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trust me it's not a redizzy, there is no way that can redizzy. I did some testing and it seems the opponent can't block the first frame after coming out of dizzy. It's funny because he goes into a block animation for one frame and still gets hit. Timing is too tight to be useful and I'm not sure if reversals are possible, but it would be interesting for a tas
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there is a code that lets you get up to 10 star turbo. Apparently the randomness in the arcade sf2hf is due to how much animation is in the background quick memory search shows 7E078E is the address for p2 snes hf dizzy value 7E078F is the dizzy countdown you can see that after a dizzy doing j.hp, hp, hdp it adds between 0-5 stun, the number you need for a dizzy seems to be around 30 It seems to work like the ssf2 arcade stun in that there is a grace period regardless of if you combo them.
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Dammit has dizzy meter lua script here that works with all the sf2 games http://mame-rr.googlecode.com/svn/lua/ that sonic boom timer looks cool a human can do a throw the same length as the computer, it's mostly random how much damage a mash throw can do but there is some mashing involved, I can do a 100% tool assisted throw with any mash throw in ce.
Spider-Waffle wrote:
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?
I'm pretty sure it works the same as in the arcade, and no way can that redizzy in the arcade version.
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?
the arcade hf drops frames. The amount of frames street fighter games drop depends on the speed settings. Hf doesn't have any speed settings and doesn't have a regular interval at witch it drops frames. The normal mode for the snes version probably doesn't drop any frames but the tubo speeds probably does, it might even be at predictable intervals. for example hsf2 drops frames like this TURBO 0 n/a TURBO 1 5,5,6,5,5,6,... TURBO 2 3,3,3,3,4,3,3,3,3,4,... TURBO 3 2,2,2,3,2,2,3,... To be clear I'm talking about frames the game displays, the game processes the same amount of frames but doesn't display all of them to speed the game play up. As long as you are not doing 1 frame links it shouldn't be a problem, but if you are making an AI script you need to account for it.
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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 or c.lk 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.
no, all jumping attacks cause 11 hit stun unless the opponent is crouching, in which case I don't think it will hit. I think after a j.hp, hk If the game skips the wrong frame then you can miss the link, not sure tho. I like ce because it's the version I'm most familiar with, I also think hsf2:ae is good because it gives the most options
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there are no air hurricane kicks in ce. In the arcade version of hyper fighting you can do backwords air hks but it always pushes the opponent away, never pulls them to you. Redizzy is depended almost entirely on the length of the combo so there is no redizzy advantage to starting with lp over hp. The advantage to lp, is the hk will come out closer to the ground and that means the link after will be easier. The AI should just do c.lk, jump cancel, instant air hurricane kick, c.lk, jump cancel, instant air hurricane kick, c.lk, jump cancel, instant air hurricane kick, etc will probably always redizzy during the second hk
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the easiest thing to link after a backwards hurricane kick is a dragon punch. It has the quickest startup of any on kens moves, + Max damage so it's good in a speed run. How easy is it for you to do jump back lp, hk hurricane, hp dp? How is an rts different then the sf2:hf run in verification right now?
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instant air backwards hurricane kicks have the potential to do more damage then hp, dp but has some tough links http://www.youtube.com/watch?v=OKWnkyrwkA8
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Spider-Waffle wrote:
So I was watching a ST Saturday about new ken. DD mentions that c.lk can be canceled with c.lk but the second c.lk can't, which would explain when I spam them they always hit in pairs. Then he says you can do a cancel after that by kara-canceling a s.lk with w/e you want to do I guess; which is dubbed "renda-canceling" Does this have to be s.lk? or does s.hp or some other cancelable attack work?
yeah in sf2 you can't cancel a light attack that has been chained. So you can't normally do, c.lk,c.lk, dp, you can cancel if you change between standing and crouching do S.lk, c.lk, dp tho. Another thing renda canceling can do, is let you cancel a light attack that's chainable but not normally cancelable like kens s.lk Mostly just used for supers because supers are normally much harder to cancel then specials, more commands and a smaller window.
Spider-Waffle wrote:
After watching and seeing it explained I get what you were saying doing c.lk chain to hp, but you said this doesn't work on the snes ports?
it doesn't work in st ether. Just cps1 games
Spider-Waffle wrote:
so this ken combo: http://www.youtube.com/watch?v=6JaB_2blg_o#t=7m25s Is basically c.lk, lk,up, hp, hc; where lk,up is kara-canceling a s.lk with a straight up jump? Can this be a forward or backward jump?
c.lk, jump cancel ( he jumps away ), j.lp, hk this is an snes only combo, probably only works vs zangief.
