Hopefully these replays helps users practice against this technique while the "Counter Attack" functionality is being re-written. Providing these replays prevents headache for users figuring out how to properly generate these replays and make them function in any given situation where it is applicable. Guard Jump Forward (To get out of the corner or just try to jump over you).Guard Jump Back (most commonly used and is what Guard Jump in the Dummy menu currently uses).Now every time your opponent is knocked down, is reset, blocks or gets hit it will attempt to guard jump in the direction of the replay used. Navigate to the "Dummy" menu and set "Counter Attack - Move" to none, and "Counter Attack - Action" to recording.Set "Counter Attack - Delay" in the recording menu to -4 (NEGATIVE 4) for each Guard Jump replay used.Make sure the replay slot where this is loaded is active and replay mode is set to normal.Use left and right on your lever or keyboard to navigate the files in your recordings folder and find the Guard Jump you wish to use.Navigate to "Load slot from file" and hit Light Punch.Pick a slot you wish to load the replay into.To use these replays go to the recording menu and follow these steps To properly test guard jump in these situations you must use provided replays. So in the other listed situations such as being reset or your opponent going for a tick throw, the Counter-Attack Move version in the dummy menu will get thrown if timed correctly. This is because it requires pre-buffered frames of input (the assumption of holding block beforehand in this case).īecause of its current implementation it will only work properly when knocked down. The current implementation of Counter-Attack Move does not work with how guard jump functions and needs to be input for all of these situations. Guard jump should be input to block for this duration, jumping in a direction and then blocking again. This unthrowable state lasts for 6 frames. These situations are after a reset, knockdown and blocking or being hit by an attack. The way guard jump works is that there are situations where you are throw invulnerable (cannot be thrown). Q: Emulator doesn't run at all, there's a missing dllĪ: Install prerequires from here Guard Jump Q: UI looks weird and hitboxes are misplacedĪ: Check video settings, you must use "Basic" blitter option with no scanlines if you want the UI to work properly. However if you still want to use FBA-RR, you can go back to v0.6 which was the last version supported on FBA-RR.Ī: Check video settings, you musn't use "Enhanced" blitter option. Q: When I run the script, the characters can no longer moveĪ: You are probably using the script on FBA-RR which is not supported anymore, in order to benefit from the last features and improvement you must run the script on Fightcade2's FBNeo emulator. You may need to rename zip files so they match exactly what the emulator expect for. sfiiia is the american version and contains sfiii3_2. sfiii3 is the japanese version and the zip contains sfiii3_japan_2. You must have at least 2 roms: sfiii3.zip and sfiii3a.zip. TroubleshootingĪ: Make sure you have the proper roms. If you wish to contribute or give any feedback, feel free to get in touch or submit pull requests. Please report any bug on the #bugs channel, and any feature request on the #features channel of the discord server. This training mode is still in development and you may encounter bugs or missing features while using it. If you want to be informed when a new version come out and/or discuss the current bugs and features, you can join the Discord server of the project. Follow instructions from the Output Console.Go to Game->Lua Scripting->New Lua Script Window and run the script 3rd_a from here. Start the emulator, load the rom, start a match with P1 and P2 (you will need to map input for both players).Extract the archive anywhere on your computer.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |