Well you can’t but you can get start up, active, and cool down(which can’t be totally right with all the crouch cancels and walk cancels). Frame advantage and disadvantage still has to be done the hard way :sad:.
Ah, oh well. Still pretty cool though.
Uh. More sideways. About 4 minutes further away. I still need to start dropping by SVGL occasionally.
Yes you do! I started playing bbcs and you can play ssf4 for free there now. That wouldn’t mean much but there’s very good people there everyday and I hadn’t played anybody who’s a beast with console characters before they put it on freeplay
Gg’s to Dyne yesterday, anyone getting down on Supercade on the regular, would love to start playing this again.
Is that the mounting plate? Maybe some clamps and some quick weld epoxy or something?
Yeah thats the mounting plate. I’ll see if can do something about it. Not sure if i can find a clamp that’ll work. Demons are not same on pad i do them too slow.
If nothing else, you might ask in the tech talk forums. I’ve seen similar (one guy had his little brother throw a tantrum and throw his TE On the floor) posts before.
hey everybody,
i will now use jedpossum’s method to doublecheck my old framedata, looks really promising. will report more later.
edit: got it now. the numbers in the “CT” column show how long the corresponding frame is displayed. all my frame data seems accurate so far, but it’s all 1f off (since i started counting on the frame the button was pressed, not the frame afterwards). this probably means that either the button display in the dev mode is 1f off or that the game has 1f fixed input lag. probably the former (same thing in sf4 btw, if you do a super, the animation will start before the button press is displayed).
edit 2: haha wow, even some of the active time i researched is accurate.
How do you think if figured out that “CT” was count? It was with your framedata I was able to figure that out.
Also note that the numbers are in hex so you have to convert a few of them.
Could you check if the Midler and Mariah data I posted is also correct?
i will, if you link me the post, don’t feel like searching through 100 pages
:u: .
looking good so far, your data is 1f off everywhere, just like mine. however, midler’s data is really unorganized in the frame viewer, and since a lot of her moves look the same, it’s hard to figure everything out, so what i have looks rather messy:
midler:
5A: 2f, 1f active
2A: 2f, 1f active
5B: 5f, 11f active <- there’s another move that looks like this, 10f startup, 11f active
2B: 4f, 2f active
5C: 3f, 3f active <- sounds really low, i doubt there’d be such a huge discrepancy towards your data, maybe this move gets calculated differently internally - like, a couple of frames midler, then the stand part? had to look this move up at the stand (characters and their stands are listed individually)
2C: 6f, 3f active <- your data might be 1f off here (or the above applies)
d.A/B/C: 6f, 3 active
d.2A: 4f?, 2f active? <- not sure since it looks exacty like 2B, data is the same
j.A: 3f, 9f active (11f active? move appears twice)
j.B: 5f, Af active (A = no idea, probably some variable)
j.2C: 9f, xf active (says 3, but another animation follows for the active part)
j.C: ?? (looks like another move of hers, i’d have to research j.C data manually and doublecheck both entries in the frame viewer)
s.5A: 4f, 4f active <- your data is 1f too fast here
some move looking like s.5A: 6f, 4f active
s.5AAA: 7f, 5f active <- same data as 4A, is the same move anyway
s.4A: 7f, 5f active <- you forgot this one ^^
s.5B: 6f, 3f active
s.5C: 8f, 12f active
s.2C: 7f, 3f active
s.2A: 4f, 1f active
s.2AAA 6f, 3f active (i GUESS this is s.2aaa, the frame data matches yours)
d.s.2C: 11f, 2f active <- i assume this d.s.2C, since its slower than the data for s.2C
-> some other move looking like s.2C: 15f startup, 3f active - no idea what this is!
mariah: also accurate minus the 1f.
5A: 3f, 4f active
5B: 5f, 3f active
5C: 6f, 3f active
3C: 5f, 3f active
2A: 2f, 3f active
2B: 4f, 3f active
2C: 10f, 2f active
Which way do you guys input your tandems? It seems every time it try to do a slide technique I always end up missing inputs and then that leads to me totally screwing up my combo.
Is there some universal technique I should be learning, or should I just be applying butter to my fingers before each match?
I’m the worst person to comment since I’m probably worse at tandems in general than any of the other ‘regulars’ but I’m not sure how you’d miss inputs using a slide - is it at all possible that you’re doing a series of hits that won’t actually follow eachother (due to a chain or otherwise) in a tandem?
I think pretty much any dio player will use a slide at least partially, Roukyou plays on pad so I have no idea what sort of arcane method he uses.
Whenever I’d play someone like Avdol, I’d usually slide just because I can do C->B->A fast when doing piano but I cannot for the life of me quickly piano A->B->C.
Piano works best for me as well. I think the on only time I use the slide method is playing as Vanilla Ice. For some odd reason I found the piano method easy on CPS3, then the emulated version. It could possibly just be me though.
Usually I’m just getting the tandem out from Jotaro’s 6B and I’m only using the inputs 5A->5B->5C for now, so its probably just my sloppy execution that’s screwing it up.
I just have to keep working on the slide technique more I guess, or try to get some sort of piano method going even though piano ABC is balls hard.
Cool, thanks. Yeah I thought that might be the case.
Apparently recovering from moves works like waking up off the ground where for one frame you’re unable to perform any attack, but in some cases you can perform movement actions. Hence when getting up or leaving an attack Devo can choose to be in a stand/crouch/walk state 1F sooner than he’s able to attack. I think that’s prolly where that universal 1F comes from.
Seeing active frames is pretty nice. Mariah 5A being 4F active is good to know. Beastly move.