Olympia Fightclub!

Those matches were so one-sided, but still fun. Thanks for helping out my marvel game

http://img824.imageshack.us/img824/6423/mysterytournamentflyer.jpg

What do you guys think? Also if any of you guys can make it to my house sometime in the late afternoon early evening you’ll be in for a treat.

I think we can make it to your place manoftheleaf since there is no lopez today, also it’s another way i can give you your 360 gate so you can do your standing 720

At nwm got to tack pitchers with Xian and gootecks. Xian is godlik with his English also Q was there in the background

Broken image links.

Today was fun manoftheleaf thanks for having us over to play some games.

so jealous. Wanna be doing Vergil sword resets right now.

EDIT: Also that new Fighterpedia is killing me. I am dead now.

And one of the Fighterpedia guys is one of the guys that does Two Best Friends Play.

Dude that was so cool when I met everyone from OFC at the midnight release of ultimate at Walmart and everyone had fun and told stories and stayed up til 5 to play it OH WAIT THAT DIDN’T HAPPEN IT WAS JUST ME AND THE FLOURESCENT WALMART LIGHTS

–greenshirt

Lopezs tonight! Where you people at?

OK I have a question about option selects, particularly the jHP to shoryu Ryu option select.

So what you’re doing is jumping in with an attack and hitting the shoryu input during the last few frames before you hit the ground. If you hit with the jumping atk the shoryu input is eaten, if you whiff, shoryu comes out. I understand what happens but I’m not sure why it happens.

IS IT BECAUSE when you hit with the jump in the game creates some extra “hit stop” frames that delay your landing, to the point where the shoryu fizzles because you have not actually landed yet, where if you had landed by then the shoryu would have come out?

OR… I am vaguely aware that if you hit the punch button within a few frames before landing from an empty jump a shoryu will come out, even though you were not actually grounded. In the case of the Daigo option select mentioned previously, maybe the reason the shoryu does not come out is because whenever a jumping atk connects, this somehow cancels this effect of the stored input. This seems less likely. Maybe the OS works due to a combination of these or other causes.

Also, the simple OS most characters have that looks like “crouching jab, crouching jab + crouching roundhouse” that catches backdashes. If they block they take jab cancelled into another jab because you’re hitting the jab quick enough to the point where the second input is entered during the recovery frames of the first jab. Only an attack that can chain from the 1st jab can come out at this time, so the jab rather than roundhouse comes out.

If the first jab whiffs, I believe the reason roundhouse comes out is because although you’re hitting the second input the same number of frames later, there was no “blockstop” frames that extended the recovery of the jab, so you have essentially waited for the first jab to recover before you hit “crouching jab + crouching roundhouse” which of course produces a sweep thanks to the priority of roundhouse over jab.

//

Does anyone have a good explanation of exactly how OS works? Or maybe a link to an extremely specific guide or breakdown of the system mechanics at play.

A good source for explanations would be Vesper Arcade Super Street Fighter 4 Tutorials Chapter 10. Part 1 is basic option selects. Part 2 is Jumping OS. Part 3 is Meaty and Buffered OS.

Essentially the Jumping OS happens because of stored inputs and the situation of the state the opponent is in. Whiffed, Blocked and Hit. Jumping attacks theoretically have no recovery frames so when you buffer a move at the height of the jump it will lead into that move, because jumping attacks are not normally special move/super move cancelable the “shroyu” will not come out when blocked. Unlike the Buffering OS examples where many ground normals are special/super cancelable upon hit or block and do have active and recovery frames.

A normal move that is special/super cancelable is essentially eliminating the active and recovery frames of the normal move to the next input. Which is why when you buffer a hadouken from a cr. forward during its active and recovery frames it never comes out unless the normal clashes with the oppoenents hit/hurt box eliminating the recovery frames into the hadouken. Now if you delay the buffer you will get a hadouken to come out because the move is starting up after the recovery of a normal/special, think whiffed green hand into Final Atomic Buster.

So when creating option selects you have to look at three things:

  1. The situation: On knockdown, on wakeup, neutral spacing, etc…
  2. The priority: Chains > Fierce/Rounhouse, Grabs > Strongs/Forwards > Jabs/Shorts, etc…
  3. The property. Special and Super cancelable, etc…

When looking at the “priority” of the move you have to consider a few things.

  1. How fast the move starts up.
  2. How many active frames.
  3. The distance of the hit box and hurt box.
  4. Any other special properties.

Hope this answers any questions.

By the way thanks for all the participants of the Mystery game tournament. I especially want to thank the Twins and Sam for helping out. Despite how fun it was I doubt I will throw another one anytime soon due to lack of interest, despite the free prizes, and the lack of co-operation.

The free prizes were basically a reward to the regulars, to help alleviate some of the holiday stress, and also to help the community with purchasing decisions during the holiday season. A good idea that was implemented in a way that I feel was not efficient and not overly satisfying especially from my perspective.

So thanks for the experience guys. I learned a lot.

I thought it was a lot of fun at the very least.

I wasn’t trying to rush it or anything when I suggested doing two games, I just didn’t want to have 2 or 3 rounds left to play when it was time to start cleaning up. I know that DBZ and Windjammers were hype as hell.

No way, Sam you were a great help. Doing two games was a great idea. The best games were Windjammers, DBZ UT and Urban Champion.

It was just stressful on my end trying to hold everything together. The lack of stations, configuring the games, which I did in advance but in the end it just proved to be a waste of time, monitoring the bracket, getting scolded by Gabi, etc… But once again thanks for the help Sam.

Gonna find a way to make it to the next Mother Russia so that I can prove Kevin’s Doom guilty of being a fraud.

I now have kof13.

OK as far as the jumping OS goes, the question still is why does this work? Why does the stored input not come out when you hit someone? Does the game nullify the stored inputs if your character connects with a jumping attack or is there a simpler reason the special does not come out?

Hey also Sam and Armand, what you think of a team of wesker virgil doom, not necessarily in that order?

Oh man, mine hasn’t arrived yet…Boo, where did you get yours?

Plasma Beam + Teleports has always been good, so I imagine it would work pretty well.