Ways to support the community via online

There’s a lot of good discussion in DGV’s thread about keeping the ST community alive. But most of it has to do with organizing or attending offline tournaments, and I wanted to post a list of ways that people can support the community online. In other words, things that can be done right now.

I believe one of the biggest reasons that ST stayed alive in the years since the arcade scene died, was because of the contributions of people like NKI, Sirlin, SRK staff, EVO organizers and numerous other people. If we want our community to remain vibrant and strong, we should follow their examples, and do whatever we can to contribute. I personally do not have the resources or the knowledge of how to capture frame data for example, but if I did, you can bet that I’d have done it already.

List of unfinished or unstarted projects that need completing (please feel free to add to this list, I may have missed somethings):

Shoryuken Wiki
Needs to be updated and finished, especially in the character matchups. This I can do, but I don’t have editing rights.

Hitbox Videos
R|C started this, and many thanks to him, but it needs to be completed. The main thing to be gained is the ability to pause hitbox data, which is not possible with the hitbox function on console. I don’t have the necessary equipment to do it myself, but I know a lot of SRKers do.
[media=youtube]daMh2pCo1FI&feature=related"[/media]
[media=youtube]qcLJ8U27FmM&feature=related"[/media]
[media=youtube]yFtFnwPesh8&feature=related"[/media]
[media=youtube]dS4oHxIIcFo&feature=related"[/media]

Hitbox Images
Pics of each character’s vulnerable and offensive hitboxes, captured by Rufus, on XBOX360, training mode, speed zero, hitboxes on, using video capture device Canopus ADVC 100 and edited with Kino. Many, many thanks Rufus. = )
Ryu
Ken
Chun Li
Guile
Zangief
Dhalsim
Honda
Blanka
Cammy
Fei Long
Hawk
Dee Jay
Boxer
Claw
Sagat
Dictator

Projectiles
Starting positions
Miscellaneous

Classic hitbox images using HDR’s hitbox mode by Akiba (Google translation, English links don’t work though)

Remixed Attacks Frame Data
Even though Remix frame data has already been captured, if you are capable of capturing frame data, I encourage you to do it anyway. The more people that can confirm existing frame data, the better, as that will only add to the accuracy of all existing frame data. Also, some changes have still not been captured, such as Ken, Boxer and Dhalsim’s new throw ranges on the Knee Bash, Headbutt and Noogie respectively. As well as the damage on the 1st hit of the Knee Bash and Headbutt. Also would be nice if someone can capture Hawk’s active throwing frames on his new Typhoon whiff.

Some of the attacks in Remix were changed from their Classic versions, sped up or slowed down, and as a result, the frame data was changed. I created a rough list of changes that (probably) had their frame data changed. This list is based on David Sirlin’s balance articles.

Some articles have the exact frame data changes (eg. Ryu’s Fake Hadoken, Zangief’s Banishing Fist), while others do not (Cammy’s Cannon Drill recovery, Sagat’s Tiger Shot recovery). In the Sagat thread, somebody posted the new recovery on his Shots (13/41, 13/42, 13/43), but there is no evidence or link to prove this. I tried searching for this evidence, but couldn’t find anything.

Other changes, such as added invincibility or fireball-killing properties, do not necessarily indicate any frame data changes. Example: Devil’s Reverse can escape fireballs now, but is probably the same speed and duration as its Classic counterpart.

The original frame data, captured by people like the creators of the Yoga Book Hyper and Akiba, uses empirical means to capture the frame data. This means that you have to visually count the frames, as the game is progressing. This is most easily done on Speed 0, which does not drop frames and is one of the features in HDR. Same for damage and throw ranges. You have to physically count the pixels that indicate damage and range.

Hitstun And Blockstun Frame Data
The blockstun data for Super Attacks needs to be captured. Also Overheads, Command Normals, Jumping Special Attacks on a crouching opponent (eg Air Tatsu, Air Hadoken, Air SBK, Hawk’s Dive) and Special Attacks that have to be blocked high (eg Fei’s Flying Kicks, Dictator’s Head Stomp, Honda’s Sumo Splash). If someone can translate pages 173-177 of the Yoga Book Hyper (courtesy of Geo), that would also confirm all the current stun data. Also needs to be confirmed if the 1st light normal attack of a combo increases hitstun/blockstun or if the hitting/recovery frames are shortened or if the initial attack causes less hitstop for the attacker than the opponent.

If anybody has the knowledge and resources to perform these tasks, I urge you to do it, as it will not only be a benefit to all Remix players, but will also strengthen the community as a whole.

