And if you wonder my my Android one may not look as aesthetically pleasing, my original apps were created for iOS and ported to Android, so they have the “iOS look/feel” to them in general, as opposed to the opposite.
@Plaid_Unicorn my first ever app was an SSF4 app. Back then prima had an “official” app that was $10 and it was garbage, so I decided to learn Objective C and make an iOS app. Back then it was just me and them as far as guides went, but over time, so many hobbyists and other companies are doing it. All of these apps are just me in my spare time doing everything, other than I had a buddy work on some graphics in my previous apps.
If ya’ll want a legit time waster game, check out my only game I ever made called “Tappy Penguins” lol. It’s free on iOS and Android.
I’m glad to see that through this app, iOS users have a tool available. I think that through the competition between the various developers, the community will end up with a really powerful tool to work with once SFV comes into full swing!
F.A.N.G.'s moves list has been added to the iOS and Android app. As usual the Android one will be live in an hour or so, however long it takes to propogate, but the iOS one will take around a week to go through submission process.
Expect to see the final releases frame data shortly after release as well as the move punisher tool
Hello, Andrew. Great job on F.A.N.G. I was going to send you the pic of F.A.N.G’s command list Tuesday right when it hit EventHubs, but that was going to go alongside this huge post. This was quite the work.
Here’s a list of changes you should make.
V-Moves
Name change
In the command list for the game, the V-Skills and V-Triggers are under “V-System.” Sounds pretty cool, wanna use that over “V-Moves?”
Edit
Every install V-Trigger (except Necalli’s) changes the V-Gauge to a timer. You don’t have to explain that. Or, if you want to, preface the buffs with “temporarily” like you did with Karin’s V-Trigger.
Critical Arts
Name change
In the command list for the game, the section is list as just “Critical Art.” Also, everyone has only one Critical Art. The only exceptions are Ryu and Necalli, and even then their V-Trigger Critical Arts replace their regulars ones and use the same input.
Chun-Li: V-System
Addition
V-Skill: Rankyaku
Add that she can launch the opponent when performed close.
Dhalsim: V-System
Edit
V-Trigger: Yoga Burner
Change “gray damage” to “recoverable damage” for clarity.
Dhalsim: Critical Art
Addition
Yoga Sunburst
Add that you can hold the buttons to make it stronger.
Karin: V-System
Typo
V-Skill: Meioken
"Gaines" -> “gains”
Karin: Critical Art
Name change
Kanzuki-Ryu Hadorokushiki Hasha no Kata
The “no” in the Critical Art’s name doesn’t get capitalized. I know that may be hard to determine from the images of the command lists that capitalize every letter, but in Japanese, that word doesn’t get capitalized.
Ken: Special Moves
Addition
Air Tatsumaki Senpukyaku
Add “During forward jump”
Laura: V-System
V-Skill (all variants)
Replace “splash kick” with “overhead kick.” I don’t think “splash kick” is even a thing. Use “overhead kick” for clarity. That’s even what they used in the official description in the original Capcom Unity article.
Addition/Edit/Typo
V-Trigger: Spark Show
"Sun" -> “stun”
You missed some details. Here’s the description from the original article from Capcom Unity. Word it however you like.
“During her electrifying state, Laura’s Thunder Clap projectile flies further, she deals more stun on her attacks and grabs, and moves around further during her Linear Movements.”
M. Bison: V-System
Edit
V-Trigger: Psycho Power
He can teleport dash without the V-Trigger now, so drop that part. Include that some of his special moves get the teleport property. And that he can cancel special moves into EX special moves into more EX special moves without charging.
Nash: V-System
Typo
V-Skill: Bullet Clear
"Gaines" -> “gains”
Edit
V-Trigger: Sonic Move - Blitz Air
"Teleports above and in front of the opponent"
V-Trigger: Sonic Move - Steel Air
"Teleports above and behind the opponent"
Necalli: V-System
Grammar
V-Trigger: Torrent of Power
"However" should be the start of a new sentence.
R. Mika: Unique Attacks
Addition
Passion Rope Throw (Forward)
You forgot to add the “+ MP” at the end.
Rashid: V-System
Edit
V-Skill: Front Flip
He doesn’t necessarily have to flip over the opponent. And, unless this was changed, he can do a front flip away from the opponent as well. Pretty sure the input was B+MP+MK.
The description could use some rewording. For example:
“Follows up Front Flip with Airborne Eagle Spike special move.”
Edit
V-Skill: Nail Assault
The description could use some rewording. For example:
“Follows up Rolling Assault with an upward kick that launches the opponent.”
Ryu: Special Moves
Addition
Air Tatsumaki Senpukyaku
Add “During forward jump”
Vega: General
Name change
The command list lists some things differently.
Claw off -> bare-handed attack
Claw on -> claw attack
Vega: V-System
Name change
The Bloody Kiss V-Trigger now has names for all of its variations.
Bloody Kiss (standing, horizontal) -> Bloody Kiss - Torero
Bloody Kiss (crouching, angled upward) -> Bloody Kiss - Rojo
Bloody Kiss (forward jump, angled downward) -> Bloody Kiss - Azul
Vega: Special Moves
Name change
Switch Claw -> Switching Claw
Zangief: V-System
Typos
V-Skill: Iron Muscle
"Recoverabl" -> “recoverable”
V-Trigger: Cyclone Lariat
"perform [a] special lariat"
Addition/Edit
V-Skill: Iron Muscle
"Absorbs one attack, leaving him with recoverable health. He can absorb multiple attacks and move forward by holding the buttons and tapping forward. Upon releasing the buttons, he strikes with a flex."
I’ll probably buy it next week around launch once I see the movelist update to the proper new inputs. It’s a pretty cool little app, way better than turning around to the PC every few minutes to check out a combo or move.
Once the full game is out I plan to go through each listing move by move and updating to what is in the final game so a lot of those changes will be fixed at that time so keep an eye out for it.
Thanks I’ll look into it after I get the frame data done. I may slip it in there with the FD update too.
Good suggestion, nothing like that just yet.
I just wanted to update you all that the Frame Data will be in very shortly. I started working on it tonight and have the framework laid out for it for the most part. I’m gonna tweak it and hopefully have it submitted to iOS by tomorrow, then I’ll port it over to the Android version.
Good work on the app so far mate. Great for having notes/combos on hand before a match. If I could make a suggestion, any chance you could allow the user to customise the lists and reorder them so that I can move the sections around.
I like the clean look the frame data section has. It’s clean and you just click on the specific move you want to see frame data for. However, for Vega, you are missing frame data.
Most importantly, you are missing frame data for his “hand” normals (standing, crouching, and jumping). Although for his jumping normals, the Prima guide states that, apart from the obvious hitbox decreases, that j.LP and j.MP become a frame faster in hand mode. Add (claw) and (hand) at the end of the respective moves to differentiate between the two modes/stances.
Also, Flying Barcelona Attack gets changed with his stances as well. In hand, FBA leaves the opponent in hitstun instead of a knockdown. The Prima guide says FBA (hand) is +7~8 on hit and +2~3 on block.
I see you have the move written as “flying barcelona attack(claw).” Well, because you’ll probably be using (claw) as the stance modifier, you can’t use (claw) to denote the attack. Maybe use (strike) instead? flying barcelona attack (strike) (claw/hand)?
You’re missing frame data for Vega’s CA, Bloody Rain.
And now, for an overall addition to the frame data section. Add another row to include additional information like when and how many airborne and invincibility (total, strike, throw, projectile) frames there are.