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Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 February 02, 2022, 03:13:46 pm View in topic context
 Posted by TTTTTsd  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

it's frankly disgusting, absurd, and potentially illegal how fast the close HP on Shingo is in KOF. Only 1 fucking frame, go to jail Shingo.
It's so beautiful, really brings a tear to my eye every time I press it. He trades a LOT for that move though, so it's like......

I think you could honestly make it Frame 2 and achieve a similar effect via animation modifying, 1 frame is like, that's unblockable in MUGEN (unless everyone started putting the block code in their CMD yes really that fixes it), or you could just keep it Frame 3 and give it other parameters that are a little better than Kyo's (better hitbox, anti air, recovery) and keep the "spirit" of the move because, as you said, 1 fucking frame LMAO
    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 February 02, 2022, 02:00:10 am View in topic context
 Posted by TTTTTsd  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

It's nice to see POTS back I agree, but I'm glad you're still plugging away! I have a small, but pertinent question, as a Shingo player in 98 and a Shingo enthusiast in any other game: Do you plan on making his Close HP (the equivalent to his Close C in KOF) a 2 frame normal in exchange for having a REALLY strict activation range, and making his Far HP just absolutely terrible? That has always been one of my favorite things about the character, just those little things.

The CVS Shingo sprites are without question though just....really cool to see.
    

Re: Super Crazy Jam Season 3

 February 01, 2022, 03:32:28 pm View in topic context
 Posted by TTTTTsd  in Super Crazy Jam Season 3 (Started by Wou Mugen January 14, 2022, 05:20:01 pm
 Board: Your Releases, 1.0+


thanks for the feedback.
as soon as i get home i will fix things.
but they will probably only be ready for the next season.

I saw some of your videos, and I loved some combos you did, that I didn't even think of them  :bjugoi:
No problem! I have some additional notes here. If you're wondering how I tested frame data, I just had the training dummy block, and then paused the game and held "Up" with both characters, using scroll lock to frame advance and see how much faster one character jumped before the other.

System:
- I think rolls should be largely universal. Some characters have better forward/backward rolls and others like Alex Kidd just have them worse. I think the distance and speed of the rolls can be different per character but I think they should be a uniform 33 frames of duration (most characters already have 33 frame rolls so I figured this would be the most sensible solution?)
- The input detection feels mostly ok, but I think specials and supers involving quarter circles are a bit too generous. It's tough to go from a crouching normal to a standing command normal (Axel Crouch Light Punch into his Double Kick, for instance).

Alex Kidd:
- Capsule C feels a bit too strong in my opinion. I think the idea is really neat, so I can only propose that it absorbs one PROJECTILE instead of just one attack period. The super should work similarly (invincibility to projectiles for its duration) simply because you can earn back the meter you spent on the super after you have it, so realistically the character can constantly make himself invincible to anything but throws in its current state and it's a little good.
- Both crouching light punch and crouching light kick could use additional recovery, probably match them up to the standing versions cause they're REALLY fast in comparison so they're just generally better? Also think the startup of his crouching light kick and crouching light punch could probably be swapped because his Crouching Light Kick being his fastest light normal while also having nearly the best range of them all is odd.
- The heavy version of Power Bracelet could use additional recovery frames. It's plus on block point blank (+3 even) and from really far distances its double digit! It could probably stand to be pretty minus if unspaced and + on block when used from certain distances.
- I think Capsule A's duration could probably be shortened a little bit, it lasts QUITE a long time. Would probably still be an amazing super if it lasted about half as long given what it does.

Zero:
- I think Far Standing Strong Punch should probably start up about 2 frames slower. It's REALLY fast, has an amazing hitbox, and is great on block. 4 frames of startup might be a bit too good for all that it does currently.
- All buster shots, air or grounded, could probably use a bit less blockstun and hitstun. They lead to really strong loops and generally just lock the opponent in place for a bit too long. I know I mentioned the air one in a post prior, but I feel like the grounded ones are similar. I think the charged up Buster can stay the same though, to keep the utility.
- Zero can cancel his Crouch Heavy Kick into command normals before it even connects (on whiff). Probably just a minor oversight. He can also juggle out of it which probably isn't intended behavior.

