Since each frame of the mask is a full “picture” that’s editable, one can draw extra parts in (Chun B+Fierce, Makoto DP), or remove parts from a “vulnerable” mask. So you can make a move only vulnerable very low, or whatnot. That’s why I said they were equivalent to many many hitboxes, since you can modify both to your liking.
Additionally, generally in games I’ve seen frames can be tagged fully invincible or projectile invincible as a property, without messing with the actual frame itself, so they can surely do that much for any frame. As well, since moves in 3s are probably tagged as hitting high/mid/low for parry properties (see Hyper Alpha for why they’d have to do that) you can probably tag a frame “invincible high” in 3s. Of course, this is speculation, but it seems reasonable. There’s no reason to only apply this to supers…
Moves probably trade more because with hitboxes, generally they seemed to make the hit part bigger than the vulnerable part. With 3s, they seemed to generally favor making them even, or both appear at the same part of the move, instead.
Yeah, I jumped from post to post. I was almost sure that they were modified bitmasks. Couldn’t be a strait-up bitmask or Elena wouldn’t be so retarded.
As for invincible frames, I’ll just throw out Ibuki’s dp+K (Kazekiri) for referance. The EX verison has 5 frames of full invincibility on start-up and 1 frame of partial upper-body invincibility, and can’t be thrown. The normal (non-EX) version can be ground thrown (which means it is vulnerable to throws), but still has some frames of upper-body invincibility, and can be hit before the hitframes occur.
And yeah I can respect that, this isn’t 3S. Let’s talk about JUNI.
Also, in case anyone hasn’t noticed, you can move the dummy with your right analog stick on your pad. If you wann get them our of the corner or something.
Has anyone else also noticed how sometimes when u play in vs the match will end only after a single round. Like its happen to me and my friends copy a couple of times. We would be playing the standard 2 out of 3 rounds and then suddenly after the first round it ends and goes to the score screen…maybe its just my copy but anyways just worth mentionoing.
OH MY GOSH!!! IN ALPHA 3 I FINALLY DID THE SHIN SHORYUKEN IN ARCADE MODE AGAINST BIRDIE!!!
Well… I guess that’ll happen once every eight years.
Oh yeah… Is it just me or is SFA 3 just a really easy game to play? I played through the entire game without losing one match on level 8, but on SFA2G the game is a dern beast on level 6!!! It was so bad that I frequently had to continue by time I got to the third character!!! What’s up with that???
I think it depends on who youre playing with. I have always found A3 to be much harder than A2, because the A3 CPU cheats more. Lots more input reading and oh-so-perfect counters and aerial counters.
A2’S CPU, on the other hand, gets a huge damage handicap on higher difficulty levels. Last I checked, on Level 8, a L1 super does about 50% damage. It’s not really “harder”, you just can’t get hit from ANYTHING.
Well I guess because it looks really cool. Maybe the developers thought that we would get bored with the move… So they hid it in the Metsu Shoryuken so that we wouldn’t see it often in game play!!! But once every eight years??? Crazy Capcom…
And Ultima… I’ve noticed that damage handicap that you’re talking about. Dern thing’s so unfair… By the way - I mainly use Ryu in both of those games. Why would Capcom put the handicap for the CPU so high? It do
So is there a way to put the damage on normal settings for the CPU?
Maybe it’s useless to you, sucks for you, but it sure as hell is getting put to good use here. It’d be fucking useless to me if it hadn’t been ported to the PS2.
in GBA, it’s a button code, it gets you ism plus’s in the option mode. it’s universal settings for all chars. So if you set “alpha cancel: on” all characters would get chains.