Simultaneous Fapping

FelineKI, Dammit, and MZK bringing that goodness. And the script just keeps getting better and better with more games and emulators supported.
Pleased to be enjoying Super Turbo.

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- Copyright © Xenozip.

Fighting Game Mechanics

FYI: "dammit" mentions that "omni" had a post regarding Combat Systems.

- Blocking
- Airblocking
- Hitstop/Blockstop
- Hitstun/Blockstun
- Counter hits
- Ground recovery (bounces/rolls/slides)
- Air techs (air recovery)
- Launchers
- Juggles
- Gravity scaling
- Knockback scaling (hit/block)
- Hitstun/blockstun scaling
- Damage scaling
- Damage proration
- Damage reduction (self-input/mashing to reduce)
- Off the ground hits
- Off the ground limitation
- Wall bounce
- Wall bounce limitation
- Super jump
- Short jump
- Double jump
- Super short jump
- Neutral jump air control
- Run
- Dash/Backdash (sometimes with inv-frames)
- Airdash
- Rolling
- Dodging
- Guard meter (blocking gauge)
- Pushblock (advancing guard)
- Guard reversal
- Guard counter
- EX block (faultless defense/fortress defense)
- Timed block (Just defend/EX Guard)
- Reversals
- Throw invulnerability (after hitstun, blockstun, wakeup, reset/tech).
- Specials
- EX Specials
- Supers
- Revenge (rage/ultra)
- Special cancel
- Super cancel
- EX cancel (roman cancel/rapid cancel/focus attack cancel)
- Normals (stand/crouch/neutral-diagonal-jump)
- Command Normals
- Dashing normals
- Overheads / lows
- Sweeps (knockdown attacks)
- Standing knockdown attacks
- Airborne knockdown attacks
- Throws
- Holds (throws that drain life)
- Command throws/holds
- Comboable throws
- Normal chains
- Normal chain cancel limitation
- Gatling chain (target combos)
- Rekka (normal/special sequence)
- Renda
- Kara cancel
- Negative edge (button up specials)
- Teching throws (breaking/softening)
- Parrying
- Catch-counters (geese/karin)
- Absorbing (focus attack/ultimate guard)
- Bursts/Bombs (hitstun cancel stocks)
- Critical-Life bonus (damage/supers/defense)
- Custom combos (Cancels/speed/shadows/helpers)
- Power up moves (meter stocks/power/armor)
- Meter charging (generally a bad idea)
- Command throws
- Command supers (sequence inputs / sequence breakers)
- Super command throws
- Assists (calling characters with lifebars)
- Helpers (moves that become autonomous of the player, no life bar)
- Partner (tagging/controlling a second character)
- Stances (modes/weapons)
- Teams (pick more than one character
- Life regeneration (heal)
- Life steal (leech)
- Life drain (poison)
- Status effects (dizzy/freeze/locked-moves/slippery/slow/weak/vulnerable)
- Guard point (armor frames)
- Super armor (1-hit absorb, can be thrown)
- Hyper armor (all hit absorb, can't be thrown)
- Suction/Repulsion (wind/magnetism/ropes/grapples/ice/oil)
- Partial invulnerability (high/low/projectile/melee/throw)
- Activation/declaring (stocks/moves)
- Overheads/lows
- Unblockables
- Charge moves
- Button hold moves
- Held and released moves
- Timer-based moves (countdown)
- Timed moves (just frames)
- Move limits (gauge/stocks)
- Projectiles
- Projectile reflection/absorption/neutralization/push
- Character level (warzard/red-earth)
- Items (food/bombs -- samurai shodown)
- Meter items (gems -- Marvel/BBB/pocket fighter)

- Arcade
- Story
- Survival
- Challenge
- Time trial
- Training
- Lesson/tutorial
- Hitbox/Frame display
- Random select (holds character between rounds / randoms between rounds / picks opponents character between rounds)

- Copyright © Xenozip.

The Game

In the past, fighting game players dumped tons of money and time into fighting games at the arcade. Even if they are usually winning every day, they are still putting money into the machine each day that they play. Plus the cost of travel.

That weeded out a lot of players because those that lost would be sticking quarters into a machine and losing, and eventually realizing they are paying just to get steamrolled.

But for those that won, the important thing to remember is that they do not earn anything back either, they put money in with the full knowledge that they will not earn it back.

Even with tournaments, you must take into account that you (or they) would need to assume the player has a realistic chance at placing top three to earn anything. If they do not have a chance at top three then they're really just paying for the entry fee, and playing for no other reason than themselves. Thus, it's easy to say most players are not competing to earn money.

