sesho, pasky’s main is guile
guile almost never safe jump from the front, and in the corner you can’t cross up.
guile has the slowest jump btw.
and his diagonal jumping normals suck.
sesho, pasky’s main is guile
guile almost never safe jump from the front, and in the corner you can’t cross up.
guile has the slowest jump btw.
and his diagonal jumping normals suck.
corner also causes faster fall to mother earth.
I just checked and I still can’t see a difference when I flashkick ken in the corner. His wake up time appears to be the same to me as if I did it mid screen. I do notice they will fall faster in the corner though, but I don’t think that’s any mystery, pretty sure that’s the just the way the game handles the gravity since he hit the wall and the arc of the fall isn’t necessary to complete.
Physically that’s correct since he should continue falling at the same rate. However, the game isn’t using physics. What we need to know is if he hits the ground in the exact same time frame midscreen to corner.
-trolls suck-
That’s obvious he doesn’t. Ken would take 47-49 frames from hit to fall after lk flash midscreen. In the corner he took 34 frames,
Then maybe its player timing. I don’t even see how that would affect wakeup timing anyways. They are saying wakeup itself is faster?
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That’s what I’m wondering…I don’t notice any difference.
hmmm maybe i wasn’t clear.
when i said “wake up”, i meant the time from your attack connects to the time your opponent is up.
so maybe it’s just that they fall faster in the corner.
when i have time, i will have to check frame by frame to confirm that after they hit the ground, the wake up time is the same.
the thing i need to figure out is, whether you can use the same visual clue in the corner for safe jump (for shoto vs shoto, watch the second bounce on the ground, a tip from djf)
I suppose it depends on recovery of the move you used. If you jump after they touch the ground I don’t see where the issue would be unless its some random sfii anomaly thing.
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Corner fucks everything up for safe jumps. You have to time your jump taking into account the change when you hit the wall and start falling straight down instead of at the normal angle…which makes you reach the ground/safe jump point earlier. You can alternatively jump from farther away instead of walking right after a corner knock down to try to avoid the wall impact but thats one more timing out of so many to learn
for each character. Plus it leaves you farther away and being close to your opponent while they are still in Block Stun opens up a lot of doors.
Corner affects the attacking player just as much, if not more, than the downed player.
U mad bro?
-trolls suck-
wut
Sounds like nothing to be solved then, pretty obvious the corner just makes you fall faster.
Just sounds like you’re upset about the corner
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So…I’ve finally figured out a way to have a decrypted CPS2 rom to disassemble. After trying a couple CPS2 Rom decrypters and both failing miserably, I couldn’t ever figure out how to get a decrypted binary of the CPS2 rom. After thinking about it last night, I knew that MAME already decrypts the rom and has it stored in memory. So I simply found out where in memory it was stored and just did a memory dump and dumped the rom to a binary file. The only thing that was left to do was to byte swap the file and I had a decrypted version of the SSF2T ROM. So now I can get a graphical representation using IDA to explore the game and it’s weirdness. For instance, claw’s drop formula:
http://img217.imageshack.us/img217/7374/graphw.th.png
Start of the dizzy function:
http://img543.imageshack.us/img543/2431/dizzyz.th.png
Uploaded with ImageShack.us
Fun stuff.
I understand this stuff now. And also, pasky is cool.
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Easy to confirm with flip kicks. For example, mid screen claw can double flip kick a grounded opponent, but in the corner you only get 1 because there isn’t enough air time, because of the wall. If it’s an airborne opponent, you can still juggle, but the fall is still different timing.
With this type of information would it be possible to maybe edit how moves work with scripts and stuff, to make a community based remix?
You read my mind
Dibs.
Does the community want a remix?
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