doh i guess just said it in the wrong order i opened the file and its like you guys are saying my bad.
uhh it appears i overlooked something here though his j.mp appears to have 3 hits listed wtf, i’ll figure out whats up with that tomorrow but i’m about to pass out right now
I guess the first hit Hit’s differendly on juggle or on the ground, which might require a 2nd hit. If you look at Seths close s.HP, Sakuras close s.HP and Sakuras close s.HK, they should have 2 hits as well.
I’ve often wondered if attacks have more than the standard attacks. Like for example alot of SRK’s have a ground damage & AA damage, these attacks could easily be masked by juggle propperties. Like say if you do a HP SRK with Ryu it’s first hit knocks them in to standard knockdown & if it’s AA attack (That does different damage) is incapable of juggling from standard knockdown then it just won’t hit.
But that would mean Ryu’s HP SRK would have two hits attached to it. Would you be able to varify this Anotak? IF these files alone arn’t very big compiledwell would you be able to upload them? I’d love to peruse through these things.
(Though i have no idea how reading in game files works, i could be asking for something not possible, sorry)
^
Every collision capable part of a move that is split up into blocks (I think 24 of them, but only the first 11 or 12 are usually relevant). Each block represents the state of your opponent. So you’d have a block for standing, crouching, standing block, crouching block, aerial, counter-hit while standing etc etc etc, and within these blocks are the values for damage, hit animation, sound effects etc.
Sometimes a move may have multiple parts that can hit, but it’s not obvious so because each part has the same or similar effect. An example is Blanka’s s.HK (backflip kick). Each active part of this move does the same damage etc, but only the first active part is super-cancellable.
So when it comes to Ryu’s DP, it’s very possible that it has descriptors for move than 1 part of the DP. IIRC, in SFIV it’s capable of hitting at two stages while he is grounded, and at any stage during the air.
the reason this matters is because depending the characteristic of how the first hit hits, the enemy can still be knocked in to JP 1 status. To test this:
Let the enemy jump over a sonic boom, do ultra when they land, as they’re pushed back they’re still grounded, so the full combo hits. Now set the opp to jump & hit them with the second hit of his CR.HP & HP Sonic boom -> FADC then Ultra them as they fall. The opponent is in float knockdown so when the Ultra hits they remain in float knockdown (Or air state) when the sonic boom hits themfrom behind they go to JP1 & the whole middle section of the movedoesn’t hit.
This matters because a common strategy with Seth is to throw sonic booms & Ultra the enemy when they jump over it, if you do hit them anti-air you end up with an Ultra that does 3 hits, (With the sonic boom) & is massively weaker.
rose’s ultra’s initial hit that starts the cinematic has JP of 0 but all hits during the cinematic have a JP of 127 (7f hex).
modding it to making reflect fadc ultra work took me less than 5 seconds
edit: rose’s f.rh puts into juggle type 01 (“standard knockdown” but i do not agree with that terminology) when it hits antiair.
edit: [media=youtube]xLTx6da75hw[/media] speaking of rose comboing into ultra here’s an example… making juggle into soul throw (not pictured in video) was harder but possible too.
If it had a JP of 4, you’d be able to juggle after 4 hits of ex legs if the opponent was standing, but that doesn’t work. If you want to connect stomp after ex legs, you have to fadc after the second hit at the latest. I wish she could have sick stomp juggles off ex legs.
Yes, very. I was just experimenting a little, and suddenly I air-resetted my opponent with s.HP after a 1-hit EX Yoga Fire, and of course I had to go to the bottom with it. A simple way to try is it testing AA EX YF -> EX Yoga Thrust, with and without CH.
this isn’t weird, any hit state can be set by counterhit.
counterhit is treated completely separately from normal hit, pretty much any property can be changed from normal hit except things like cancelling properties.
basically you have
1 - standing hit
2 - crouch hit
3 - jumping / juggling / 2nd part of focus crumple hit
4 - stand block
5 - crouch block
6 - ??? unused air block?
7 - stand counterhit
8 - crouch counterhit
9 - jumping counterhit
10 - ?
11 - ?
12 - ?
basically they can set anything to anything if they wanted to, we’re just benefited by them HAPPENING to universally make things do a certain amount extra damage on counterhit for example.
for example, here i modded rog’s jab to cause crumplestate on counterhit:
[media=youtube]7i16Ef66gGM[/media]
I just meant it’s weird that they added that, it has no real use. I mean, when do you hit AA CH EX Yoga fire in a real match? And the only thing you can do from it is another EX move for one hit. Or Yoga mummy, but yeah, you need to set that up in advance.
So now we know 6 moves that works differently on CH:
lvl.1 FA
AA lvl.2 FA (They enter that spinning animation like a lvl.3 AA FA)
Tiger uppercut (Same thing here)
df.LK with Chun (standard knockdown)
1st hit of Ken’s HP SRK (Float knockdown)
1st hit of AA CH EX Yoga fire (Float knockdown)
i think they were going to make it a more universally present function like it is on tekken / blazblue etc but then it either got cut (either they thought it’s stupid or they ran out of time, or they just forgot about it like how they forgot to make blanka’s hitboxes work right because they made him early in development)
Yeah, that is possible. I wish they kept it so that every counterhit move on someone in the air puts them in standard/float knockdown instead of resetting them though.