The reason to keep doing it is because of competition and growth. It's a hobby, and an addictive one. Since the beginning of competitive fighting games it's always been about learning to counter the opponent. If you fight a player abusing [x] tactic it becomes a fun and interesting challenge to learn to beat it. What is the [y] the player needs to do in order to counter the opponent's [x] tactic. When you see it in videos it might not be entertaining, but so what -- those players aren't there to entertain you, they are there to entertain themselves. What that "cheap tactic" is doing is helping the community by forcing everyone to level up and fight harder. It's all about setting a bar and having your opponent beat it, or finding some one else who raised the bar even higher so that you could try and beat it.

One might think it's an asshole move to pick top tiers or run the clock for wins, but nothing says "step up your game" better than a loss, because that was your quarter that just went down the drain. It gets the point across, because next time you don't want to lose. If you don't like watching it then don't watch it, if you don't like fighting it then don't fight it, you're only forced to do so if you actually want to win a tournament; in which case you must deal with it in order to face the reality of competition. That's just how it is. A "cheap" tactic is an invitation to counter it, it's an invitation for competition.

These days, in the era of console gaming, online play, and boundless recorded match videos at everyone's fingertips it's easy to get disillusioned. You may not feel like playing a particular game or against a particular person just because something rubs you the wrong way and you think it's "cheap". It is truly a convenient privilege to be able to pick and choose from dozens of opponents at a whim any time of the day, where as without online you'd be stuck with only a handful of players that live in your immediate area and only at specific times when you and they are available.

A lot of tactics that average players would have gotten destroyed by if they never encountered it before are in videos now for all to see. A lot of combos they never would have figured out on your own are recorded both in TACVs and match videos. But it is not just there to entertain you, it is also there to educate you. Information flows in large quantities very quickly, so the game evolves extremely fast. It raises the bar that much higher, that much faster. A lot of those would-be players that, back in the day, lost too many quarters and quit before they began can now see where they went wrong. A lot of players that couldn't figure it out on their own now have a helping hand. A big one.

So let's face reality: tournaments for fighting games, even today, do not rely on spectators because there are none. The spectators are the players. Tournament prizes consist pretty much entirely from entry fees from the tournament. We support our own community, the players themselves, no one else. The videos that people put out aren't there for entertainment, the players are playing for themselves and sharing it with the world to bring others in. Casual online play is there to branch out and bring more players in. Games with easy execution and simple game mechanics and simple combos are there to bring more players in. It might all be seen as spoonfeeding and a disconnection from the days when we were shoulder to shoulder and shoving quarters into a machine, but it's all there to help, not hurt.

No one is forcing anyone, and no one is playing for the sake of anyone else. It's all for the love of the game(s) and ourselves.

- Copyright © Xenozip.

More Boxes (Alpha)

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- Copyright © Xenozip.

RE: Vampire Boxes

Things are looking more on the up and up for older 2D fighting games.

Fortunately, SFA3, another 2D Fighting Game by Capcom, has been implemented into the Lua script that runs in FBA-RR and Mame-RR for displaying hitboxes.

There's also a chance that Jojo's, yet another 2D Fighting Game by Capcom, might also be implemented.

For me it's amazing to see the inner-workings of these games that people have played for years and years. The major intricacies of footsies becoming actually visible right before you.

It's shocking and exciting because the visual sprites don't always match up with the game's hitboxes. A great example is what we see in the thumbnail on this blog; Lilith MK has her leg no where near the actual hitbox. The real hitbox that interacts with the opponent is drastically lower than her sprite's leg appears. Just glancing at the image to the right, you can very clearly see that the attack-box (red) is quite a bit lower than Lilith's extended leg. Imagine for a moment that you can not see her hitbox and only her sprite (like normal gameplay) for round one, but the second round you could only see her hitboxes and not her sprite. I'm certain it would put things in perspective.

While many players can learn the game through trial and error, actually seeing what is really going on can drastically change the way we think, and therefor play.

Personally I always get blown away by how cross-ups appear in-game with hitboxes overlayed onto the sprites. It also gets me giddy to see basic anti-airs used at a pixel's distance.
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Vampire Boxes

The 2D fighting game Vampire Savior has had very little organized documentation for quite some time, but that is quickly changing.

Bellreisa has been kind enough to host a VSav wiki over at Mizuumi which has been collecting a good amount of information as time goes on. There's still some missing data that has yet to be transcribed, but it's coming along quickly. In the meantime there's GameFAQs for character movelists, and for framedata there's a mirror in Japanese and a mirror translated in English of the shu180sx data site.

Additionally, Felineki over at the RandomSelect forum has discovered the memory addresses for hitboxes in the arcade emulation of the game. Because of that data, MZ over at TASVideos was able to implement a Lua script into their build of Mame-RR and FBA-RR (which was updated by MZ to be able to run Lua scripts) that allowed us to see the hitboxes while playing the game. More information about what the boxes are and where to get the emulators and script can be found: here.

Naturally, I encourage anyone to help transcribe data onto the wiki, as help is appreciated. If you know anything about a particular character, that's cool, but if not then anything would help: move list, frame data, hitbox screen captures, whatever.

In the mean time, please enjoy some videos.

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