Posts for errror1


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You should try doing combos see if you can do this one http://www.youtube.com/watch?v=ZpT9XTRJBrI
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nicely done
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it's not very interesting for most fighting games. it's why fighting game tases never go for pure speed
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if your interested here is my old prof of concept http://www.mediafire.com/?1vw5cra6yqntwas it picks ryu and does a combo in sfa1u, sfa2u, and sfa3u it was also really hard to do
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I've considered doing this and have a short test using sfa1,2,3 so it is possible You can't just use any game beacuse fba maps keys differently depending on the game, so you need to pick games using the same system. so you can't do sfa,sf2,sf3 I did a mshvsf test a while ago http://www.youtube.com/watch?v=eFER4q5z29M I think mvc has some emulation problems due to turbo speed also keep in mind xsf turbo 2 is the same as msf, mvc turbo 1 what characters are you thinking about? Zangief is by far the most interesting character in msf, mvc imo and everyone is broken in xsf
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is there any difference between sa1 and sa2 besides the extra levels?
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a little on the slow side but entertaining so I'll give it my yes
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* Try to learn controlling two players at once, so you can do multi-player fights. * Switch characters in those fights, and show off the full roster.
I don't think this is always a good idea, there is a good chance it will make an already too long tas much much longer
** Alternatively, if there's a character who can transform into other characters. (I haven't played any of the Street Fighter IIIs) use him/her.
unfortunately you can't x-copy in 2i ibuki is a good choice for a double impact tas your upkicks into super is neat as a starting point I would watch some skillsmith videos http://www.youtube.com/watch?v=2dMZKgViNMQ&feature=player_detailpage#t=1203s they are kind of dated now but you could do worse then incorporating some of them. These are done when the game was new without tool assistance so you should try to at least do combos of this quality with the extra tools you have.
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Bobo the King wrote:
errror1 wrote:
exileut wrote:
Voting no because the SMS version wasn't used. Also: http://www.youtube.com/watch?v=ee6eU_148uI
your kidding right? the dos version should have been used
Does DOSbox (or whatever the standard DOS emulator) implement Lua scripting? If so, although I'm not familiar with the DOS version, I was impressed by its screenshots. It's a much better-looking game. I might try to use it for version 2 (if I choose to make it). Unless of course you both are joking...
yes jpc-rr has lua yeah, having played it on a billion years ago it's a better looking and sounding game in dos but I think the animations are even longer so a run on it might be slower.
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exileut wrote:
Voting no because the SMS version wasn't used. Also: http://www.youtube.com/watch?v=ee6eU_148uI
your kidding right? the dos version should have been used
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or just try the full path like C:\download\Roms\ also I have them on a network like this \\computer name\Public\fba\ROMs\
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works fine for me I have it recognizing my roms in a different directory
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L+R or U+D doesn't do anything useful in this version of sf2 so that doesn't work yeah it can cross up your inputs multiple times, but your charactor doesn't turn around immediately, so a lot of times your will dp in the wrong direction.
And are you sure the game perceives input as either forward or backward and not either L or R?
yeah you can't do d,dl,l,p to do a fireball on the left side of the screen
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any of his wall dives can change is possession every frame, but it's pixels at a time. if you get crossed up just right the game can see L, R, D, DL DR as foward, foward, down, down back, down back and that doesn't do anything I'm not saying you can't get an input that counts a dp in both directions, just that if you are crossed up contently, it's imposable to predict what the input will be
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you can't option select it by doing both sides if he is constantly moving back in forth in the air, and you won't have 10 frames in advance to know what side he is going to land on, if it's done well, you would be lucky to have 1, he can literally land on your head, where one pixel to ether side would cause a cross up
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Spider-Waffle wrote:
But isn't his throw countered by a lot of attacks? I know you can option select dp and hc but an ai could just know which side it will be on, and if you have have up 29 non-throwable frames you can uppercut or do another normal in that time.
if vega get's on top of you when you are imputing, he can switch sides to screw up your inputs or get you to uppercut in the wrong direction. Point being, you would need to add a lot to your AI to come up with every possible situation to beat the wall dive, witch is a big advantage for vega, beacuse if the opponents ai can't beat it he wins.
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lol @ Dracula I like that money doubling trick, I'm guessing it causes some kind of inventory rollover glitch that lets you carry as much as you want. it's pretty funny, a little bee going through the castle and instakilling everything.