Spider-Waffle wrote:
So what's the best combos you know ken can do against a dizzied opponent in the middle or against a wall? I'm sure some depend on the opponents height too, I've also noticed it seem there's some stuff like dhalsim's hit box gets higher after you hit him, because it seems easier to land a downward j.hk to hc on him than against blanka or guile.
Best combos I know can't be done practicality. And I don't know the snes version, in the arcade crossup j.hk, c.lk, c.lk, cps1 chain s.hp, dp normally redizzies, j.hk, s.hp, dp may be your best bet, or crossup j.hk, c.mp, s.hp, dp if you can do it
Spider-Waffle wrote:
Is there anyway to counter blanka's bite, like a reversal throw? cause he will always punish a hc with a bite when possible.
hc kick is unsafe on hit, you shouldn't normally use it. If both players try to throw at the same time it's random who get's thrown. If you suspect a throw the best thing to do is jump or dp. If you get grabbed by a mash throw like blanka's bite, you should just mash all your buttons as quickly as you can and it will help you get out of it quicker.
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that's not an ape, that's a monkey, otherwise yes vote
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Spider-Waffle wrote:
RTS = real time speedrun, I'll start a stread on SDA and link here soon
hum, I know a lot about sf because I make tool assisted combo videos, but I don't know the snes games at all
Spider-Waffle wrote:
Do you know how much hit stun is from an air attack on a croucher?
11/16/20, same as a ground normals
Spider-Waffle wrote:
are fb and hc both 20?
yes, projectiles cause slowdown when they hit, so it looks like they cause a longer stun then they do.
Spider-Waffle wrote:
and WTF is a command normal?
a normal you do by pressing a button and a direction, guile has a lot of these
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that's what I figured, for each turn you would need to manipulate about 5 different things for each foocubus, but I think it's interesting in theory. I'm guessing you can't get your final alignment point during the monsters turn rather then having to kill something.
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RTS? Light Attacks cause 11 frames of hitstun, Medium cause 16 frames and Hard cause 20 frames all jumping attacks cause 11 hitstun vs standing opponents, but more vs crouchers most specials and command normals cause 20
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the d100 only comes up if you get a good result, if you get a level drain with Drain resistance nothing happens and you can be seduced the next turn. You still have a ton of stuff that you would need to manipulate like the 1 in 25 cancel chance, and getting them to seduce you as often as possible. But the big advantage I would think is that you could do other stuff as you waited for the monsters, like wish, practice mapping, or manipulate inventory. not that there is anything wrong with killing monsters, but it's going to take you awhile to get the alignment you need and even mass slaughter might get boring ( unlikely I know ).
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Spider-Waffle wrote:
Ah now I get it, so with the c.lk to lk+HP, is that a chain or a 1 frame link? what about c.mp to hp link? that'd be a really sick link cause then you could finished a fb or dp and do some chip dmg worse case and be safe against most characters and well distanced, and if he ate the c.mp you'd prolly dizzy him.
cps-1 chains are chains not links, chain means it cancels the recovery of the move and immediately start the next move chains you can input the next move during the hit freeze, about 10 frames ken can do c.mp, s.hp but you will be out of range of any special moves
Spider-Waffle wrote:
I was thinking if there was a source that showed the hit boxes on every frame of every move that'd be pretty awesome. And something that explained every possible chain and link with required inputs in frame counts.
dammit has written an awesome hitbox script http://code.google.com/p/mame-rr/wiki/Hitboxes he also did a useful dizzy meter script here http://mame-rr.googlecode.com/svn/lua/ as for frame advantage dammit also wrote a script that does that but it only works with Darkstalkers games, the SFA games, Super Turbo and 3rd Strike you are probably better off looking here http://nki.combovideos.com/flame.html in sf2 all moves of the same type cause the same hit stun so you can look at those numbers and tell if something will combo
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foocubus can begin an encounter of its own volition right, if it does that does it still use up your turn? If it doesn't and you can do multiple encounters per turn then with an unreasonable amount of luck manipulation and a room full of foocubus it seems like you could gain alignment quickly.
