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#31973485722958441 - justice league task force wip cheetah2 final

cheetah2.lsmv
In 06:51.81 (24749 frames), 2413 rerecords
532 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
543 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
544 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

#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

#21717770518531042 -

Simpsons - Bartman Meets Radioactive Man.fm2
In 04:35.81 (16576 frames), 540 rerecords
782 downloads
Uploaded 3/28/2015 1:09 AM by KusogeMan (see all 147)
i gave up on tas this u have all the permission to copy input or to use it as your own to make a tas
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