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Messages - PhoeniX

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1
General Discussion / Re: Hitbox viewer general support & feedback
« on: July 05, 2014, 11:57:25 AM »
Seeing as I compiled those hitboxes/framedata and I am a huge fan of Iori, I can assure you that he will be next ;-)

It should be said that we're still looking at some of the spriterips vis-a-vis the ingame hitboxes. There are some issues with the position of the pivot in the spriterips, and especially the st.CD looks VERY far back compared to the in-game shots if we use the pivot of the spriterips.

But you can't just overlay the spriterips over the ingame sprites to see where they should go, because the sprites ingame are SLIGHTLY stretched out (like a half a pixel higher and wider than expected, probably due to like the blut and glow effects.

So to get it perfect (and might as well, because else you could just do ingame screenshots like you guys are doing), we'll still be experimenting a bit the coming weeks :)

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King of Fighters 2k2/UM / Re: Kof 2002 Hitboxes
« on: September 21, 2013, 08:30:53 PM »
Very few people from Europe or the US that play though. Let alone people on here or SRK or on #SNKPlaymore

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King of Fighters 2k2/UM / Re: Kof 2002 Hitboxes
« on: September 19, 2013, 10:30:01 AM »
Some of you may have noticed, but all the framedata and hitbox data from my origin website has been transferred to the SRK wiki by help of the generous BDA.

It's also got some new data not yet present on my wiki. All characters now have their normals done, and we're working on getting all the data for the specials done.

Before long, we'll have the most complete fighting game data repository for a game nobody plays!

Enjoy:
http://wiki.shoryuken.com/The_King_of_Fighters_2002

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General Discussion / Re: KoFXIII Safejump/Reversal Data
« on: September 19, 2013, 10:26:24 AM »
King's Neomax is a 2 frame reversal.

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General Discussion / Re: Projectile Whiff Data
« on: September 19, 2013, 10:20:36 AM »
EX Kyo's cr.D also goes under Saiki's fireball.

EDIT: But Normal Kyo's doesn't. I'm surprised those hitboxes are that different between the two chars.

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Online Matchmaking / Re: KOF XIII Steam Edition - Online Player Matchmaking
« on: September 18, 2013, 10:32:11 PM »
sirphoenixnl

Netherlands

Steam profile: http://steamcommunity.com/id/sirphoenixnl/

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King of Fighters 2k2/UM / Re: Kof 2002 Hitboxes
« on: January 04, 2013, 10:10:41 PM »
Because of the amazing macro tool in 2k2UM, it is actually very possible to get framedata from 2k2UM in a very accurate way. Sadly it's also a LOT of work.

If there'd be some way to extract the hitbox data from 2k2UM, everything would become a lot easier. If that'd be possible, I would be totally up for also making a site with 2k2UM data. But as long as we can't view the hitboxes, it's much too time consuming.

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King of Fighters 2k2/UM / Re: Kof 2002 Hitboxes
« on: December 30, 2012, 02:53:46 PM »
For the longest time I've been working on a wiki collecting 2002 (and recently also 98) hitboxdata and framedata.

It's done in tiddlywiki. For a long time I only shared it on #snkplaymore, since well it's unfinished. But what the heck, you guys can view it.

http://members.home.nl/marijnvanputten/tiddly.html

While we're at it. Allow me to make a request. If anyone can make a tool that easily converts tiddlywiki tables to mediawiki tables, and perhaps a tool that allows easy uploading of batches of files to the wiki (since it's a LOT of images), I will surely be enriching both the SRK and Dreamcancel wiki's with this information.

Special thanks goes to BDA, pdk and Parapets, and perhaps other people whom I'm forgetting, who have helped me out collecting some of these images.


9
While I appreciate all the work you guys have been doing lately to improve the quality of the DC wiki (which, arguably, wasn't that great around the time XIII console released), I do have to ask, why not all work on the SRK wiki?

What are you guys looking to add specifically to this wiki that makes it better/different than the SRK wiki?

Or is it just a case of the difficulty to get an editing account on SRK?

Either way, good luck on the project. The SRK wiki has lost considerable momentum, but I still think it's the best resource out there right now. It would be great if the DC wiki could provide in places where the SRK wiki is currently lacking, i.e. don't do characters like Kyo/Iori haha. :P

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Kyo Kusanagi / Re: Kyo Kusanagi Combo Discussion Thread
« on: January 06, 2012, 02:51:30 PM »
Yeah that makes a lot more sense.

Hm, the combo isn't even worth using the drive gauge for since you can do as much (or more) without using drive.  

That combo isn't meant for damage, but for meter building. That combo alone builds more than one stocks of super bar. It does only 6 damage less, and it does more stun.

I'd say it's worth doing.

You can't do damage even remotely like this damage without using drive. Unless you have some secret technology you should be sharing with us ;-)

11
So you unless you have a command grab, you can't punish rolls on reaction with a throw? Not a huge fan of that...

You still can't tech during Roll recovery. Only special recovery is techable.

KoF is like that on purpose, snk is fully aware of it. They even decided to bring back Alternate Guard, that was missing on the arcade version.

Arcade version did have it, some characters just didn't. They simply fixed it.

12
Training Room / Re: KoF XIII Frame Data (Incomplete)
« on: January 02, 2012, 03:46:55 PM »
Normal throws are instant.

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On SRK Nax ran into an interesting damage scaling glitch.

After seeing it, I put some time into figuring it out, and I did. (scroll down somewhat for a full explanation)

http://shoryuken.com/forum/index.php?threads/damage-scaling-in-kofxiii-and-potential-issues.150426/

During a super, damage scaling is frozen. Not only for the hits of a super, but also the hits for anything else that would hit at that time (I can only think of fireballs that could cause this).

While I doubt you'll find little practical applications, I thought it'd be worth mentioning.

14
I really meant what I could get away with after doing an AB roll?

Block.

Thing is, you can simply punish rolls in their recovery, easiest way to hit that is to spam like cr.B, if you don't roll they'll hit you in front, if you do roll, they'll turn around and hit you in roll recovery and punish you bigtime.

They could also go for a meaty close C, sweep etc.

Needless to say, AB Rolling without knowing exactly why you are doing it, is a really really bad idea.

So when do you AB roll? when you know for sure that your opponent will do a move, that has such bad recovery that he will take longer than you to recovery. Then you can punish with your best punish.

If you meant guard cancel rolling. You're completely safe to attacks and throws when you do that, but when your opponent sees it coming, he can still meaty you on the recovery. In that case the answer is once again "block", but could also be "dragon punch" or "reversal throw", but that's really disrespectful, and against good players you won't get away with that more than once.

15
Brand new here and didn't know where to post this. Is this throw big window known? Am I just going crazy???

You're not going crazy, that's the way it's supposed to be!

Really? Yes. All KOF's have been like this. What happens is, all normals have 4 frames input lag (so A, B, C, D) all specials have 1 frame input lag, and AB,BC,CD have 0 frames input lag. Or at least, that's how it has always been in older KOF's. Not sure if these numbers have changed, but input lag is still there.

So, if you press C, and then forward within 4 frames, C hasn't started yet, and the game registers f+C instead, which is a throw.

It's kind of annoying, the answer is pretty much pressing the forward somewhat later, you have plenty of time.

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