Comments (7)
I think that's a great idea, but I'm not sure about manually entering the commands frame by frame. I can't really figure out a way of making it practical in terms of user interface...
What do you think about just setting up a number of offset frames (positive or negative) for each slot into the recording settings pannel ?
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Entering replays frame by frame is already plenty doable if you use the emulator's pause and frame advance functions
I think an offset for each slot would work well, it'd address this issue and be a nice alternative way to make the dummy block for a specific amount of time before starting a replay
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I'll go for the offset for now. I really like the fact that you can use every feature of the training mode with a regular controller and I would rather not compromize on this if possible.
I would be curious about your feedback on it as a user though. I'll keep you aware of when I find the time to implement it.
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Speaking of the Offset replay start feature, would it be hard to allow the user to randomize the delay between two arbitrary values? You could use this to practice reacting to whatever you set the replay as, either by whiff punishing, reversaling, anti airing, or whatever else you can think of
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What I have in mind is being able save recorded sequence from a slot to individual files, and then being able to reload them at any time to any slot.
With that, you could load your sequence into different slots, put a different delay in each slot, and then use the regular randomized replay to achieve what you want, without having to add a specific randomizing feature. This seems more powerful to me
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I would say that's good, but what would I do if I wanted to practice reacting to more than one option? That would cut the 8 timing variations in half at least. If you feel like other features are more important to prioritize I'd definitely agree, but I still think there's merit for an individual random delay for each slot, or at least a global randomized delay for all the different replays.
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Works great in the new version!
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Related Issues (20)
- Cannot block twins mp>hp>b+hp TC & Any geneijin move HOT 2
- [Feature] add auto-crop end frames feature
- [Improvement] On-screen feedback for how many frames the player is in an idle state HOT 2
- [Improvement Suggestion] Possible to take Crystal Cube's Input display as an option?
- [Bug?] Dummy does not block when using Street Fighter III: 4rd Strike Arranged Edition HOT 13
- [bug] the menu does not appear HOT 3
- how can i put the script to start with life and full special bar?
- (Suggestion) A bar to show charge partitions. HOT 1
- X.C.O.P.Y. super art meter does not work with the "infinite super art time" feature
- There seems to be no license information HOT 5
- Support for ssf2xjr1 HOT 3
- Dummy's Counter Attack Setting Doesn't Work While Jumping
- can you make a website for the game
- Option for the dummy to block *after* the first hit HOT 1
- An option that shows the bars for charge moves HOT 2
- [Improvement] An option to "Life Refill" and "Meter Refill" for each player individually.
- Dummy set on Blocking: (anything that blocks) > Counter Attack Action (any normal) won't counter attack versus blocked lows
- Dummy not air parrying
- (Suggestion)
- Recieving error "bad argument #1 to 'insert' (table expected, got nil)" at line 461 of 3rd_training.lua
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