Examples of community contributions:
SF2 Frame Data captured by Akiba, translation by NKI, hosting by BlazeD of ComboVideos.com
SF2 Misc Data (throw ranges, damage and more) captured by Akiba, translation by NKI, hosting by BlazeD of ComboVideos.com
ST Hitbox Pics by Akiba (Google translation, English links don’t work though)
Sirlin’s Tutorial Videos: [media=youtube]d0cFs5mHQC4"]Beginner, Intermediate, by David Sirlin
[URL=“http://www.sirlin.net/”]sirlin.net
(balance articles, forums, strategy, etc) by David Sirlin
[media=youtube]6i1TPQQ_AVA"[/media] by NKI
[media=youtube]yY3Yx9mT6Ks"[/media] by NKI
Yoga Book Hyper translation pic by NKI
grandmasterchallenge.blogspot.com (blog, YBH scans) by Geo
Super Street Fighter II Turbo HD Remix: Combo FAQ by FreshOJ
sonichurricane.com (informative articles on various SF2 game mechanics and fighting game terminology) by Majestros
streetfighterdojo.com(ST matchup videos of top Japanese players) by zaspacer, art and layout by Kuroppi
World Warriors League SRK Thread (online XBL only league and tournaments) created and directed by Silver Rain 007
World Warriors League Euro SRK Thread also created and directed by Silver Rain 007
World Warriors League (website with videos linked to youtube) created and directed by Silver Rain 007
World Warriors League youtube channel some videos captured and uploaded by alex6x6x6 and Thelo among others
SSF2THDR Weekly Tournaments (XBL only) by GeneiJin87
ggpo.net (online PC fighting games) by Tom Cannon and Tony Cannon (Inkblot and Ponder)
2dfighter.com (online PC fighting games) by damdai
EVO (annual national fighting game tournament) by SRK staff including Tom Cannon and Tony Cannon (Inkblot and Ponder), Mr.Wizard, s-kill, jchensor and others
SRK tournaments & events forums (mostly offline USA only tourneys)
curryallergy.blogspot.com(blogs, strategy, surveys, etc) by various people including nohoho and fatboy
kneepressnightmare.blogspot.com (blog) by Snatcher
tea-hawk.blogspot.com (blog) by Zass
super-turbo.net (forums, matchup diagrams, strategy, etc)
zachd.com (shared videos, tournaments, forums, etc)
streetfighter.com (online leaderboards, W/L records, etc)
capcom-unity.com (news, forums, capcom feedback, etc)
eventhubs.com (SF news, forums, strategy, etc)
HDR No Honor Crew Facebook group

Some of this info may be wrong such as SRK staff that organize EVO. Please feel free to send me a PM so I can correct it.
My apologies to anybody who’s work/blog/site I’ve missed. This list is not intended to be comprehensive.

The single biggest reason ST is still alive in my opinion at the very least outside of Japan is GGPO.

I believe OJ’s FAQ on GameFAQs should be in there as well.

Thanks! :smiley:

Still updating it, too. I need to try to get the information that I do have up there.

Link?

Yeah, you been working on that thing forever OJ. LOL Couple of questions: can anybody add info to the FAQ? Or is it just you?

This is just a suggestion, but a video would be an awesome guide IMO.

I’ll be contributing a T.Hawk Guide as well on GameFAQs, and if I can, eventually a video tutorial.

http://www.gamefaqs.com/console/xbox360/file/939066/56195

http://www.gamefaqs.com/console/xbox360/file/939066/56195

There’s a version of this FAQ for Vanilla ST up there, too.

…Why didn’t this FAQ also show up as being for PS3, too? shrug

I am more than open to the idea of people contributing information to the FAQ. :slight_smile: Specifically, what I’m doing is listing moves that crossup for each character, who and how they crossup against a standing opponent, and who and how they crossup against a crouching opponent. I’ve been posting excerpts in different threads…most recently in the Ken and Fei Long threads…so you can kinda get a feel for what I’m going for if you look at those. IIRC, I still need to thoroughly test out the following characters and their crossups: Zangief, Dhalsim, T. Hawk, Dee Jay, Claw, and Dictator. All of these characters have at least three crossups, so it’s been slow going in getting them done. (Dhalsim actually has “cross-unders” thanks to his slides, but I haven’t gotten to figuring out if they only work on certain people. That’ll be really tough since I’ve never used them like that. The Yoga Book Hyper pictures will help me at least see how to try to get it to work.)

And, yes, I would absolutely LOVE to make it a video…but if I don’t have enough time to update my FAQ, there’s no way at all I’d have enough time to make it a video. Someone else will have to do that. :slight_smile: I would love to see that, though. That would be a great thing for the community. :slight_smile:

Thanks OJ, I added the link to the 1st post.

Yeah, but then the more people know about Hawk, the easier it gets to fight him. LOL Hawk’s strength lies in his mystery. Same as Cammy. j/k

Its not really a guide on how to play Hawk, just general, in-depth information.

Fixed. :slight_smile: I wish GameFAQs had printed it the same way, but oh well.

Do I need to actually post the video of any frame data? I can record and count the frames for you if you want me too.

Do you have any experience capturing frame data?

I can record, and go back through the frames one at a time. I can tell you when I did it a few weeks ago, that on HDR speed 3, ken’s jab dp is around ~23 frames from start to finish.

I don’t have too much in terms of video editing, but yeah I can record and playback frame by frame.

The part I can’t do well is the part in T.akiba’s part where he says “the frames you can see”, when he’s referencing landing frames.

If you capture frame data, don’t forget to do it on speed 0, since other speeds will drop frames to make the game run faster.

Yah, I know, but I wanted to know what ken’s jab dp was on default speed.

How does the game drop frames? Does it recalculate on specific situations? I’ve never seen the offline game drop the first standing frame after a knockdown(unless they reversed). So if both people are standing will the frame data per attack always be the same?

I might test that.

I’m actually not sure about how it drops frames, but I don’t think it’s very easy to calculate. For instance, Guile’s flash kick’s big hitbox only flashes on for one frame, but the game will never ever drop that one hitting frame… but it may or may not drop graphical animation frames on the flash kick. So I guess it drops some frames but keeps their hitboxes, or something like that…

I would guess that each speed has it’s own frame skip algorithm (wow…I forgot how to spell it! That looks correct). Each speed would maybe skip a frame or two at certain intervals. Just a guess. I know somebody has the answer to this.

This all I could find. I don’t remember ever reading anything definitive.

Yeah each speed must have some sort of design, and all characters may have been reverse designed around this after HF came out?

Since you can’t have hitting frames dropping out. Although, that being said, ken’s jap dp definitely has less hitting frames than on speed 0. Perhaps there are built in “guaranteed frames”?

These guys are geniuses!

That’s the mystery about ST - the programmers will never give away the disturbing secret of it’s code…