Forward walkspeeds. Will probably do it somehow like this so it’s easy to tell the differences just by looking but i’d also add numbers/names/change colors, etc. etc.
For that infograph, why color with Sean’s glove instead of his belt? That was confusing me with the walk-speed graph thing. Actually, they’re not the same pattern… If I’m correct in assuming that’s Sean with the second fastest walk speed.
yeah sorry lol my bad. eventually all these will be refined with limited text and stuff so they’re easy to understand.
that’s yang. sean has a yellow top and yellow pants default color.
not everyone has belts and every shoto but gouki has a black belt so belts don’t make much sense for them. i went with gloves (and necklace/sort of belt color too for gouki).
i always knew yang and yun were quick.
in the end i plan to have a chart that does forward walk, back walk, forward dash, back dash for everyone.
that’ll be part of the ‘dossier’ idea for each character. which will include stuff like stamina, stun and stun recovery, throw distance + any movement during throw animation, jump distances/speeds (and superjump), rough hitbox type (tall, wide, short), super lengths/stocks, etc.
Basically compile all the data out there into an easily digested summary (in English also…) for each character.
I’d like to make a mostly visual guidebook almost. Including example sequences of play with diverging possibilities (like a flowchart). So someone new can quickly see what parry can and can’t do.
I feel like 3S isn’t very big because people just don’t know what it is really or where to begin. If I can change that a little bit that would be great. The more everyone knows as a community about the game the better everyone is.
The complexity of a 3rd Strike flow chart is near impossible to create :P. I can’t imagine how many times where I thought “tech throw,” where they thought “tech throw,” so he did high parry and I did a low parry then he hit a normal move but, since I like guessing with Ken, did shoryu and traded because Chun is stupid.
obviously that isn’t what i meant. flow charts don’t include what you thought and what they thought. they only show ‘if this happens, then this happens’ etc. that’s all.
Take a situation like someone jumping in.
You have a bunch of options. Some of those options split off into other options and so on.
The point isn’t to document every possible option.
It’s to illustrate the types of options available in different situations. which pretty much boils down to: block, parry, move, attack and throw.
Pick Chun -> press back+HP -> did it hit - > SA2
I was kidding. I know what you meant. But for humor’s sake I can’t help but feel like this picture defines what that could turn out to be
Wow this is gold tebbo, keep this good shit up.
I was sketching and had some doodles on the side, one had the headshape of necro so i decided it was necro:
http://twitter.com/Hell_A_Shock/status/338157956698894336/photo/1
This guy does really sick street fighter drawings. check out his twitter for the other pictures. he also did the art for this years coop cup.
http://twitter.com/Hell_A_Shock/status/290370405582127104/photo/1
Nice, i’ve seen that guys work before but never found a bunch of it in one place.
I should really work on something third strike related for fun.
I made Twelve
He was supposed to be pooping but it didn’t work out. And the foreground could be a little bolder.
I’ve seen some Japan person made some cake decoration with actual art. Makoto character Select profile, Yun but he was pink hatted, uh Blanka for some reason… I’ll have to grab those, find em again.
As well
Now someone might make a bento box out of such Tebbo authored graphics, so for Ibuki, all the brown seems difficult.
natto like kofiend mentioned?, ough
brown rice? tonkatsu? Toast?!
Aruka Ibuki on short/LK adds some green to make that easier. Ibuki is maybe not that great as default either, like some ppl mentioned Yang.
And Tweleve is a big box of rice then. Or hey food coloring to change his color. So how does one make the Ibuki brown shades from those Red Green Blue dark dyes. The research on changing character sprite colors could help you get to the right browns.
yeah I would change Ibuki in a revision. Though all the colors are taken directly from the sprites. The problem with ibuki is all her colors are pretty much just tan. Her whole appearance in game is defined by a warm direct light (the sun) and cool indirect (the sky).
For anyone who isn’t an artist or just hadn’t thought about it this is why shadows at the beach are really blue if its sunny. but shadows on say some reddish earth are much more neutral in hue. instead of reflecting the blue reflected light from our atmosphere they absorb it, unlike ‘white’ objects/surfaces (such as sand) which reflect most of the spectrum. red/tan/orange objects are going to absorb a lot of green and blue light, leaving the object appearing just sort of a neutral shade as opposed to colored by the light affecting it.
Ibuki’s shadows are really a slate grey. neutral leaning towards cool because it’s blue light hitting a neutral leaning towards warm surface (her tan outfit). it really looks very blue though doesn’t it? because her outfit feels so warm comparatively.
i could go on for probably hours about how interesting and complex color is and our perception of it works.
I could go on all day about tits
On the subject of our perception of colour and how lighting plays a role.
“Humans and closely related primates normally have three types of cone cells and are therefore trichromats (animals with three different cones). However, at low light intensities the rod cells may contribute to color vision, giving a small region of tetrachromacy in the color space.”
The idea of a fourth primary colour has always been fascinating. An unhelpful but interesting aside, I hope.
What you said might explain why moonlight which we feel is blue is actually reddish. In low light the way we perceive things is quite a bit altered. Your rods pick up greenish hues better than others. Making green/blue things seem lighter and more ‘blue’ than other things which appear pretty much just dark or black (since you don’t have enough light to fully activate your cones).
Something I’m working on as part of the info for each character is rough hitbox sizes crouching and standing.
grouping characters by the ratio and general occupied area (so something like 80x65 WIDE)
of course most of the characters have some movement to their idle crouching and standing which is why everything was measured from actual sprites but rounded appropriately.
here’s the current info from largest to smallest (crouching).
Wide/Even/Tall is determined by if the rounded estimates for WxH have a difference of 10 or more. ‘Very’ is added on for cases where the difference is more than 20.
The total numbers mean nothing really, they’re just the rounded estimate width + height to give some kind of overall idea/groupings.
E = Even (Dimensions)
W = Wide
T = Taper (Distinct difference from bottom to top in width)
195 - Hugo (E/T)
160 - Alex (W)
155 - Dudley (W), Urien (W)
150 - Makoto (W/T)
145 - Oro (VW), Q (E/T)
140 - Elena (W/T), Gouki (E/T), Ibuki (W/T), Ken (E/T), Remy (E/T), Ryu (E/T), Sean (E/T)
135 - Necro (E), Twelve (E)
130 - Chun Li (W/T), Yang (E/T), Yun (E/T)
edit: Rearranged to better reflect and added some stuff…
Why don’t you show us some more pictures of boobs before you give us more text