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View Code? Open in Web Editor NEWTraining mode for Street Fighter III 3rd Strike (Japan 990512), on Fightcade
Training mode for Street Fighter III 3rd Strike (Japan 990512), on Fightcade
There are certain option selects that can only be done by holding directions/doing motions before your character is actionable. Guard jumping is the most important example of this, but can also apply to things such as delayed DP/super out of block. Adding this would also allow you to add command inputs like DP/super to the replay slots, which would let you practice doing things like microblock >throw on your enemy's wakeup
10 frames before being actionable should be plenty of time to do most commands if they're entered frame by frame
Where an idle state is defined as an animation that can be cancelled by normal attacks.
I can think of several instances where this would be useful information to have: to practice tight blockstrings, to practice acting quickly after an opponent's attack, to practice precisely delayed options after getting hit/blocking/getting knocked down, to practice really late jumping attacks, and to practice empty jump > immediate buttons
If it's difficult to get the data for every frame of every idle state, the first 15-20 would probably be the most important/most used for grounded ones
Hello.
So I have the blocking style setting set to parry, and the blocking setting to always
And I have a recording of the dummy jumping at me so I can work some air parrying coverage stuff but he does not air parry. However he does parry on the ground. any way to fix this?
As long as refill option is used and set to full it will not properly show the meter usage over time from supers like Geneijin, seiei-enbu and oro sa1/3. It will also not
Half the time you do super and the time starts to go by it will not show and will continue to show full meter.
The other half it will function as it should.
It alternates.
If it is set to refill to an amount under full it will always not show timer. UNLESS your "refill timer" is high enough to "naturally" get to full gauge from something else.
example: https://streamable.com/kxb9lv
The current input display is really heavy on the screen and its hard to follow in some cases.
I'm sure if you ask him on twitter he wouldn't mind.
This is apparently due to FBNeo "Remove 1f Sprite Delay" dip switch
Regardless of if you are recording, manually inputting with keyboard or having it done as an auto-choice after being hit/blocking.
I got it to work once for a video I made a few days ago, but outside of that I can't get it to work.
It will work at the beginning when i first load the script if done as a response to block/hit from attack. But as soon as i try to modify anything by recording it no-longer will react with EX move. It cannot do EX on record no matter what I try.
When this happens I cannot input fireball motions going towards opponent even with keyboard after the fact. I can do 623, 214 motions but not 236.
This is 100% present in the current master version. I thought this was fixed in previous version?
Video examples:
https://streamable.com/aucbg1 (using fork from boredkittenz)
https://streamable.com/05pw5i (2nd half is using master version here with no weighting)
Edit: I tested version 4 and 5 and it is present in both of these versions as well.
It's very useful to learn combos for the bot to block after you land your first hit to see if your combo connects, yet the option we have is that it blocks the first hit and not the other ones (which honestly i dont really see the point)
The only way to do this currently is by making a recording of you walking backwards and put it as the counter attack action.
Hello,
I would like to try and adapt this work to support ssf2xj as well. I wanted to start small and at least allow the script to run without crashing and display input when the rom is ssf2xj.
But I cannot find any License information in the repository, is this code under a free license?
Could you add license information so that we know if we can use this for derivative work or not?
Tested as Dudley, Ken, Sean, Q. Cancels into super still work properly.
Will prevent inputs fuck up during cross ups
After twins frame data were added the dummy still does not block the mp > hp > b+hp target combo or anything in geneijin whatsoever.
Can still get around this with recording feature obviously.
I'm happy so many of the other things were added though. This is going to be an amazing tool for the community.
To add to the other guy's "links don't work" thing (tested with dudley, necro, ken, chun, gouki/akuma, ryu). Hes right. They also "on block" will force hits. So if you do f+mk link with dudley vs a force blocked opponent they will get hit by the super after blocking the f+mk . If you do any normal into a super the super will not be blocked with most characters (tested with chun, dudley, makoto, akuma/gouki, ryu, necro), . However characters like ken if you do Target combo into super it will get blocked til the last few hits. Remy's sa2 is blocked but sa1 is not. Necro blocked super still hitsThere are a lot of issues here.
when I press start my menu does not appear, so I wanted to know a way to change the life and bar from special to infinite by the script
I'm not sure if it's not included in other hitbox viewers because it's complicated to implement or something, but I think it'd be useful information to be able to view
There are a few situations that would be worth having more slots. Like practicing spacing/neutral against the randomized repeat option.