Demitri:
- Crouching Light Kick needs MUCH more recovery I think, like around 5-6 frames? It could probably start up a little bit slower too given its massive range.  In general I think his light kicks just could all use some extra recovery frames but Crouching Light Kick needs it the most.
- The hitbox on his fireballs should be shrunk to match other projectiles. It's really hard to roll past them sometimes and jumping over them is quite difficult as well.
- I think Bat Cover should start up just a little slower, like 1-2 frames. Everything else about it is fine, I like the risk/reward on it (it's awful on whiff but AMAZING in a lot of scenarios).

Lara Croft:
- Close Heavy Kick has no pushback on block. Kinda odd.

Logan:
- I think his divekick needs a bit more startup and more recovery, maybe a height restriction too of some kind? I imagine they could be tuned to work a lot like Seth from KOF 02UM, but as it stands right now they're pretty wild IMO, very safe and very good. They don't infinite on hit but without a guard cancel it's hard to get Logan off.
- Slide Kick is +12 on block which I just assume is an accident involving the blockstun, but figured I should mention it.

Sol:
- Crouching Light Punch has very little blockstun. Its hitstun is fine, but based on what I'm seeing it might be a case of the hitdef not having a guard.ctrltime value or something of the sort, since MUGEN (for whatever reason) defaults blockstun to the same value as the slidetime and not the hittime. It's weird, but I feel like that ended up happening here and it's made his crouch jab a little less safe than intended I imagine.
- Crouching Light Kick could probably stand to have about 2 more frames of recovery
- Crouching Heavy Kick is missing a hurtbox on its last recovery frames
- I think the Heavy version of Fafnir should have less recovery. It has more startup but the frames on hit/block are the same. It would be cool if it was like, kinda safe on block-ish and on hit it was more positive than the Light version, since comboing into it isn't really possible. It's meant to be some kind of frame trap I assume (just like regular Fafnir) so it would make sense to buff it up a bit. The Light version is fine though~

Axel:
- Same as the above with Sol, his Crouching Light Punch has the same thing going on, and his Standing Light Punch does too.
- Crouching Light Punch is REALLY plus on hit, might need a bit less hitstun? I'd say in return, you could let him rapid fire his crouch and standing jabs like other characters can, it's strange that he can't
- Light Tiger Knee's hitbox is kinda big, I think it could be matched up to the Heavy version and would be a lot more reasonable.

Sub-Zero:
- Ice clone should probably go away if Sub Zero gets hit out of the move, since the Ice Clone helper appears on Frame 1 it's impossible to actually punish him for doing it next to you.
- Crouching Light Kick only cancels into one of his special moves, I imagine allowing him to cancel into the others would be ok here too? If Ice Clone is gonna be nerfed I feel like he could have a good low confirm.
- His air fireball makes him completely invincible, probably just a case of a missing hurtbox.

Kazuya:
- I think all of his light normals that aren't Standing Light Kick could probably stand to have a couple extra recovery frames and their blockstun looked at. Crouch Jab seems...unintentionally high in terms of frame advantage.

Kratos:
- Nemean Cestus Punch should probably extend Kratos's hurtbox out a bit more. I've noticed the Blue clsn seems to dip backward and it makes the move really hard to actually challenge.
- Nemean Cestus Punch should also have a touch more recovery as it's a little safe on block for what it is.
- Crouching Light Kick should probably have a bit more startup and recovery for its reach

Lucy:
- I think she's fine, but I do think some of her light normals should start up a bit faster. Her fastest is Frame 5, and most characters have a Frame 3 normal in this game. She should probably have at least one, or maybe a F4 one?

Hanzo:
- I think his Close Strong Punch should have a more generous activation range.

Tag mode:
- I've noticed you can tag in on block, but it doesn't cost any meter? It probably should cost 1 bar, considering you can't tag on block if you don't have 1 meter anyways. I think it'd balance out doing stuff like Kyo's invincible move > tag, or really any of the DPs in the game into a tag.

