@broskiFGC That’s all the things I could think of off the top of my head
I’ll probably look into the “reversal after recovery” case after work if you’d like to chat after I do that
@broskiFGC On point 5:
Fun fact! This goes back to point 2 where Drive Parry was not a bufferable action!
That’s why, like jump, it was not bufferable while its component inputs (MP/MK) were
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This is not specific to Ken (or Elena). Fireballs don't usually have the "can't hit cross-up" property that most other hitboxes do, so if you land almost exactly on top right as the fireball spawns, this can happen.
It also requires the opponent not to use a cross-up air normal
In preparation of Alpha Lab 2, here's a bunch of technical tidbits I gathered from Alpha Lab 1!
The specific numbers are sure to change (some already have), but the underlying mechanics might still be relevant.
Link to video: https://t.co/pHRgf6ehIG
If nothing in this video is relevant to AL2, then at least we'll be able to look back on AL1.
As a side note, I don't think I got into Alpha Lab 2...
If there's anyone who can help me lab this weekend, I'd greatly appreciate it!
In preparation of Alpha Lab 2, here's a bunch of technical tidbits I gathered from Alpha Lab 1!
The specific numbers are sure to change (some already have), but the underlying mechanics might still be relevant.
Link to video: https://t.co/pHRgf6ehIG
@Kharsonist On a side note, thank you for updating to the latest version of the hitbox viewer!
Lots of people are still using the dated release with lots of information missing.
@Kharsonist Upon closer inspection, you'll notice that the 236HP hitbox is comprised of TWO hitboxes.
The one that overlaps Akuma's hurtbox was a <Combo-Only> hitbox, meaning it only interacts with opponents who are already in hitstun!
The anti-air hitbox is rather thin and actually whiffs!
@jav1ts@HatsonFGC In honesty, I don’t know much about how SF4 works under the hood… My guess is a difference in the accepted motion input.
If you want to compare to SFV, I can be more helpful there though!
Real infinites in Guilty Gear Strive?
Normally, Ky can only fire one Stun Edge at a time.
However, the flag that prevents multiple Stun Edges actually resets in two different ways.
With Dragon Install, this can lead to a fullscreen infinite!
#GGST_KY
@GodofGrunts There’s 2F of throw protection after hitstun and blockstun but only 1F on wakeup.
With that in mind, take a look at the frame bar and notice that the throw active frames line up with that throw protection!
@CptnNotz Basically, you're bypassing landing recovery by accessing proximity block with the up**back** input!
Refer to the thread below.
https://t.co/GXDJb4pQaT
@BananaKen The command grab actually connects on the 2nd frame of landing (meaning you CAN reversal through it).
As for up-back, the ghost causes a proximity guard on the first frame of landing because of the up-BACK input.
Then the proximity guard can be immediately canceled into jump.