I forgot totally about that ZTB XD
Ninja turtle edit: Unblockabes and guard throwing works the same on all 3 speeds? Just wondering.
I forgot totally about that ZTB XD
Ninja turtle edit: Unblockabes and guard throwing works the same on all 3 speeds? Just wondering.
I only messed with this game a tiny bit, but the little information you gave my guess as basic it is going to be.
That there isnât a check to see if the opponent is in block stun.
messing around with kara cancels and I canât quite figure out what the rules are.
like for example with wingnut it seems you can
kara cancel air normals into dive/moonbuster/airdash with multiple frame timing
kara cancel ground normals into glide punch with one frame timing
kara cancel glide punch into bite throw with f.lp+lk???(the starting sound effect of bite throw is not heard and is instead silent like glide punch)
however with chromeâs divekick is treated like a normal and not a special and you canât kara into it.
also I think I figured out why chrome has jump cancelable normals from a design standpoint. I think itâs to prevent you from doing tick spdâs while blocking. The short time you have to input his spd means you are guaranteed to get a jump cancel or a blocked normal if you try to do 284 as your spd motion after forcing them to block a jab/short. throwing in blockstun makes this not a problem but itâs interesting to think about.
havenât found a useful kara yet⌠will keep messing around.
random aska stuff -
character specific combo:
cr.hp, st.lk (yo we got links)
works on turtles, aska, shredder(in corner), arm(standing). maybe possible to get it to work more than that but thats what I found.
does a fair amount of stun and you can cancel to spin to keep pressure though it wonât combo.
overheads:
st.lp, st.lk
works on aska, shredder. vs. shredder in corner you can cancel st.lk to dp and it will combo, but dp whiffs on aska. can work on hit or block so can function as a ghetto combo
st.lp, cr.lk
this can be done from a spacing to where it is safe(though not max range), and since this is a low âoverheadâ it ends up being an unblockable.
Tricks:
instant overhead j.lk
works on
turtles, war, chrome, wingnut normally
nj./fj. work on shredder
fj.works on aska and arm(inconsistent cause armâs hurtbox is stupid)
Right corner 50/5 j.lp/hp
too lazy to test it right now but it works on arm atm. left corner itâs blockable both ways. basically just time the jumpin as arm gets up and you can change timing slightly to hit either way, j.lk always crosses up I think.
crossup buttsplash
got it to work a couple of times but Iâm still tinkering sorry!
system stuff:
Aska has a 1f jump like arm(as does shredder) or at the least they can jump out of meaties 100%.
Iâm so glad people still keep this game alive. Just got this all set up, and definitely down to play some netplay casuals. Seems too good to be true
Had a FT10 set with a buddy in RVA for 20$ in this game. Obviously not elite level stuff, but fun times. I got annoyed with power drill>throw, so I went to chrome dome unblockable redizzies. Why is it that Chrome doesnât beat Raph again? Even the fireballs went under.
Power drill > throw is not guaranteed on cornered opponents. Just counter mash or throw first or reversal (Your friend got away with that way too often). Midscreen setup is a different story though. Just have to avoid being in the situation altogether (e.g. jump, reversal, projectile).
And speaking of projectiles, it seems your buddy never heard of them which would explain why you didnât have much trouble with Raph. Itâs not that âChrome doesnât beat Raphâ, itâs clearly in Raphâs favor. However, the match must be played âefficientlyâ (e.g. lame fb spam, CB anti-airs, normal anti-airs, DO NOT RUSH AT CHROME [wtf]) for this to come to light.
For the most part, fireballs are a turtleâs best friend in this game. Neither of you took advantage of that though, so itâs âwhateverâ (shrug). Youâre $20 richer and thatâs what matters in the end (I guess).
Also, learn how to remain neutral briefly before doing half-circle-forward motions, it helps with the command overlaps.
Took a break from working on Marvel 2.
Health does refill like in my Vsav script. Iâm going to add some things before I release it like color on the stun meter.
Dunno, if this script works on Bizhawk as that emu wants to crashes every time it starts up, but it works on snes9xrr 143.
To disable stun just edit stundiasble to a 1.
Train just disables infinite time and health recovery.