This feedback was all gleaned from the cumulative efforts of my friend and I after a shared like 4-5 hours of straight up match-play and probably an additional 3-4 hours of me practicing the game on my own time.

As for the combos, yeah, the system is really freeform. At first I thought Sol's airdash was just a cute little nod, but the moment I learned it was considered a special move in MAX mode the gears in my head started turning. It's super fun.

Any character I didn't mention I either forgot something important maybe or just think they're perfect already. Generally the only consistent thing across the cast is just, checking the recovery of certain light normals and the blockstun so they're not a little TOO plus/good.

I look forward to seeing what you add in next. This project is immensely cool, and I think the aesthetic being consistent across the entire roster just makes it that much more interesting and fun. It also just gets people interested, KOF Kratos just as a concept is super unique and intriguing to people, I cannot count the number of times I've had to link the release video cause someone's definitely just asked WHAT IS THIS I NEED TO TRY IT as a result of how nice it looks.
    

Re: Super Crazy Jam Season 3

 January 31, 2022, 07:30:30 pm View in topic context
 Posted by TTTTTsd  in Super Crazy Jam Season 3 (Started by Wou Mugen January 14, 2022, 05:20:01 pm
 Board: Your Releases, 1.0+

This is incredibly fun. I have some general feedback notes.

System:
- A lot of throws seem to ignore if the opponent is in blockstun, for instance if you're Sol and do Close HP and they block, you can go into WIld Throw and it's impossible to escape. I tested this with Sol and Axel at least, and it seems to be a thing with them, so it might be cast-wide? Worth looking into
- Super cancelling in MAX mode works, but I do wish it worked like KOF02UM where Super cancelling into a super costs no additional meter. There's still a lot of creativity in the MAX mode combo routing thanks to the tag system and how it works on some chars, but more freedom wouldn't hurt!

Zero:
- He has an infinite involving his Air Buster Shot. It has a lot of hitstun, reducing it might be ideal, just to a value where he can't jump up and do an air normal and combo into it again.

Alex Kidd:
- The pogo attack has an excessive amount of hitstun and blockstun allowing for an infinite if you keep looping it.

Axel:
- His jump CD (Blowback) appears to combo into itself indefinitely, I think his grounded CD also works incorrectly and allows for juggles after when it shouldn't.

Kazuya:
- I think his pre-jump (anim 40) should be a little longer. 2 frames is a VERY small amount of time and it makes doing hops with him difficult. Might I suggest 4?
- 214HP (the electric punch launcher thing) is also an infinite when done into itself repeatedly. Additional recovery frames on it should keep the move good cause it has a number of followups anyways.

Sub-Zero:
- I have to suggest this one thing, Ice Clone might be a little too strong. I think being able to cancel into it on whiff from jump normals and all grounded actions is a bit much, I think if the only thing that changed was that you can only cancel into it from moves on hit it would be fine, just not on whiff.

Oh right, for some reason Ryu can't throw Alex Kidd when he has that buff that gives him 1 hit of invincibility, but everyone else can. Fixing this would help Ryu a lot in that matchup, it's probably just a small oversight.

My friend and I have definitely had a blast with this game, Zero is so good, maybe TOO good, but I didn't wanna focus on balance stuff here since there's still additional characters coming~

Also, to add on to the feedback: I think after blocking an attack, for about 6 frames or so after leaving blockstun (aka after State 151/153), invincibility to throws would be good! KOF was pretty generous about this too and it would line up with how the game approaches block situations pretty well.

https://twitter.com/TTTTTsd_/status/1488195459466231812 Just as an excerpt, I am so glad Sol's airdash counts as a special move this combo is sooooo cool
    

Re: 2022 Character Updates (Dan added)

 January 30, 2022, 05:23:59 pm View in topic context
 Posted by TTTTTsd  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

My favourite is scHP xx Gadouken xx Shinkuu Gadouken xx Shoukouken xx Tenchi Haouken :8):
I'm.....well, it's cool that you can finally combo into Tenchi Haouken, haha.