While 8 is quite a bit for most situations sometimes having 4-8 more could be very helpful with practicing situations with more than 8 options. Specifically where having slight timing variance isn't supported by just adding extra frames before beginning or after ending(since the variance might be in the middle of the actions and you'd manually have to set them). The best example of this is neutral due to the amount of walking one might do forward or backwards before making choices. So while 8 may be enough to practice a few at once being able to encompass more options into the same set allows for a more realistic experience.
Also not now since there are many things that need fixing/adding first but eventually it might be nice to be able to add weighting to the replay functionality. So its psuedo random since there are also situations where specific options are more likely to occur but others may also occur at less frequency.
I don't know if this can be fixed in any way, but I have been using this script for Street Fighter III: 4rd Strike Arranged Edition. Every other feature works perfectly, except for blocking. For some reason, the dummy does not block, parry, or red parry at all, even when set to do so.
I don't know if this can be fixed, but I would be extremely happy if it could.
Is it possible you guys can make Sean's 'party the ball' stage an actual fighting stage that is accessible through training mode? I see that Shin Akuma was put in there as a selectable character, so I was wondering if the same could be done for stages. Another suggestion would be if you could make selectable stages in training as well.
This could be nice for people training charas with charge moves, trying to learn charge partitioning etc.
For example, I want P2 to refill HP and/or Super after a combo but I don't want P1 to have the same settings. The refill mode configurations are the same for both sides. It would be better if each one had an individually configuration.
But not record p1 inputs so the block isn't recorded.
Its very important for some frame trap setups and for practicing things like defending necro pressure due to some of his moves recovering at different times when blocked.
First off thank you for trying to create a better alternative for training mode/practice for 3s... it honestly is a game that needs it.
---Issue---
If i press anything other than LK (I pressed LP) while in training menu(that is not recording screen) all actions in the game will lock up until i re-load the LUA, so it will not allow me to do anything with either player's buttons but sound and such will still play (it gave an LUA error as well). The only time LP didn't cause this for me is on the recording portion when it is meant to remove/clear a recorded action on its specific screen.
---Suggestions---
There should be a geneijin/seienbu mode for meter (if possible) that will allow you to see the meter depletion since full meter will not show this as this is an integral part of using these supers properly. This may be possible by simply adding a feature to let you use the LUA CUSTOM HOTKEY built into the EMU to set player 1/2 meter to maximum as the user sees fit. I honestly think using the LUA CUSTOM HOTKEY as a way to max or remove all meter would be very useful in general.
To take the above a step further I think the best way to implement it is to allow the user to set the amount of meter that it is set to with said LUA CUSTOM HOTKEY. This would allow players to create and practice DED scenarios (like where ken's c mk will super if the opponent is hit but will not if they block). You may also be able to add in the functionality of "Before replay use set meter" to make practicing these situations a bit easier without save states.
You could also eventually add special block/random action section that auto randomizes between blocking, jumping, hitting d+lp/throw and throwing while holding back. This would be useful for practicing confirming in geneijin without having to manually create 8+ scenarios, can also possibly add a "ms before next randomized action" for this (it should always start blocking). Alternatively I can use the other macro creation LUA to create a set of 20-30 patterns you can use as its randomized choices.
Another suggestion is to add some functionality between loading a saved state as well as starting the recorded sequence playing without needing to use a macro of some kind to make one button do multiple things using external programs such as X-Padder along with other software for macros. Currently I need to use AutoHotKey to create a macro that uses the load state button and then it will hit the button that is used to play recording twice in case all of the frames had not completed playing to cancel and re-start it. (I don't know if this is possible with LUA scripting)
The other issue brought up i will echo as well that being able to program pre-determined actions such as guard jump more easily (like the very start of the replay) without needing to worry about inputting it frame by frame can be extremely useful. Alternatively you can just include a guide on how to do this in the read-me.
Adding an option for advanced users such as "Record with frame zero pause" so you can manually set inputs frame by frame would be VERY helpful and take some of the frustration out of getting the pause on the first frame in its current state. This will make things like programming random parry after resets possible, but could also be added as a base functionality (such as akuma lk tatsu > s lp > SA1 or dudley jump X > land > duck SA3.... or geneijin resets) where if the opponent has been hit but can still parry due to the reset it chooses to parry the first hit that connects with it randomly.
