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New Explod based Buffer System (Read 76898 times)

Started by JustNoPoint, June 23, 2017, 09:09:55 am
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New Explod based Buffer System
#1  June 23, 2017, 09:09:55 am
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Spoilering the info because it's bad and outdated.
Please see the finished tutorial here
http://mugenguild.com/forum/topics/fix-all-your-command-issues-explodsive-buffering-system-180772.0.html

Spoiler, click to toggle visibilty
Last Edit: August 03, 2017, 10:00:06 pm by Just No Point
Re: New Explod based Buffer System
#2  June 23, 2017, 09:10:12 am
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Command standards for easy copy paste feel free to add more


Code:
;---------------------------------------------------
[State -2, QCB: Down 1010]
type = Explod
triggerAll = !NumExplod(90010102)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010102 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCB: Down-Back 1010]
type = Explod
triggerAll = !NumExplod(90010101)
triggerAll = NumExplod(90010102)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90010101 ;Down-Back
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010101)
id = 90010102
ignoreHitPause = 1

[State -2, QCB: Back 1010]
type = Explod
triggerAll = !NumExplod(90010104)
triggerAll = NumExplod(90010101)
trigger1 = command = "back" && P2Dist x >= 0
trigger2 = command = "fwd" && P2Dist x < 0
anim = 1
ID = 90010104  ;Back
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010104)
id = 90010101
ignoreHitPause = 1

Code:
;---------------------------------------------------
[State -2, QCB: Down2 3010]
type = Explod
trigger1 = !NumExplod(90030102)
trigger1 = NumExplod(90010104)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "back" && command != "rlsback"
trigger1 = command != "fwd" && command != "rlsfwd"
anim = 1
ID = 90030102 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030102)
id = 90010104
ignoreHitPause = 1
 
[State -2, QCB: Down-Back2 3010]
type = Explod
triggerAll = NumExplod(90030102)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90030101 ;Down-Back
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

Code:
;---------------------------------------------------
[State -2, QCF: Down 1000]
type = Explod
triggerAll = !NumExplod(90010002)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010002 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward 1000]
type = Explod
triggerAll = !NumExplod(90010003)
triggerAll = NumExplod(90010002)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90010003 ;Down-Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010003)
id = 90010002
ignoreHitPause = 1

[State -2, QCF: Forward 1000]
type = Explod
triggerAll = !NumExplod(90010006)
triggerAll = NumExplod(90010003)
trigger1 = command = "fwd" && P2Dist x >= 0
trigger2 = command = "back" && P2Dist x < 0
anim = 1
ID = 90010006 ;Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010006)
id = 90010003
ignoreHitPause = 1

Code:
;---------------------------------------------------
[State -2, QCF: Down2 3000]
type = Explod
trigger1 = !NumExplod(90030002)
trigger1 = NumExplod(90010006)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "fwd" && command != "rlsfwd"
trigger1 = command != "back" && command != "rlsback"
anim = 1
ID = 90030002 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030002)
id = 90010006
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward2 3000]
type = Explod
triggerAll = NumExplod(90030002)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90030003 ;Down-Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1


The following is an example of games that use Capcom's air rotation system. See the 1st post for details
Code:
;---------------------------------------------------
[State -2, QCB: Down 1050]
type = Explod
triggerAll = !NumExplod(90010502)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010502 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCB: Down-Back 1050]
type = Explod
triggerAll = !NumExplod(90010501)
triggerAll = NumExplod(90010502)
trigger1 = command = "dback"
anim = 1
ID = 90010501 ;Down-Back
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010501)
id = 90010502
ignoreHitPause = 1

[State -2, QCB: Back 1050]
type = Explod
triggerAll = !NumExplod(90010504)
triggerAll = NumExplod(90010501)
trigger1 = command = "back"
anim = 1
ID = 90010504  ;Back
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010504)
id = 90010501
ignoreHitPause = 1

The following is an example of games that use Capcom's air rotation system. See the 1st post for details
Code:
;---------------------------------------------------
[State -2, QCB: Down2 3050]
type = Explod
trigger1 = !NumExplod(90030502)
trigger1 = NumExplod(90010504)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "back" && command != "rlsback"
trigger1 = command != "fwd" && command != "rlsfwd"
anim = 1
ID = 90030502 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030502)
id = 90010504
ignoreHitPause = 1
 
[State -2, QCB: Down-Back2 3050]
type = Explod
triggerAll = NumExplod(90030502)
trigger1 = command = "dback"
anim = 1
ID = 90030501 ;Down-Back
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

The following is an example of games that use Capcom's air rotation system. See the 1st post for details
Code:
;---------------------------------------------------
[State -2, QCF: Down 1040]
type = Explod
triggerAll = !NumExplod(90010402)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010402 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward 1040]
type = Explod
triggerAll = !NumExplod(90010403)
triggerAll = NumExplod(90010402)
trigger1 = command = "dfwd"
anim = 1
ID = 90010403 ;Down-Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010403)
id = 90010402
ignoreHitPause = 1