You are right again. But I hate you for opening a can of worms there. Changing the startup means changing how it combos from normals. Old Capcom's solution to this was to give it a massive hitbox in the stronger versions but I'm not fond of moves that hit telepathically, so I made Ryu move forward a bit if you combo into it.
I think that's a good compromise, yeah. There will always be a little bit of telekinetic hitbox jank on DPs but minimizing it like the Alpha series did is a good idea....well, except for Shinryuken, but we don't talk about that (don't look at it, it's a nightmare)

Yeah it's Evil Ryu's Shoryuken pretty much and always been like that (trivia: in the first version he used the Shin Shoryuken arm for it). I don't know about making that one like the new games.
I mean hey, if it works it works! Just throws my brain off but I'm too used to like, 2I/3S.

It's intentional. I stole the idea from SF4. I think it's fun, and balanced by the fact that you have to sacrifice the corner for that mixup.
I appreciate that, at the very least, you have to superjump for it. Big issue I had was corner jump-ins not giving you that kinda choice but at least here it's a decision you can make.

As always, I anticipate the next set of updates.

    

Re: 2022 Character Updates (Dan added)

 January 30, 2022, 02:58:57 pm View in topic context
 Posted by TTTTTsd  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

Dan:
- 2LK has a lot of pushback! I feel like it could probably be given less given that as it stands with its hitbox and its current properties, it's hard to justify using it over 2MK because he can't really get low confirms with it anywho?
- 5LK is a REALLY good normal. Like, really plus, really long reaching. Might benefit from a touch more recovery cause it seems abnormally good for a Dan normal haha.
- LK Dankicks (214LK) feel.....really weird here. I guess it's a lot like Alpha 2 and CVS2, but I definitely feel it'd be really fun if they could be safe when spaced ala the newer SF games. HK Dankicks are as good as ever though, -4 so very hard to punish and reliable to confirm, just like A1.
- In the vein of SFV, I propose that the randomly invincible Koryuken also ignore juggle rules so you can insert it at the end of any juggle with EX Dankick haha. It'd be fun~.
Not a lot to say for Daniel here, he feels about right. I was gonna bring up the hitboxes, but I realize that they're balanced around your other characters hit and hurtboxes, and designed to be abjectly worse. I do appreciate his crossup being really easy to space and use though, jMK was about this good in Alpha 1 I wanna say and it was part of what made A1 Dan an explosive, but fun mid tier in that game. This Dan is a ton of fun though, Level 2 Super refreshing juggle effectively gives him a usable level 3 super if you spend another bar after for a full connect super, stuff like Gadouken > Shinkuu Gadouken > EX Dan Kicks in the corner is a ton of fun too....good work! I've always liked the approach to Dan where he's actually fun to play and not miserable to steer, but is still a bit weaker than the average character in noticeable ways. All I can ask for now is EX Premium Sign as a setplay move or something, but I feel like that's out of the scope of what Dan is (unless we consider SFV...)

Ryu:
- Noticed some more stuff while dinking around. HP Fireball's travel speed is REALLY similar to MP, I think it could stand to go a little faster to make farther confirms more reliable (Good old 2MK > Hadouken)
- Evil Ryu's HP DP is Frame 2?! I....might suggest slowing it down a bit, it's technically impossible to safejump as it is, but I guess it's also close to source
- Ryu's EX DP is a little strange. It has the 3 hits from E. Ryu's as opposed to being the 2 hit 2I/3S EX DP, can't really tell if it's an oversight or intentional tbh, but it does feel strange that Normal Ryu EX DP works like that.
Just a couple of extra notes on Ryu.

Also, something I've noted on all characters: if you superjump into the corner, it counts as a crossup? It's a bit weird, I usually solve this in fullgames I work on by specifying an extra 10-15 pixels of edge via a Width sctrl in the -2, but IDK what's actually causing this or if it's intended or not, but figured I should mention it.

By the way that move is half responsible for me adding the Stun system. If there's one thing fun about modern Evil Ryu/Kage it's the Ryusokyaku combos.
Taking the time to respond to some stuff I missed on my comb through and....hell yeah. Vivid memories of watching Sako's Evil Ryu combos and how much stomps and cool links were involved, even before the stun! Red Focus enabled a TON of cool stuff, and it sort of cements SF4 Evil Ryu as the coolest incarnation of the character.....ever?

