every one should take this to gameplay. its a ghost town in there and should be where most of the convo is happening now since the patch is out. its not just a patch anymore, its THE GAME from this point on.
Maybe. Don’t we already have a bunch of frame data already? All we’d need to do is add 3 frames to the “On-Block advantage” right? Since frame data didn’t change it’s just faster. Unless we need to account for the speed to show the actual frames or something.
This is one instance where I’m sad that my console got the patch first. I want those color packs!
Does anyone else think that SpaceOutNightmare’s avatar looks like Ravidrath or is that just me?
I need a new avatar, something so anime people couldn’t stand to see it.
I was thinking of MAMI CIRCULAR.
Search “uguu” in google images. The first image.
ick. that thing is frightening
Some things seem to be wrong though.
Eg
Filia Ringlet Spike is listed as 26f startup.
Her s.LK is said to have 25f Blockstun (with the +3 new one it’s thus 28)
This means (unless this works vastly different than I know it from SF) that cancelling s.LK into Ringlet should be a blockstring.
… It isn’t.
Haha, I see. I was hoping one of the developers kept it in a little folded up notepad under his pillow or something (I have no idea what these attack properties would look like within the game code). Well, at least it’ll be relatively easy to get the frame data, since the hitbox viewer is so detailed.
How do you measure it accurately if the game has frameskip?
I suppose you’d have to take several measurements of each attack. You’d wind up with two values per move, a “with frameskip” value and a “without frameskip” value (where I’d expect the majority of the values to read), and you’d choose the larger of the two.
Or you measure it in a build without frameskip and with slow-mo, there’s that possibility also. (^.^) Just that that means either I have to do it or someone NDA’d has to do it.
Scripts aren’t written as “this attack is +4”, they’re written has “here’s the attack animation laid out, and this hit has 14f of stun on block and 18f of stun on hit”, etc.
That’s still enough info to derive a number like +4 from, if you write a sufficiently-sophisticated tool. And you probably already have a bunch of code that would help with it in the game engine, since it has to (implicitly) derive all that info anyway.
I know, and I have one somewhere. Where, and whether it still works, is up for finding out.
And no, the game engine never has to know how + or - an attack is, ever. It just has to know “this frame, do I have more hitstun or not?”
Bluh. I’d be playing the updated version right now, but PSN keeps rejecting my Visa info.
…so xbox isn’t releasing the patch, are they? T__T
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That’s why I said implicitly. + or - is something that comes out of the way the engine functions. Clearly it has all the information - it just may not put it together that way.