[State -2, QCF: Forward 1040]
type = Explod
triggerAll = !NumExplod(90010406)
triggerAll = NumExplod(90010403)
trigger1 = command = "fwd"
anim = 1
ID = 90010406 ;Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010406)
id = 90010403
ignoreHitPause = 1

The following is an example of games that use Capcom's air rotation system. See the 1st post for details
Code:
;---------------------------------------------------
[State -2, QCF: Down2 3040]
type = Explod
trigger1 = !NumExplod(90030402)
trigger1 = NumExplod(90010406)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "fwd" && command != "rlsfwd"
trigger1 = command != "back" && command != "rlsback"
anim = 1
ID = 90030402 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030402)
id = 90010406
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward2 3040]
type = Explod
triggerAll = NumExplod(90030402)
trigger1 = command = "dfwd"
anim = 1
ID = 90030403 ;Down-Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1


Code:
;---------------------------------------------------
[State -2, F,D,DF: Forward 1020]
type = Explod
triggerAll = !NumExplod(90010206)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "rlsfwd" && P2Dist x >= 0)
trigger2 = (command = "back" && P2Dist x < 0) || (command = "rlsback" && P2Dist x < 0)
anim = 1
ID = 90010206 ;Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, F,D,DF: Down 1020]
type = Explod
triggerAll = !NumExplod(90010202)
triggerAll = NumExplod(90010206)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "fwd" && command != "rlsfwd"
trigger1 = command != "back" && command != "rlsback"
anim = 1
ID = 90010202 ;Down
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010202)
id = 90010206
ignoreHitPause = 1
 
[State -2, F,D,DF: Down-Forward 1020]
type = Explod
triggerAll = !NumExplod(90010203)
triggerAll = NumExplod(90010202)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90010203; Down-Forward
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

Code:
;---------------------------------------------------
[State -2, F,F: Forward 0]
type = Explod
triggerAll = !NumExplod(90000006)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "back" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000006 ;Forward
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, F,F: Neutral 0]
type = Explod
triggerAll = !NumExplod(90000005)
triggerAll = NumExplod(90000006)
trigger1 = (command = "rlsfwd" && P2Dist x >= 0) || (command = "rlsback" && P2Dist x < 0)
anim = 1
ID = 90000005 ;Neutral
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, F,F: Forward 0]
type = Explod
triggerAll = !NumExplod(90000016)
triggerAll = NumExplod(90000006)
triggerAll = NumExplod(90000005)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "back" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000016 ;Forward
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000006
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000005
ignoreHitPause = 1

Code:
;---------------------------------------------------
[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000104)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000104 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Neutral 10]
type = Explod
triggerAll = !NumExplod(90000105)
triggerAll = NumExplod(90000104)
trigger1 = (command = "rlsback" && P2Dist x >= 0) || (command = "rlsfwd" && P2Dist x < 0)
anim = 1
ID = 90000105 ;Neutral
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000114)
triggerAll = NumExplod(90000104)
triggerAll = NumExplod(90000105)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000114 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
id = 90000104
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
id = 90000105
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000006
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000105
ignoreHitPause = 1

Code:
;---------------------------------------------------
;---------------------------------------------------
[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000104)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000104 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Neutral 10]
type = Explod
triggerAll = !NumExplod(90000105)
triggerAll = NumExplod(90000104)
trigger1 = (command = "rlsback" && P2Dist x >= 0) || (command = "rlsfwd" && P2Dist x < 0)
anim = 1
ID = 90000105 ;Neutral
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000114)
triggerAll = NumExplod(90000104)
triggerAll = NumExplod(90000105)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000114 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
id = 90000104
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
trigger1 = command != "down" || command != "rlsdown"
id = 90000105
ignoreHitPause = 1

Last Edit: June 23, 2017, 04:44:05 pm by Just No Point
Re: New Explod based Buffer System
#3  June 23, 2017, 09:51:57 am
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Hopefully I can figure this out tonight, I was gonna release 2 updated
Chars but I really want to add a command buffer system. Thanks!
Re: New Explod based Buffer System
#4  June 23, 2017, 10:04:31 am
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JNP, can you go back over the examples and comment what explods are what?
Like
trigger1 = NumExplod(90010104)
Just looking at it, I've no clue. So when reading this I have to scroll up or down to find out what spawns the 90010104 explod.
Please comment on what
trigger1 = !NumExplod(90030102)
actually means. Like it means you're not holding a direction or what?

Because I'm trying to "read" [State -2, QCB: Down2 3010]
and I read it like,
If you're holding back, and press down, spawn the explod, Then if you hold DF, or DB, kill the explod for down and spawn the DB explod.
But I dont get how Back, Down, Downback = QCB??
Isn't that a Dragon Punch?

----
I'm also having trouble figuring out  your Back-Back.
Code:
;---------------------------------------------------
[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000104)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command = "down" || command != "rlsdown"
So Press DownBack. Why not just back?
vVv Ryuko718 Updated 10/31/22 vVv
Last Edit: June 23, 2017, 10:09:52 am by Odb718
Re: New Explod based Buffer System
#5  June 23, 2017, 10:28:30 am
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Got it working perfectly so far with shinkuu hadoken command
had to figure out a couple things like how to set the cancel triggers
But it was easy by looking at the code.