I've actually been using that one a lot, but for SF4 and 5 data. CvS2 was a great game, but lately I'm more interested in what Capcom learned with their fighting game revival.
I like Mizuumi Wiki too.
Estimation is the right word since that's all I did back when I made Ryu, haha. Some things have been fixed since though.
God, yeah, Mizuumi is wonderful, as is Dustloop. So many great resources out there now, such good tools to build understanding of concepts that sort of come abstractly with this genre. On the note of that estimation, that is seriously impressive, but you also definitely set a lot of standards back then so I guess it's not terribly surprising haha. The superfans are what keep this genre breathing, I think.
    

Re: 2022 Character Updates (Dan added)

 January 29, 2022, 04:30:53 pm View in topic context
 Posted by TTTTTsd  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

For all it's worth, if you ever want a nice page of frame data references, https://wiki.supercombo.gg/w/Capcom_vs_SNK_2/Ryu I believe the CVS2 wiki is in shape and displays just about everyone's data here? As it turns out, your estimation on Ryu 2MP was only a frame off! I'll get to looking at Dan in-depth soon but honestly he seems to tick all the boxes and I can't find anything really "off" or worth mentioning (which is good!)

As for Ryu's frame data, yeah, I think it's OVERALL mostly fine outside of what I mentioned haha. That anecdote about SF4 and SF5 is so true tbh, moreso in the latter. SF5 is very focused in its design, a lot of its moves do very specific, VERY scienced out things, which I feel definitely is at odds with that classic 90s Capcom approach of like, a general purpose but not a narrow one, if that makes sense? I prefer the CVS2 and the general 90s Capcom approach for all it's worth, I think it adds more long-term depth as long as there's just enough thought put in, heh.
    

Re: 2022 Character Updates (Shin Gouki and Lei-Lei added)

 January 29, 2022, 02:27:55 pm View in topic context
 Posted by TTTTTsd  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

Out the gate, nice to see you back! Gonna pop out from six feet under to dump some impressions here for characters I feel qualified to speak on, glad to see (and hear) that you're still doing well. As a preface, these updates feel like substantial improvements! I'll be using numpad notation since I think it's easiest to read and parse (I've become an anime player) but if you need clarification on it do let me know!

Guy:
- Regarding pre-jump, 5 frames feels like a lot coming from Alpha and CVS2 (the former from recency the latter from loose recollection), but perhaps it's best this way to make hops easier to do. Take it or leave it, I suppose, haha.
- 2LP is +8. This might be a little excessive for hit/block advantage, even for a light normal.
- Light normals in general seem really wild, but his LP ones stand out.
- 2MK feels a bit odd here. Normally this is cancellable in most games he's playable in for at least the 1st hit (Alpha 1/Alpha 2), and the range feels a bit off here too. As a result it should probably have a bit more recovery too if you make this change at all.
- 214P (Hozanto) frame advantage seems a bit too good as well. +0 on block with big pushback. Usually this move IS safe though, -3 in Alpha 2 with similar pushback, which might achieve the same effect but be a bit less excess? The EX one could probably be 0 or remain as is.
- Runstop feels a bit slow (236K > P), it's less safe in pressure than all of his other run options when usually it's the other way around. As it stands you're better off doing 236K > MK as its only -1 but on hit it launches.
- Close 5HK whiffing crouchers is a bit odd feeling, especially coming from the general use cases that normal had in the Alpha series.
- 2HP not being cancellable feels really strange considering he has a lot of his Alpha 1 cancels (including Far 5MK!) but not this one.
- Close 5LK, for its startup and properties, might benefit from hitting low? It aims at the foot area, and a lot of normals in Capcom games that do this are generally blocked low.

I can't really add much for his Supers or anything else, they all feel great and work about how I expect! As an Alpha 1/2 Guy player, he's generally really close and really only feels weird in the aforementioned ways either compared directly to those games or just other Capcom things of the 90s/early 2000s. I quite like that he has his Alpha 1 Far 5MK cancels, the sacred neutral.