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would it be quicker to get a Helm of opposite alignment and steal from/damage some shops? or it might be fun to get a harem of foocubus and chat them up
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http://en.wikipedia.org/wiki/CPS-1 it's the type of arcade board sf2:ww, ce, hf are cps1 ssf2, st are cps2 hsf is cps2 but you can do cps1 chains with the older versions of the characters It get's confusing because O. guile has cps1 chains in some of the st ports guile's mp is completely different in the snes games I think, but guile can do lp, mp in the arcade games ken can do c.lk, s.hp or c.hk or c.hp but it's a one frame link not a chain also c.mp, c.hk is around a 3 frame link I think
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Spider-Waffle wrote:
So to do a nj.HK (nj stands for no jump or what?) you need a cancelable attack, such as c.lk, c.HK, lp, HP to land or be blocked first, then press any jump direction and then HK to finish, or hurricane kick to finish? Does this require kara-canceling the attack where you press up 1-3 frames (what's the most it can be?) after the first attack?
nj stands for neutral jump, nj. hk is kens fastest air normal provided you hit with it before he extends his leg, it needs to be a chain able light attack that you cancel the jump from, all of kens light attacks are chainable. Your input should look like this, but with the last attack being a HK instead of a HP
Spider-Waffle wrote:
So I'm guessing by your response that HK+HP need to pressed on the exact same frame together to chain c.lk to HP? and why does that even make a chain because you can't even chain c.lk to c.HK or s.HK can you?
I don't know where you get HK+HP from, it's LK+HP the inputs look like C.lk, standing LK+HP or standing lk, C.lk+HP like this what you are doing is canceling the crouching lk into a standing lk but if you press a punch button at the same time the punch comes out instead. As for why it works, it's probably a glitch because it was removed from the cps2 games I can make a video to show you the kind of combos I'm talking about. EDIT It occurs to me that you may be talking about the terrible snes port. That would explain why I didn't understand what you meant by cross up hurricane kick, because his air hk works different. http://www.youtube.com/watch?v=6JaB_2blg_o#t=7m25s jump cancels are in it but not cps1 chains I think the best game for the challenge would be ce or hsf
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Spider-Waffle wrote:
So do the HK+HP both need to be inputed on the exact same frame? And I assume you need to input HK+HP during the 8 frame or so hit spark from the c.lk? Isn't that kind of hard to do that fast every time in real time, or is it not with some practice?
lk+hp, it's easy because it's a chain and not a link like other sf2 combos
If you do it against normal height guys is this guaranteed to land in time?
no, the last hit will often whiff
I understand if you do an air hurricane right after jump you can be very low to the ground and this is easy to chain with. So couldn't you just infinite chain with that then, since you can do c.lk to jump cancel hurricane?
no, it pushes you too far away if done mid combo.
So what's the easiest way to a jump cancel combo with ken, what's the input?
any character can cancel any chain-able light attack in any sf2 games with a jump. Just hold up when doing a chain, so lp, up lp. If he is in range ken wants to do a nj.hk
Mitjitsu wrote:
Ken does have the advantange of having the widest upper cut special in the game. However, the big problem I can see Ken having is Balrog. He can turn punch through his fireball and then barage him with punches (and biting).
turn punch isn't that good at fighting fireballs, it's really slow and only works at a few ranges. Main thing is that Ken destroys Balrog on wakeup, Balrog has no escape other then getting a lucky throw.
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Spider-Waffle wrote:
Interesting, any tips on how to get the c.lk to HP chain to work without them blocking the HP after eating the c.lk? and isn't D+HP better than HP, cause can't they just hold down+block and the HP will go over them?
it's a cps1 chain. I wrote this a while ago, cps1 chains are the first one http://combovid.com/?p=1450 The horizontal range on a c.hp isn't as good and it has a slower startup. Plus in order to get it you have to chain from a s.lk witch isn't as good as a c.lk. Besides s.hp can hit crouches.
Spider-Waffle wrote:
I've found cross-over spin-kick will hit 6 times always and make you land right next to them. .
Ken's ground Hurricane kick is unsafe on hit, you should almost never use it. His air hurricane kick is better and can be linked after if you hit with the last hit and are close enough to the ground and land close to the opponent. But sometimes the last hit will miss and it becomes unsafe. What crossup setup are you talking about?