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well throw always beats attack, there may be a magic range where gief can c.lk to spd and be out of throw range the whole time. but there is up to 29 frames of throw invincibility so meaty c.lk to spd won't always work. I wonder how good a claw ai might be, his wall dive is basically an unthrowable throw, and he has some of the best normals and movement in the game. It wouldn't be super hard to program ether http://www.youtube.com/watch?v=wx06EJSlsOI
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the reason damdi starts with a meaty c.lk in the video is for timing purposes, it's a lot easier to time the c.lk for wakeup then it is the throw, beacuse if he is even 1 frame early with the throw he will get a dp instead, making the opponent block the c.lk probably isn't something a bot would need edit, actually, I take that back, you where right when you said the opponent gets to throw you first when he wakes up. There is a random amount of frames that the opponent is immune to throws after getting knocked down or reset, so that's what the c.lk is for, vs an ai that can always be beat by a wakeup throw, a safe jump would be good if possible, but obviously wouldn't be possible vs everyone and is harder to setup
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yeah you can trade with ball with pp in spd range
I know geif has time to SPD after a blocked lp, but what about hp or hk?
you can tell that from the frame data, ground attacks cause the same block stun as hit stun. the only hard attack that recovers quick enough is far hk, but I don't know if you would be in range afterwords. all medium attacks but c.mp far lp, far lk, c.lp, and c.lk should also work this doesn't take into account meatys tho, the only interesting move that would only work meaty is c.hk yeah piano it's basically random what you get, I figured the first hit of the dps all caused the same stun, does guile have a high stun? I thought they where all the same.
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Spider-Waffle wrote:
Why is ken or ken's throw in particular a problem? And don't all of blanka's ball attack hit on first frame?
ken is a problem beacuse you need to be really close to punish a jab dp you can still block no matter what but you can't punish unless blanka is in the corner.
Spider-Waffle wrote:
If geif blocks HP ball, can he get a confirmed splash hit or block?
no, blanka has enough time to anti air with nj, hp
Spider-Waffle wrote:
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?
you can't throw someone in block stun, you have to wait until they fully recover, and then it's the same as if they're getting up, if can be lp dped or blanka balled. Gief has tons of time to do an spd after a c.lp edit It looks like if you are not that close to blanka you can do a ppp lariat and trade with blanka ball, zangief will do more damage and have time to set up another mix up
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Lariat is always vulnerable to low hits, dp hits low enough to beat it. Gief can punish lp dp with a sweep or spd if he blocks point blank. There are ranges where it can't be punished. hurricane kick can be ducked guile's forward+mk is way unsafe, even on hit, you can jab, sweep, or spd punish on hit or block. headbutt you can just do a p lariat when you see it start up telleport is really slow you can just walk up and hit it, provided you know what direction to go hp blanka ball beats both types of lariat and spd, and can't be punished you could still do this mix up, beacuse the worst that happens is you block the ball if the opponent does everything perfectly, otherwise you get an spd a well timed spd cleanly beats jump, in this game you are considered grounded for a few frames after pressing up so they will get thrown.
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?
spd beats lariat you can't do spd and lariat, you can do an spd option select block and then lariat on the next frame tho. when any two throws happen on the same frame the winner is random, that means any character can beat spd half the time by going for a throw if they are in range, a problem vs ken. also keep in mind that after a spd gief is too far away to do anything
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lariat can be beaten tho, and you can't do it anyway lariat will always come out instead of spd, you're better off option selecting spd / block, you will spd everything but dragon punch like moves and you can block and punish those
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dizzy times are semi random, there are a few different values for how long dizzy lasts that are picked at random. the only 0 frame moves are jumping attacks, so the opponent can just stop mashing if he sees you jump. Besides an enemy AI can just mash randomly so you can't predict when the stun will end. Keep in mind also that this will be ruined by any turbo frame skip. It just seems like there are too many variables to hit that 1 frame you need each time. oh yeah, for the air hk to dp link, you should totally be pianoing those inputs, basically do the dp motion and then press lp, mp ,hp one after the other quickly, it will make you three times as likely to get it on the first frame
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idk if it's 60 frames, the time starts from the first hit after dizzy, it doesn't matter if you combo after that. ie, lp, wait until the opponent recovers, lp doesn't reset it. I don't think you could have an ai that could redizzy like that, the timing is too precise and dizzy is too random. here is an article on frame skip with the numbers for sf:hf snes http://combovid.com/?p=5002
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