Ryu:
- 2MP being +7 on block is pretty wild. I know the hit and block data is the same and the idea is for 2MP to link into 2MK, but this might be me putting forth the general idea of normals having slightly less blockstun than hitstun.
- 6MK feels VERY loaded as a command normal. About the only thing it doesn't do is hit crouchers, but it hops lows, is +5 on hit/block (!!!!), and is Frame 13 compared to 6HP which has similar data on hit and block but starts up much slower. 6MK if I am not mistaken also carries over run momentum too? Might be....a little too good? I know you can crouch it, but if you're a tall character.....
- Close 5MK has a TON of recovery compared to his other proximity normals, despite being slower than them. Close 5HP for instance is 1f faster on startup, safer on block, doubles as an anti air, and still has the force stand on hit. Close 5MK could probably stand to just have a bit less recovery.
- 6MP is -5 on hit. Normally this overhead isn't plus unless you meaty, but -5 means you can actually get punished pretty hard for it. The startup IS fast, but it might be better served being -2/-3?
- Hadouken being +0 point blank is similarly really good, but this is less egregious cause it has startup and other properties, and of course the average MUGEN character usually has a roll or something projectile invincible. It's mostly just weird that EX Fireball is as safe on block as Normal fireball at a lot of distances including point blank, truthfully.
- Might be completely pedantic and pointless but I do sort of wish EX Tatsumaki > Shinkuu Hadouken fully connected in juggles in the corner. It's a partial connect which is fine but, it'd be cool~.
- Ryu's counter super (222PP) is honestly pretty useless. Someone mentioned it was too good, and I'd be maybe be more inclined to agree if it wasn't for the glaring issue of having superfreeze before it actually starts countering stuff. There's a whole video talking about Counter supers like this in the context of Remy's Blue Nocturne https://www.youtube.com/watch?v=jAzSMkhSdgk and while this super isn't quite that bad because it doesn't lock Ryu out of using other supers, as a result of this property I feel like it's.....not particularly useful? My only suggestion would be to remove the Superflash until it actually counters something, I know this wouldn't be very "90s Capcom" but their approach to supers like this were generally terrible (IMO).
- Evil Ryu 6HP feels way wild too, +3 and its that fast? Realistically I can only suggest increasing the recovery on it cause it's cancellable anyways.
- Evil Ryu 236K seems about right, but 236MK being +2 and not just - but safe is a bit odd.
- Evil Ryu 236KK (EX) hit overhead in USF4. It was pretty telegraphed as one anyways but I'll put it forward as a suggestion here too just for parity's sake.

Ryu feels great too! Really, I have to echo: it's nice to see you back and updating. The hitboxes, visual polish, everything, is all SO much better. Can't wait to see what you do with Dan and Dictator in particular. I'll probably whip up stuff for them too when the time comes. Until then~.
    

Re: Ikemen GO bug reports and know bugs

 April 24, 2020, 01:44:44 pm View in topic context
 Posted by TTTTTsd  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

Currently I am running into issues where the engine detects two controllers, but can only remap one of them. I have no idea if its strictly because of XInput support, but not supporting two controllers (without Joy2Key) is very, very odd. Hopefully this can be fixed?

To be specific, both controllers are detected, but only the first controller can be rebound, and the 2nd one cant be rebound at all in the options menu. In addition, the controller used for button bindings is not displayed in the input binding menu which is a little confusing (MUGEN did this via A B C D controller displays for the inputs)
    

Re: Ikemen GO

 March 17, 2020, 12:03:37 am View in topic context
 Posted by TTTTTsd  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

If Mugen was doing things wrong with simultaneous buttons, please don't fix what is not broken. The important thing is that it works from the front end user.  When Gacel build was by 0.70 version, the problem wasn't that serious, but it just getting worst.
It kind of was broken, though. It made button holds detect earlier than two button press, leading to very.....funky results, including variable input latency (which you can tangibly notice), inconsistencies with various cancel windows, and it also made button inputs fall 1 frame behind directional inputs, which is its own can of worms. Two button press lags about 2 frames behind directional inputs, vs. regular button press which is about a frame. This makes things like Flash Kicks extremely hard in regular MUGEN if the character's pre-jump frames are like, 3. Doubly so if they involve two button press.