Spider-Waffle wrote:
because you have to be at a certain height for the air spin-kick to work
Only when landing, you can do it at any height on the way up, so you can do a combo like cross up j.hk, c.lk, c.lk, jump cancel nj. hk, air hurricane kick
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I didn't think hf had a turbo setting, if your talking about the snes port it's way different then the arcade version. yeah most characters can get a dizzy of a jump in, but it's pretty rare vs a good player. There is some randomness to dizzys in sf2 so some dizzy combos will sometimes dizzy early and sometimes not dizzy at all. as for ken he has a really nasty option select dp throw. http://www.youtube.com/watch?v=ttKIefT3C8k vs a some characters a well spaced lp dp is safe. and generally because he has the best dp in the game it's always a good idea to spam it. ken can do all the cps1 chains. c.lk, hp, dp is a good b&b combo and what you want to do if you hit with a c.lk. The way stun works in hf, after your first post dizzy hit there will be a countdown from 60 and during the count down the opponent won't take any stun, and afterwords he takes stun like normal. So basically the most important thing for a redizy is the length of the combo. Something like crossup j.hk, c.lk, c.lk, s.hp, dp normally takes long enough for the hp and dp to hit after the countdown and cause another dizzy.
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I was thinking ce, Hyper Fighting lariat doesn't hit crouchers tho and is never fully invincible. http://img232.imageshack.us/img232/6667/hsf2j0416081723.png Hyper fighting is no good for this kind of thing because it drops frames like crazy, you can never accurately do something within a frame of the opponent's wake up. It skips about every 6th frame with no discernible pattern, it's how they speed up the game.
also you need to start outside of their throw range because don't they get a couple of frames to get the first throw when standing?
no, but if both players attempt to throw at the same time the winner will be random, so if you are too close and they time it perfectly the spd will not always win, but yeah you can out range them. You can also do a meaty c.lp because it has 0 frames of recovery so if timed perfectly you can still block a dp, and then do spd right as they get out of block stun, and if the lp hits you can link into sweep. T Hawk can do the same thing but he has the benefit of option selecting dragon punch so he is better at catching jumpers then anything gief. something like this http://www.youtube.com/watch?v=ZBxyBXMZqbA
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Mitjitsu wrote:
Dhalsim, is too easilly countered by Ryu + Ken. Using low short kicks cancels out his low punches. The only thing Dhalsim can do in that situation is to drill kick which unfortunatly is countered by a dragon punch/hurricane kick. See this video http://www.youtube.com/watch?v=0csl1Jj_uj8&feature=related
that might work vs a normal player most of the time but with perfect reactions sim can punish. Up close he can do a c.mk, or at range a s.mp beats c.lk and a c.lp beats c.lp. The main problem with sim is you need to program him to react differently to every move. Besides you can't chain light like that unless you switch between crouching and standing.
SPD on standing opponent from range is only stopped by a few moves if they are done first frame of standing or if they hold jump, but lariat knocks opponent down from jumping and is invincible.
if you're doing CE zangief you want to option select spd block. Nothing beats that. the trick is to do a negative edge spd as they get up, ending in the back position. Because the spd has no whiff animation, if you can't throw them you will be left holding back. If you see them jump then you can lariat or s.lp to punish. getting around fireballs is a lot more complex, because for example there is no such thing as safely jumping over a sonic boom. Other fireballs like yoga fire can only be jumped up close. Most of the time I think you are better walking forward and blocking. As for punishing with lariat, it has no lower body invincibility and always looses to low attacks. Anyway reacting to the startup of a normal is a bad idea because it can be kara canceled into a dragon punch or something.
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The hardest thing about good fighting game ai is not making it too predictable. Sf4 is really bad at this, most characters can be beat by lp soul spark, dash soul throw loop for example. A super hard sf2 bot would basically be a 1 touch kill, the best character to do this with would depend on the version of the game. T. Hawk has a really nasty option select throw setup that is unescapeable once he gets a knockdown, Zangief has something similar in earlier versions. Basically any character can do a one touch kill off a jump in tho. I think dhalsim is the way to go, he has the quickest normal in the game, db+mk so he can react and stuff a lot of moves up close, can punish from full screen, + nasty drill throw setups. I think the basic strategy would just be walk forward and throw, if the opponent jumps or attacks you punish it with a normal. Normal throws have no whiff animation so once in throw range you can option select a mp to beat jumps or something.
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http://www.youtube.com/watch?v=L_AerCVhoTM to do a u2b embed it should look like [module:YouTube|v=L_AerCVhoTM|w=384|h=224]
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