--TMNT TF SCRIPT
--OPTIONS
train=1
stundisable=0
function extoption()
if train == 1 then
memory.writebyte(0x7E1F8C,3) -- Timer
else
memory.writebyte(0x7e1f8c,2)
end
end
function hud()
--PLAYER 1
gui.text(28,38,"Life: " .. memory.readbyte(0x7e0ee4))
gui.text(82,38,"Meter: " .. memory.readbyte(0x7E1AC0))
--Stun Meter
p1stun = memory.readword(0x7E0EEA)
if p1stun <= 250 then
p1stuncolor = 0x00FF00FF
elseif p1stun <= 400 then
p1stuncolor = 0xFFFF00FF
elseif p1stun >= 401 then
p1stuncolor = 0xFF0000FF
end
gui.text(4,200,"Stun: " .. p1stun)
gui.box(4,208,4+(p1stun/10),212,p1stuncolor)
--PLAYER 2
gui.text(196,38,"Life: " .. memory.readbyte(0x7E0FC4))
gui.text(144,38,"Meter: " .. memory.readbyte(0x7E1B14))
--Stun Meter
p2stun = memory.readword(0x7E0FCA)
if p2stun <= 250 then
p2stuncolor = 0x00FF00FF
elseif p2stun <= 400 then
p2stuncolor = 0xFFFF00FF
elseif p2stun >= 401 then
p2stuncolor = 0xFF0000FF
end
gui.text(216,200,"Stun: " .. p2stun)
gui.box(250,208,250-(p2stun/10),212,p2stuncolor)
end
--Health Cheat
function health()
if train == 1 then
-- Player 1
if memory.readbyte(0x7e0ee4) <= 20 then
memory.writebyte(0x7e0ee4,96)
memory.writebyte(0x7e1aaE,96)
end
--Player 2
if memory.readbyte(0x7E0FC4) <= 20 then
memory.writebyte(0x7E0FC4,96)
memory.writebyte(0x7E1AFE,96)
end
end
end
--Stun Disable
function stun()
if stundisable == 1 then
memory.writeword(0x7E0EEA,0x0000)
memory.writeword(0x7E0FCA,0x0000)
end
end
while true do
gui.register(function()
hud()
end)
extoption()
health()
stun()
emu.frameadvance()
end
Edit:
Mediafire link for those too lazy to copy, paste.
I might add a input display. Iâm not doing a move list like my vsav script again.
Hey, whatâs this code? Looks like something I could learn.
Jed you da best.
Itâs just lua to work on emulators.
Edit: Need to do some rework on dammitâs script but got it working.
Iâm probably not going to work on this anymore.
Added Scrolling Input and Damage (both stun and regular).
Follow the readme.
Video
Well thanks for your work dude, I appreciate it a lot!
I was just messing around with Raph. I switched to Arm when it got serious, but there was a problem. I didnât have a stick so I had to use a PS2 pad. Normally that would be fine, but I never charged so hard in my life. The majority of my wins came from Armâs OS throw setup but once my thumb cramped up I started losing the fireball game.
@Renegade
You. Civil War.
thows money at jedpossum avatar only to see it fall on the floor
"WHY ARENâT YOU TAKING MY MONEY?"
I was just messing around with Raph. I switched to Arm when it got serious, but there was a problem. I didnât have a stick so I had to use a PS2 pad. Normally that would be fine, but I never charged so hard in my life. The majority of my wins came from Armâs OS throw setup but once my thumb cramped up I started losing the fireball game.
@Renegade
You. Civil War.
Did you not watch the stream? It was the MM of me vs RON for 20, not vs you. Ron played Raph the whole time, went up 4-0, then I switched to Chrome Dome and went 9-1 with him (I won once w/ Wingnut). He kept rushing in opening himself up to LP grab->Unblockable Redizzy.
If I have time, Iâd love to play some Turtles at CW.
You know, Iâm playing it for a little bit and itâs pretty god damn good.
I wonder why the powers that be never decided to remake this one.
Hey guys, I need a challenger ASAP !!!
yo, challenge miâŚ
You know, Iâm playing it for a little bit and itâs pretty god damn good.
I wonder why the powers that be never decided to remake this one.
Probably because some of the characters werent related to the TV series. Except if they change or add some new ones, like with the atrocious remake of WWE Wrestlefest
even at that time during the 80s, the TMNT platformer (not the beatemup) was not that well received, even though it remained more faithfull to the comic (Turtles had all red bands in the cover page).