IMO if the goal is to make a better engine for designing fighting games, fixing things like this is important as well. They could just as easily add a specification that allows you to check for buttons the old or the new way based on the choice of the user, but I'd almost always take the new way because it handles them logically.

What's funny is that this is just one of (many, MANY) problems with MUGEN's default command interpretation.
    

Re: Ikemen GO

 March 15, 2020, 05:07:19 pm View in topic context
 Posted by TTTTTsd  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Meanwhile I still have(and I know many outthere just notice this) this trouble the engine cant detect properly two(or more) button pressings on keyboards or sticks. Ex movements and two level special that need two buttons pressed are hard to make, this is basic for me, still no fix yet.
Two button press actually technically works properly, however it could possibly be made more lenient, although in all honesty it would require a fix in regular characters before it could be done engine wide, I think. More info here: https://mugenguild.com/forum/msg.2468886 long and short though, MUGEN's original button press check code was wrong because it checked for a hold first, then a press, introducing arbitrary input latency on press inputs and two additional frames for 2 button press inputs (if EX Flash Kicks have ever been harder in regular MUGEN for you, this is why)
    

Re: Ikemen GO bug reports and know bugs

 February 17, 2020, 05:01:10 pm View in topic context
 Posted by TTTTTsd  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

Haven't posted in literal years but I can explain why two button press feels the way it does here. IKEMEN actually processes 2 button inputs properly, its regular MUGEN that doesn't. When experimenting with alternative buffer methods, I learned that MUGEN actually detects button hold before button press, and it takes even longer if you press two buttons, meaning that two button presses have more input lag, but this also increases the leniency in which a two button press can be detected.

IKEMEN GO actually properly processes button press, it checks for press first and then hold, instead of doing what MUGEN does (check for hold and then go back to check for press, wasting time). This makes two button presses more "strict", but also means the command interpreter is doing its job properly. An implementable solution might be applicable, but it would require rewriting how commands are checked, and would be kind of a pain.
    

Re: a chat with vets, live interviews with MUGEN peoples (Interviews always on pg1)

 September 27, 2018, 03:23:15 pm View in topic context
 Posted by TTTTTsd  in a chat with vets, live interviews with MUGEN peoples (Interviews always on pg1) (Started by Kamekaze July 23, 2015, 05:59:01 am
 Board: M.U.G.E.N Discussion

Thank you all for the kind words! I tried to answer as concisely as possible with just about everything. It was really interesting and a lot of fun! It also makes me feel old
    

Re: Fighter's History: Dynasties - PUBLIC BETA

 June 29, 2018, 02:36:57 am View in topic context
 Posted by TTTTTsd  in Fighter's History: Dynasties 1.0 (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

PSA: for anyone having issues getting the game started, rename "ACTUALLY RUN THIS" to MUGENAI.exe. Small oversight with the launcher, our bad!
    

Re: The Nintendo News Thread

 September 30, 2017, 05:56:22 am View in topic context
 Posted by TTTTTsd  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

I mean if most people didn't use Twitch already within this program they will now.

Youtube streaming is awful because it's susceptible to things like this going on so I hope this catches on. It's also bad because it's a terrible streaming service (if you ever have encoding issues on it it almost NEVER recovers the feed in anything less than half a minute, it's really bad.)

This would be ticking a lot more people off if they did this with Twitch probably, but since most people know YT streaming is just kinda there.....
    

