'm trying to find some better combo to do against a dizzied opponent against the wall with 50% health left or so. I feel like there should be something that can finish them. Against tall opponents, j.hp, hp, hdp works fine, but will never 2 hit dp against anyone else; vacuum hc can work but it's still not the most consistent and the link after the hc is 3 frames at best depending on when you did the j.lp. The best I can think of think of for now is j.hp, hp, fb,, *hdp; the AI will always try and attack or move forward after the fb but some will throw you if you're in range, like dhalsim and gief, it seems the opponent recovers from getting hit by fb 1 or 2 frames before you recover from throwing fb. I ordered a 2 snes ports to usb converter yesterday so I can play on an emu. I think it plays best at 0 turbo, that's typically what I play at. I have some vague memory that there was a small code to press to get 5 star turbo, is this real?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I think counting all input on all frames is best or makes the most sense to me, ie not dis-counting input if the same was on the previous frame.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
So I might have had gief get redizzied by a basic j.hp, hp, hdp, where the first dp hit was a kd. Either that or he came undizzy the frame before I hit him with the j.hp thus not giving him the 60 frames of frozen dizzy meter, only happened once though. Are you sure redizzy works that way in snes hf? Is there anything different or worse about snes hf than arcade other than ken's vacuum hc? I think you were saying it will randomly drop a frame every now and then where the arcade version doesn't?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
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Doesn't j.hp have more hit stun frames than j.lp, so that'd be a small advantage if so. Also, aren't you guaranteed to be able to do a hit with c.lk or hdp after the hc if you hit with the j.hp asap? Also, I've never had j.p, j.hc, hdp not redizzy, even against guile. What about if you c-u jump to j.hc on the way down? because you start the jump jumping toward them instead of away from them, it might be different. Oh CE didn't have the extra special moves? well it's still pretty good, so do you think ahf is better than s or st? Seems like characters like blanka and E.honda wouldn't be so good on CE without the extra specials, and characters like the 4 bosses and dhalsim would be pretty good. *EDIT* I think I'm going to make a thread in shoryuken.com for the run. I just did a mess-around practice where all fights were 67 or faster expect 5 rounds. For ken it seems the most important thing is figuring out a consistent way to damage them right after they stand-up, it's pretty different for most characters, but I've worked out ways that work pretty good on all. Highlights of the run included a 86 on guile, 86 on gief (I think I can do 88), and 87 on boxer.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I read the comments on toad's turnpike, he says you can only get items you could get when you're in first normally, I wasn't sure you could get blue shell in first, but I guess you can, so why not just get a blue shell instead of ghost?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I was getting j.lp, hc a little over half I think, but when I wasn't in vs mode practicing I was thinking about it too much and only get like 20% plus when you're doing something else then have to execute it all of sudden it's a lot harder than when you've been doing only that for the last 10 minutes straight. I suppose there should be a larger window for dp than c.lk since it has 2 less startup frames, plus even if they block during the 1 start-up frame they'll still get chipped twice. The real hard part is getting the lp, you have to wait 3 frames after jumping then you have a 3 frame window to hit lp, but I think with straight to hc you have 3 frame wait then 6 frames since it's an instant attack, so maybe I'll just use hc, it'd be impossible for me to execute it too early as well which happens a lot with lp. For an AI though you should use HP, hc, HDP, which I believe will redizzy everyone guaranteed no matter what and do damage the fastest. But doing this on CE would probably be better, are you sure j.hc doesn't work like this in CE?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Nice videos, thanks! Is there a shroom draft? For RR, why not just use 3 green shells for all 3 three laps instead of going backwards and getting items again after the first lap? Is that really faster? And why did you use ghost to get a blue shell, is that the only way to get one when in first, if so can you get other good stuff with a ghost in first or is blue shell it?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
ic, can we see those runs then, we might have ideas after watching them, you could make a private youtube link or something.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Ya, I totally appreciate the hard work and don't want to rush excellence and creativity. I'm just saying I think it would behoove everyone, and the people working on this included, to submit a rough draft first.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Ya I figured this out this morning as well, was messing around with it for a long time, was pretty excited. It works with lp,hc; mp,hc; and hp,hc but mp and hp only have a 1 frame window for the punch, after landing the punch it's easy to get the hc with the stun frames. So I can get lp,hc at least 60% against any character in RT right now. This is really the ultimate SFII move. The hc hits 7 times always, just brutal, with with lp ken does a double cu at the end which would confuse any one, and if you got really good you could mix in hp,hc cause that will end on the other side, I guess not that you'd really ever need to since just spamming c.lk at the end will always 2 unblockable c.lk for the redizzy... You can also end with s.hp, c.hp, or dp for redizzy, little faster for speedrunning but only 1 or 2 frame window compared to 3 or 4 for c.lk c.lp s.lp. RTS just a lot more interesting, now that I have a pretty reliable fast way to dizzy from knock-down and redizzy. It's pretty interesting on 8* in this version because the computer gets a lot more health so you really have unleash some nasty shit to kill them fast. I suppose with 2 hps, and 7 hcs as one combo you could probably finish some with only 1 knock-down after a big dizzy combo, like 3-hit dp.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Well if you never got it to work you can't definitively say it'd be slower. I've gotten it to work on console and emu in real time MANY times, the only trouble was getting the set up without wasting time, if this could be done I'm confident it'd save time. I think did some frame counting on it to prove it could save time to Neil, but with wasting 90 frames to wait on the grunt it was slower.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Ya it might be amusing, but the thing is that run is far from perfect, and there were also 3 runs before it released while I was working on it, the 3rd of which I helped immensely on, I also released a single segment run during those stages and a segmented run for opposing force, a HL parallel story which is noticeably worse than my segmented HL run I did later even though I used the same process, the experienced I gained from OF helped for HL. I'm also planning a new run now that'll beat it by over 5 minutes, yes, in gameplay time that's about a 20% improvement which I would have thought was impossible 5 years ago and probably never materialized had I not made that 5th iteration 5 years ago.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
hc or j.hc, is sometimes safe on hit in snes though, like in that combo against gief. Cause against blanka ai I'll do nj.hk, hhc; but usually it will hit twice then wiff then blanka blocks, it seems ken has vulnerable frames in ground state before he can dp or anything, because everytime I try to dp he still always gets the bite. This is the same for after honda's bear hug, he will always do fhhs and everytime I try to dp he always hits me seemingly before I land, that combo does like 90% dmg on 8* lol :-( Ya, I was thinking cu.j.hk, c.mp, s.hp, hdp, but the second hit of the hdp would never hit unless maybe geif, sagat, or boxer, I think the second hit of hdp does more than c.mp by a couple HP. What about good combos to start dizzies? I think fb finishes are pretty good since they can hit from the furthest ranges, so stuff like j.hk (from extra range), c.lk or c.mk, fb; seems like one of the best. You should make a ToD combo video at 1* to 8* for every character, against chun li w/e possible.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."