Ill be sure to credit you and JMM thanks again this was easier than
Vans system I never got his to work but yours I did in less than 10min
Re: New Explod based Buffer System
#6  June 23, 2017, 02:03:35 pm
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For the dash back I missed an != on the down press
my bad

The reason I didn't add forward at the end of QCFx2 is because many games use this shortcut. You don't have to actually go all the way to forward on the 2nd rotation

I'll edit the posts with more notes and fixes soon. But if you want to know what direction to use the last digit in explod is numpad directions.

236 is qcf

But I'll still add a comment :)

Memo I'm glad you like it! Have fun and report any bugs!
Re: New Explod based Buffer System
#7  June 23, 2017, 03:34:08 pm
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Okay updated. Updated dash. Added more info to the first post. I added comments next to each explod ID. And I gave an example of a Capcom based QCF in the air. Which would be different from the current system that uses the SNK method.

Basically in Capcom games the rotations do NOT flip until you land

@memo: be sure to update your dash code and read about capcom air specials
Re: New Explod based Buffer System
#8  June 23, 2017, 04:35:17 pm
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My Ryu has a ton of command shortcuts, I'm wondering if I can do it with
This system, to add new commands would I need to create new numbered explode?
Re: New Explod based Buffer System
#9  June 23, 2017, 04:40:15 pm
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Give an example of a shortcut
Re: New Explod based Buffer System
#10  June 23, 2017, 04:42:31 pm
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QCF/ regular hadoken into

D,DF, X
DB,D,DF, X
DB,D,DF,F, X
DF,F, X

For shoryuken I have one i like that you
Can do from a crouch

DF,D,DF, X

EXAMPLES
Re: New Explod based Buffer System
#11  June 23, 2017, 06:11:49 pm
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The only thing you need to change is remove the removeexplod for the 1st DF command from qcf. You can do all the shortcuts of those commands already with this. In the old method the command would have looked like this ~D,DF

In command you'd make the trigger numexplod(90010002) and not 90010006

You wouldn't have had to put the alt commands.
Re: New Explod based Buffer System
#12  June 23, 2017, 06:36:13 pm
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Memo, are you giving the player extra tics for the ones with 4 inputs vs the ones with 2? The fact that they have D,DF in them would mean all of them should/would fire off with just those inputs because of the top command.
The DF,F would need it's own set I imagine.

I'm going to have to go over this system when I get the time and compare it to my Sagat's system. I'm not sure if it'll help with the wrong-way rolls. I still get them once in ever 50 or so. But I think it has more to do with 1vs2 than anything.
Have you tested this system in 2v2?
vVv Ryuko718 Updated 10/31/22 vVv
Re: New Explod based Buffer System
#13  June 23, 2017, 07:21:16 pm
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Yes, it seems to work fine. It triggers against the closest opponent you're facing
Re: New Explod based Buffer System
#14  June 23, 2017, 07:49:14 pm
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I test more once I'm off work and let you know what's up
Re: New Explod based Buffer System
#15  June 24, 2017, 12:08:15 am
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You've got my attention. I've got to look into this when I get the chance.
Re: New Explod based Buffer System
#16  June 24, 2017, 12:51:56 am
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I'm gonna try adapt Pupa over to this system for a test, and if that works out, I'll try put Satan in it. Y'know, for variety sake.
Re: New Explod based Buffer System
#17  June 24, 2017, 01:14:18 am
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Let me know if there are certain commands you'd like me to help convert. I was considering applying it to Gohan then presenting it to the team if it turns out well. Would you prefer waiting for me to be a guinea pig? :p
Re: New Explod based Buffer System
#18  June 24, 2017, 01:15:49 am
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Whichevs. The main reason why I'm doing Pupa first is because she has fewer commands to work with. Mr. Satan is going to be FUN in that regard.

So I guess the answer is probably "if I don't get to Satan in a timely manner, yes."
Re: New Explod based Buffer System
#19  June 28, 2017, 02:39:13 am
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Yo what up, man I found a bug(I kinda like it tho lol)this buffer
System gives you unlimited negative edge time, you can hold back,
Hold X, forever..., qcf release x boom, hadouken!

I tested it on kfm and my ryu, sagat chars I updated with it.
I like it but it should have restrictions, maybe 10 ticks holding
A direction before the command input turns idle, is it possible?

Re: New Explod based Buffer System
#20  June 28, 2017, 02:53:52 am
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There's a pretty big update coming that should address this and some other things. This is still a wip and me and jmm are still discovering ways to improve and make this system more accurate! Thank you for the feedback! Be sure to tell us anything else you find!

How are you enjoying it overall?

Edit: I forgot! Me and JMM talked about this before we released the template. I was certain you couldn't hold punch for super long then rotate and release. He said you could. I just checked and he's right. This isn't a bug @memo:

Check it in SF. I tried sf4&5. MUGEN has made us think incorrectly and learn bad habits! MUGEN is terrible!!!
Last Edit: June 28, 2017, 04:04:21 am by Just No Point