Re: The big "What does MUGEN need fixed or lack" thread 2017 edition

 June 20, 2017, 08:02:29 pm View in topic context
 Posted by TTTTTsd  in The big "What does MUGEN need fixed or lack" thread 2017 edition (Started by JustNoPoint May 27, 2017, 01:27:52 am
 Board: M.U.G.E.N Discussion

MUGEN needs a lot of things, let's go over some basic stuff that I think it should have first and foremost, before I get to the nitty gritty

Basics:
- A juggle system that properly works. I am well aware you can make a custom one and I highly encourage that anyways, but the stock juggle system should work as intended as well. Juggle points are only added upon hard fall which is incredibly problematic, it should either be specifiable or just add them indiscriminately upon the instance in which Player 2 is hit out of the air.
- Width boxes. What the hell is a width box, you may ask? In many fighting games, these are important as they handle the interaction of "pushing" between players. MUGEN handles this width solely with its clsn2, which is not just lazy, it is also detrimental. Let's look at Super Turbo Dictator, in the image embed provided:

Now, we all know the blue = hittable and red = attack, but let's take a deep look at that green and how it affects this move. That green box is the width box. This move is Dictator's prime crossup in ST, and it is incredibly tricky. Due to the wackiness of its width box, it allows him to effectively 50/50 and fakeout his crossups, making this move incredibly hard to block and deal with. Replicating this in MUGEN with proper CLSN2 would be needlessly difficult even with proper height checks.
- Crossup pushback functionality proper, preferably with a crossup pushback modifier in the hitdef. Some fighting games handle crossups differently than SF2 did. In SF2 crossups still pulled the opponent towards the player, but in say, Karnov's Revenge, Marstorius's crossups sent them away relative to where he was, rather than sucking them in. A way to define this without having to use a facing ifelse in the hitvelocities would be very nice.
- Command buffering bugfixes, and proper buffering options. I think people have gone into enough detail on this in other threads, I recommend looking at anything Vans has written on it.

Now, as for advanced stuff:
- Hitbox flags/tags. This would allow for accurate hitstates (low, mid, high) ala SF2, but also tagging Clsn1 would allow you to track and assign different properties to moves based on range that isn't arbitrarily defined by P2BodyDist!
- Being able to pick between multiple types of Shadow displays rather than the one MUGEN has alone would be a cool extra, too!
- Proper throw boxes. Honestly having to specify bodydist is annoying, why not cut the middleman out (if the other creator so chooses, at least.) I'd say make these optional as part of MUGEN's draw is that it is beginner friendly.

This is all I can think of at the moment.
    

Re: The Nintendo News Thread

 June 06, 2017, 01:24:36 am View in topic context
 Posted by TTTTTsd  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

To be honest I consider the $20 a year to be paying for the NES/whatever other offered games more than the online even though the online comes with the bundle. It's basically Netflix but with retro games, and the added ability to play 2 Player online (from how it sounds) is pretty rad too. I can't really diss the value of what you're getting, especially when compared to the competition.
    

Re: Hitbox Discussion I guess

 May 31, 2017, 05:09:27 pm View in topic context
 Posted by TTTTTsd  in Hitbox Discussion I guess (Started by TheFclass97 May 23, 2017, 04:43:13 am
 Board: Fighting Games

I'm in the mood for some Guile.

Prior to ST you could do this button while moving forward or backward.
It was +3 on hit/block in Super/ST, +5 (!!!!) in CPS1. Discuss how amazing it is. Probably one of the most hilariously disjointed lights relative to its use and application.
    

Re: Hitbox Discussion I guess

 May 26, 2017, 09:00:22 pm View in topic context
 Posted by TTTTTsd  in Hitbox Discussion I guess (Started by TheFclass97 May 23, 2017, 04:43:13 am
 Board: Fighting Games

That Guile St.MP hitbox is wrong and is a bug that is in hitbox viewers that don't draw frame perfectly, i.e. all of them due to how Turbo in CPS2 works IIRC. It's actually supposed to look like:

Please use the SRK wiki when looking at ST hitboxes from now on. It is much more accurate and is a solid resource, plus you don't have to cap stuff on your own so it's just easier. IF you want wack ST hitboxes I'd say Dhalsim Yoga Thrust. Most of them are just insane rather than like, complete nonsense.
    

Re: The Nintendo News Thread

 May 23, 2017, 11:19:54 pm View in topic context
 Posted by TTTTTsd  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 pm
 Board: Gaming

IIRC these are just pitch concept art stuff and not really final product things. Rayman had similarly used "badass" in one of those. I guess Ubisoft just likes attaching that word ironically to kid's mascots or something? Beats me.