Gundam Wing Endless Duel [ エンドレスデュエル ] fan. Played online on Zbattle back in the early 2000s. Posting GW:ED related things that people might find interesting!
In DBZ: Hyper Dimension, there's a system to stop redizzy combos by detecting if you're doing a full stun combo while your opponent is in stun,
However... due to a combination of input & state change/block lag, doing a sloppier "combo" (see 1st combo) lets you bypass that.
Wing's sprite seems to be the same but the other chars have a few differences:
TG: Dorkier pose w/ outlining that makes it look like the segmented GBA sprites.
DS: Much cooler & dynamic pose (that scythe!), w/ a wider stance.
Shen: Mostly the same with alternate legs & arm.
Here's a some screenshots from a GW:ED beta that @ComboKyo found in a Sept'95 issue of Famitsu.
Changes:
Each suit is called GUNDAM.0
Meter goes to 500. (More Epyon super spam!)
The foreground is reused but w/ different colours, it also goes unused in the released game. (1/2)
In Gundam Battle Assault 2, Sandrock is unable to cancel any of his normals into his heat shotel to extend combos. This was probably done to avoid the obvious infinite combos that would occur, but what if we just skipped using his normals to make an infinite...
I guess Sandrock has more than one infinite in GBA2! Unfortunately it's TAS only but we can still enjoy the rhythmic sounds of 1 frame dash jabs mixed in with the occasional robotic whir of a single step forward jab.
Heavyarms has lots of infinite variations in GBA2, but my favourite is where he gets to have a little lie down during the combo and fire off his gun. I call it the "Point Break" special 😉
Presenting Gameboy Wing : Endless Duel!
What started out as a quick 4 colour GB palette edit for one character ended up being nearly everything in the game.
There's still a few things to iron out & find but otherwise it's almost done. Now you can do the DS infinite in green!
In TMNT:TF there's a sprite limit bug with 2p Don when you do his Super & Fireball as soon as you can.
If it doesn't crash the game right away, it will change 1p into Shredder (??) for the round while filling the screen with garbage sprites. Some of this even carries to round 2.
The last Ranma thing I wanted to show off was a bug I accidentally did years ago but had no idea how until the LUA showed us.
There is a very precise spot on the screen where if both characters stand, then certain hitboxes can "flip backwards" across the screen and hit.
Genbu enters ultra instinct!
So with our new found knowledge of hitboxes, we learn that Genma's taunt has no hitbox for 3 or 4 frames at the start which (during taunt status) can then be cancelled by tapping a direction. Repeat to dodge Kuno's flurry!
TAS only but looks cool 😎
...usually older fighting games would draw 2 or 3 boxes for a character and call it a day, but Ranma is drawing upwards of 30 tiny boxes to try and match the sprite.
In Genma's case it's around 70 hitboxes(!) each(!!)
Keeping track of all this is why the game can feel so laggy.
Thanks to more hard work from @ComboKyo we can finally see Ranma 1/2 ChougiRanbu hitboxes!
This led to the discovery that small (waisted) hitbox characters with fast walkspeed can straight up pass through thin projectiles at certain points...
Finally came across the sample from MVC2's char select theme. Its from AMG Killer Vocals Vol 1 and even has an alternate take!
Sadly have had no luck finding CVS2's True Love Makin'. Only clue is an alternate sample used in Oriental Space's "All of Time." Anyone out there know?
And one final thing since we're on a roll, the KOF98 intro that @GuileWinQuote was looking for. From MIDI Mark's Vocal Bytes 2. We can all rest easy now. 😊
... and solved! Thanks to @robinemimimmi for linking the samples spreadsheet, which is pretty awesome work. No more sleepless nights (:P) wondering where it was from, hey Twitter can be great sometimes! 😉