Super Street Fighter II Turbo, in the house

Let’s stop talking about character selection and start talking about this:

:confused:

The first super came out when you simply did charge back, towards + button?
Did the second super come out automatically, or did you enter another command?
About how much time was there between supers?

You know when you do charge back, toward + kick, back, towards + punch so you whiff a rush punch then super straight after to trick them into punishing your rush but then the super hits… well i did that because i saw that my meter was close to the end and though my rush punch would give me full meter, but it was a tiny bit off and the super still came out, and what was more cool is that it didnt take away my super, by using the super filled my meter up to max so i would have been able to do another super right after it, i was so shocked and i wanted to tell my opponent to stop attack me so i could do the other super, (i only had a bit of health left, so did he) anyway he kept attacking and was all in my face so i pressed s.hp instead of doing another super because i was rushed and had no time to charge super and since i had no life left and i wanted to keep him out, but the s.hp hit him and killed him.

No, he did rush punch then executed the super (thinking he had full meter to beat a counter poke). But the super came out with him only having 99% meter. The super then gave him full meter for a second super. Weird.

Edit
im too slow

See, I knew in the back of my head you and Alex were part Asian, which is why I was wondering why you would have made that kind of statement. ^^ But you know, I don’t doubt that Asian all can look the same to those unfamiliar with us. But it happens to everyone. Hell, my bro got confused watching Lock, Stock, and Two Smoking Barrels because he got confused who was who because all the Caucasian people in it looked the same to him. ^^

  • James

That’s crazy. I think we need to find a way to replicate that situation, at least. Try a bunch of different combinations of doing speicla moves and landing hits until you can figure out a way to have the Kick Rush give you 99% of a Super Meter.

Still, though, from a programmer’s standpoint, I can’t think of any reason why the Super would come out. How would the game be “tricked” into thinking you had a full meter when you actually didn’t? I mean, if they worked like Tech Throws, I could see it (where damage is done initially, and then reduced if a Tech Throw is detected). So if a move gives you full value of Super Meter build up but then reduces it if it notices you whiff, it could happen. But… I just can’t imagine that’s how the system works.

Too bad there wasn’t a way to save the replay like in CvS2 or something. :slight_smile: We’ll definitely have to mess with it some more.

  • James

Last night i did a rush into super, the rush being the move that charged my super, ,but had done the motion even though i hadnt charged fully. I know this isnt the same as what you describe. It used the super bar though

Graham - Yeah, remember you can always do your super before you have the meter. Chun can store her super motion at the beginning of the round, then build up a full level while still holding towards, press kick any time, and the super will come out.

As for that Boxer glitch, I have no idea how Kaillera’s lag affects things in the game’s engine, but the only thing I can think of is…

The rush should have given you full meter; you did the rush; the game acknwoledged that you can do a super now, but lagged and didn’t fill up your super meter right away; you did a super; then the game caught up with the lag and filled your meter.

I have no way to test that though, so it could be completely wrong…

If we can reproduce it without Kaillera, that would be awesome, because then it wouldn’t be just some stupid lag bug, but I would be really, really shocked if this has nothing to do with the emulator.

James,
There’s a similar trick in CvS2 with A groove where you can activate at 97% full bar.

What happens is when the bar is completely empty, and you whiff an attack, nothing fills up.
This brings me to 2 conclusions

  1. The bar is actually 102% ish in size(hypothetically, pixels I guess)
  2. The first whiff goes into “storage” for later use in the activation.

It’s a pretty good trick I use once in a while, and it’s good for clutch situations if you need the AA CC or whatever.

But just thought I would bring it up since it was similar.

Maybe for ST, play around with the super bar and see if it actually fills up the way its “suppose” to.
Play around with combinations of hits, whiffs, etc.

I’ve had extremely weird shit happen on occasion in my matches on Kaillera which I’ve never been able to reproduce online. In KOF 98 I once did a 90-98%ish damage regular DM fireball with Ryo on a non-counter hit. The opponent’s character was FRESH, jumped, got anti air FB’d, and had a SLIVER of life left. We both stopped playing and were chatting during the match trying to figure out how I did that.

The CvS2 thing is just a normal move which builds the last bit of meter being kara-canceled into CC activation.

Why isn’t the ST bug the same thing, except it glitches out and sets the bar to 100% instead of adding a few pixels?

Because the bulk of your sentence doesn’t happen in CvS2. All i meant to say was that there’s nothing special about Nick’s CvS2 example. Also because so far the ST thing has happened to one guy so we don’t have enough info to be guessing yet. Besides, it sounds to me like ToXY is saying that the LK dash upper didn’t build full meter, but rather it built almost-full meter and then the super connecting added a little more meter. Why settle for less than relevant analogies just because everyone is trying to be the first to explain it?

I’m a game programmer, so I’ll give you a hypothetical answer to that. If they store the amount of super charge as a floating point number, then it might make sense. For the non-techies in the crowd, a floating point number is a number with a fractional part, like 99.92. Anyway, floating point numbers are stored in computers in an inprecise way. There may be no way to store EXACTLY 100.0. So, often times when you do comparisons with these numbers you use a little slop factor, like this:

if( SuperMeter > 99.9 )
{
DoSuper();
}

Now, what could have happened here is that the check for doing the super and the check for depleting the meter used different slop factors. So, if the code says:

if( SuperMeter > 100.0 )
{
SuperMeter = 0.0;
}

Then if the SuperMeter was anywhere between 99.9 and 100.0 then you could have the super come out, but the bar not go away.

Doing this would be pretty sloppy programming. But then again, I’ve seen a lot of sloppy programming in the games I’ve worked on :wgrin:

Just a possible theory…

ahh didn’t know it was kara-cancelled. I thought it was something random and weird.

While I’m not saying it is impossible, I’d find it highly unlikely that ST used floats for charge values.

ST dates back to a time when use of floating point math was discouraged, as it was often horribly inefficient compared to integer math in speed of operation. That mindset was so heavily ingrained that some coders continued to avoid floating point even after its speed improved.

As well, there is no advantage to using floating point anyway. Life and super meters act integer based and charge times can easily be handled with integers, counting each frame held. Same with character positions and hit/vulnerability boxes.

Im not quite sure if it was kaillera that made it happen, but i dont think so since both me and my opponent had 15 ping each, and when i did the rush punch it charged meter straight away, it wasnt like it was lagged. too bad after i did the first super, i didnt get the chance to do another one since i killed the opponent but im pretty sure the next super would have worked because it was full meter.
Is it possible that this could just be a random glitch where you cant reproduce it, or are all glitches reproducable?
Also could this be a glitch caused by the emulator? anyway ive tried so much to get it again and its never worked… im out of ideas.

Oh and also if anybody is still trying to find out how to do this, i was on extremely low health, and was on the left side of the screen, im not quite sure if my rush punch whiffed or got block, but the super hit and after the super hit we were both on around 3% health left each.
anyway i wouldnt spend too much time trying because since its never happen to anyone befor in all these years, im thinking its just a glitch with the emulator.

Yeah, I’m with you on that. I actually would be pretty surprised if they used floats. I just figured I’d throw that out there since it’s the only thing I could think of that’d cause the engine to allow that to happen.

Let’s also not forget that Kawaks has cheats, including a “Full Super” cheat. I have no idea how, but that could possibly be connected.

Yeah but cheats dont work online, anyway even if it somehow activated it by itself while i was playing, it would make my meter full at all times, whereas i did a super with a not completely full meter.

My point was that the emulator has the capability to control how much meter you have (even when the user doesn’t, like during netplay), so it could just be a Kawaks bug.