Very, very nice. I was hoping someone would make videos like this in HDR’s Classic mode, especially for the O.characters. Now if only someone could figure out whether throw ranges and/or airborne states are based on the green boxes. Does anybody know how Akiba captured throw ranges, did he literally count the pixels between characters? And if so, was it the reference dot he used?
I really like the Super vs. ST face-off format, but there were some moves that didn’t show up:
Supers
close versions of moves
2nd hitting properties of moves (like the Skull Crusher following a Head Stomp)
Any chance you could release an addendum with these things added?
I digged the music, but having the actual game sounds added in would also help players on an auditory level.
This also opens a lot of things up like if we could the ambiguous cross-up in action and see what set-ups are cross-ups and what set-ups aren’t.
Just thoughts.
keep up the (very) good work and thanks again.
Some ambiguous cross-ups are simply move based (move x is a corss-up, move y isn’t a cross-up) and those are pretty easy to eyeball and understand without hitboxes.
But lots of ambiguous cross-ups in the game use the same move but rely on specific timing/location differences.
Using hitboxes and slowed down frame rate would really help clarify exact timing, placement, and convey exactly what key boxes are coming into play.
I suppose a lot of the value of such things depends on the specific user.
Different people rely on different things to help them learn.
Some use auditory signals, others rely on visual signals, some rely on a feel, other rely on a cognitive visualization of things.
I for one really benefit from seeing where actual skeletons are connecting on a certain move.
It helps me lock in and then replicate that sequence.
Before i get too excited to record video for all the characters (a complete moveset will generate a 600Mb avi file per character, would take a long while to upload to youtube), I want to know if this script is still in beta?
It seems like some of the vulnerability hitbox are wrong
here’s ryu dp. according to ybh, the first 8 frames should be completely invulnerable, yet i step through the video i only count 3 frames
the first 32 frames of ryu’s super should be completely invulnerable, but it is clearly not the case in this video
[media=youtube]QbIK2wV4OzE[/media]
old ken’s dp seems right however (both lp & hp dp are invincible all the way up)
[media=youtube]0AyPA5pwvZM[/media]
I suspect this script is still not perfect as I play a few rounds against the AI and notice that the blue hitbox are still drawn on the screen (out of place as well), even I’m knock down or hit cleanly out of the air.
Uh, what? I just loaded it and counted 8 frames of full invulnerability on n.Ryu’s jab DP, followed by lower body inv. And Ryu’s super is fully invulnerable until the fireball appears, at which point he can be hit, which is how it’s displayed.
The script isn’t malfunctioning for me at all, so the issue is on your end.
That reminds me, if you’re concerned with frames you should probably be running the game in normal speed mode rather than turbo. Because turbo literally skips (drops) frames at set intervals.
Also I don’t know if running the script from the command line is a good idea or not. In Mame-RR you can open a new lua script window by hitting ctrl+L. With FBA-RR there’s just an option for it in the menu.
Turbo drops 1 frame in 5, give or take. It’ s not going to change 8 frames to 3. I’m guessing that the issue is that the hitbox colors aren’t being interpreted correctly, since that would give that sort of difference.
HDR doesn’t give ‘pushbox’ information, but: http://www.pedantic.org/~nate/HDR/ryu/shoryukenjab.html
There’s 4 frames of pure invulnerability, and then 4 frames of invulnerable plus hitting at the start. I’m guessing the push box also shows up on frame 5.
Xenozip, yes you are correct, out of sync, about the some frames being dropped, I think 1 example would be in the vid “Super Turbo Hitbox Viewer: Miscellaneous” minute 4:18 (Vega’s sweep trading, even when hit boxes dont look to touch each other).
My video is not out of sync since this is how it is while I do super a few times last night. But Ryu’s super in your video looks right.
I’m using fraps and the game is still running at full speed, capturing at 60fps.
I wonder if the hitbox drawing would skip if the game is running at full speed.
Edit: I found out the reason
I modify my lua script to not draw the green push box because they are distracting and not useful except for cross up.
That threw off the timing of the drawing boxes some how and the blue vulnerability boxes shows up even if they should be hidden.
I played around with the script a bit and instead of skip drawing the green box, I draw a tiny 1x1 green box at the top left corner. It seems to fix it but I still sometime see blue boxes on the 1st frame of ryu’s DP.
So I did another experiment and just use the vanilla script and record a movie of me doing a bunch of DPs.
It seems that 1 out of 10 DPs, I still see blue boxes at the 1st frame so I guess either mamerr or the lua script is still not perfect, but it’s good enough.