One last thing is possibly adding in the ability to toggle the hidden bar portion of the other training mode LUA that NICA K.O showcased/distributed that has the lightning leg, charge partition, ability to parry etc etc. (as seen here- https://www.youtube.com/watch?v=ogefVDZGPY0)
Another thing is that because guard jump is a thing it might be a good idea to add in a way for us to change the amount of frames before counter attack occurs. So its not always frame 0-1, especially because with this you can put realistic guard jump as an option since it takes 3 frames of blocking before it can jump after a knockdown situation. This also helps with making more realistic situations and encompass varied timing of their choices.
Dudley presses down every other frame, Oro presses down for 1 frame and returns to neutral for 4 frames. All other characters behave as expected.
This issue goes away when the characters are in hit/blockstun or have been dizzied
I set Dummy as "Pose: jumping, blocking style: parry Blocking : always" and any counter-attack, and then I hit dummy while his jumping. The dummy only did counter attack after his landing. I expect that the dummy does counter attack immediately after his parrying in the air. I would like you to fix it. Thank you.
Video explains everything.
When you are holding buttons, if you input a special or super... it will come out. Like a constant negative edge. Even though the button is never released.
Link for the 'Wonderful 3S frame data reference' is the old one, better use this address: http://baston.esn3s.com/
Amazing work btw!
Makoto after Hugo's 360
Ken after Hugo's 360
i want to play this game without dowloading the game
so can you make a website for this game please
what's missing is "Blocking: after first hit", so it gets hits first, then blocks (so you see your combo getting dropped easier for example)
If a parry attempt is detected within, say, 10 frames before or after the parry window for a move starts or ends, a popup would tell you exactly how early/late you were. If you landed the parry, it would tell you what frame of the parry window the move connected on (for example, 1/5 would come up if your parry came out on the same frame a jump in attack connected). This would help newer players get the timing down for regular parries and help more advanced players practice red parries.
In the same vein as this, it would be nice to have feedback for which frame of the throw tech window you input tech on. Right now, you can only practice late teching by using replays, and it's impossible to tell if the late tech you input would've been hit by a move that hits you for doing the tech very slightly too early
I'm using the most recent version of FBNeo packaged in fightcade 2. The trainer is working idk why that error is appearing
This would be very useful for Urien (and others of course).
Tested with Dudley crLK and stLK vs himself and Ken. The issue was not specific to on hit/on block/on crouch
Fiddled with crouching stance and with counter attack directions, but no dice.
ie: Ryu set on Blocking: always, CAA: LP, when it blocks any of Yang's lows no counter attack happens
i realize twelve isn't exactly the most common choice at a high level of play in this game, but still, i found something related to him. while playing using your tools, i noticed that twelve's X.C.O.P.Y. meter still depletes even if the "infinite super art time" function is enabled. is this intended behavior, or have i encountered a bug?
if it makes any difference, i am playing on fightcade v 0.2.97.44-38. i am using the japanese version of the rom, as well.
If the dummy is in hitstun or blockstun and then a savestate is loaded, the dummy will still do a move after the state is loaded. If the state was loaded during hitstun, the move will either happen immediately upon load or after about half a second. If the state was loaded during blockstun, the move will either happen after half a second or not at all.
The most consistent way to get the dummy to act immediately upon load state is to do short short super and load state during super flash
Idea: Stun mode
Currently there's "Disable Stun: yes/no".
• Yes works like the "normal game" (stun builds like normal, stuns if full, stun decay is normal)
• No has the stun always be 0%
What could be added:
• Next hit stuns
Stun is always at 99%, so the next thing inflicting stun stuns (helps with learning stun combo enders etc.)
• Stun reset delay
Like "life refill delay" or "meter refill delay", a reset delay on stun could be used to reset it back to 0% after X time.
You can put it high enough that stun still stacks up if you want to use XY hits one after another, but make it so that you don't have to wait for a longer while for the stun to reset to zero (or stun the opponent, then reset them to start at 0 again)
Hello, following #43 ,
I’m opening this to talk about adding support for ssf2xjr1 rom to the tool, and ask questions I have.
As I explained for starters I am trying to make the input display work.
It works a bit with the attached patch draft.patch.txt
So, questions:
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