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NKI
01-11-2007, 06:11 AM
Please note:

1) http://nki.combovideos.com/ST/tenshyoukyaku.jpg

2) http://shoryuken.com/wiki/index.php?title=Super_Street_Fighter_2_Turbo#The_Y oga_Book_Hyper

3) The Yoga Book Hyper overlaps a lot of the info on my ST page (http://nki.combovideos.com/ST). Make sure your question hasn't been answered there first.

4) Keep your translation requests reasonable. "Translate Ryu's strategy section!!" is not a reasonable request.

jaminbenjamin
01-11-2007, 07:29 AM
Pft, I'm still waiting for the translation of every standing/crouching/jumping move in the game...

NoAffinity
01-11-2007, 01:28 PM
Amazing work, NKI. Great information just in that translation!

Just to re-add what I had added on the other thread:

When studying the hitbox data, the coloring scheme for the boxes is as follows:

green > blue > red

Green will cancel green, and will beat blue and red

Red will "whiff" red, beat blue and lose to green

Blue will "whiff" blue, and lose to red and green

Another note: if you look at the normal move data, you will notice 3 boxes to the upper right of the picture of the move animation. If these boxes are highlighted, then it indicates that the move has the box(es)' properties. The last box, easily enough to decipher, which has "SC" in it, represents super cancelability. From the best I can tell, the middle box represents special cancelability, and the first box represents the move is comboable into itself. NKI, can you confirm this?

More later....

felineki
01-11-2007, 01:31 PM
I'm wondering, does the book mention anything about how they came up with the hitbox diagrams? I know the CPS1 SF2's have a visible hitbox mode that can be activated with hardware dipswitches.

The CPS2 ones don't have have one that I know of, but some of the scans of the hitbox diagrams in YBH that I've seen seem to actually have these in-game hitbox markers visible (they mark the corners of the boxes). Check out the Zangief and T. Hawk pics on the errata (http://www.inhgroup.com/item/st2/errata.php) page for a good example.

If there is a way to view the hitboxes in-game for Super Turbo, I'd love to know how.

psychochronic
01-11-2007, 03:24 PM
This book is the bible. :nunchuck:

NKI
01-11-2007, 09:02 PM
Pft, I'm still waiting for the translation of every standing/crouching/jumping move in the game...All you need to know is the Condor Beak.

the first box represents the move is comboable into itself. NKI, can you confirm this?Yes, if I remember correctly. (It should say 連打キャンセル or something similar in the legend.)

I'm wondering, does the book mention anything about how they came up with the hitbox diagrams?I don't remember where I heard it (maybe from T-Akiba?), but I heard that Capcom actually gave them a dev kit to work with, so they could do all kinds of awesome stuff, like turn on hit boxes.

Ouroborus
01-11-2007, 09:11 PM
can you help me translate some stuff and show some diagram/hitboxes on blanka's j.lk, backhop, forward hop and anti air ball?

NoAffinity
01-12-2007, 03:04 PM
Okay, some more video/animation basics, for better understanding of how the game works...and how it works within it's environment. For the frame data in YBH to be of any use, you must have first have a good understanding of the following.

When we think of frames, there are actually two types of frames. There are video frames and there are animation frames. For the Street Fighter II series (and most arcade games in general), video frames occur at 60 frames per second, or one frame every ~.167 seconds. This is constant, and will never vary. Within the video frames, "animation" occurs, or the illusion of motion that is created by rapidly changing images. So, there are also animation frames, which exist within the constant video frames. When you look at the frame data for YBH, you see (for example) a move having 8 startup frame, 5 hitting frames, and 8 recovery frames. This is the number of total video frames involved in each aspect of the move. And by this, we can further the understanding by taking the total number of frames, which in this example is 21, and say the move lasts a total of 35/100 of a second, or roughly 1/3 of a second. Within those video frames, and the respective aspects of the move, you may have 5 animation frames being displayed in progression over the course of that 35/100 of a second. The first animation frame may last 4 frames, the second lasts 4 frames, the third lasts 5 frames, the fourth last four frames, and the fifth lasts 4 frames. It is these animation frames that create the "appearance" of the move, and these too have very specific properties, which will occur at each video frame of their duration and behave specifically for each progressive frame of the animation. Let's take walking for an example of this. There are specific animation frames involved in a character walking forward or backwards. For each video frame, the character's animation "moves" a certain number of pixels from one frame to the next. This creates the movement, and the number of pixels that the character "moves" from one frame to the next is absolutely and specifically defined. This, too, applies to every animation in the game, be it special moves, jumping, crouching, super moves, even background animation. So, to understand how these things can be substantially quantified and held to be unyieldingly true, we first must understand the basic premise that is the Street Fighter II game engine.

felineki
01-12-2007, 05:02 PM
I don't remember where I heard it (maybe from T-Akiba?), but I heard that Capcom actually gave them a dev kit to work with, so they could do all kinds of awesome stuff, like turn on hit boxes.
Oh God... I wish I could get one of those.:looney:

SpaceMarine17
01-16-2007, 11:51 AM
Is there any plan for anyone translating the black and white strategy section at the end of the book? I'm interested in what it has to say about Zangief. Other than the japanese text this book is amazing. (same goes for the DVDs)

-a

Shin Touyokouzan
01-16-2007, 01:28 PM
OMG thank you so much for this! <3 I just checked everything out and omg. thank you dude!

codyk
01-18-2007, 06:19 PM
I think the most useful thing regarding the strategy guide section at the back would be a translation of what the 8 questions are. The questions are the same for each character, and you can figure out a lot of the answers just by looking at the movelists, even if you don't read japanese.

Rough pass (I cant read many kanji, so this is mostly guesswork)

1. Opening moves
2. super combo gauge, ie moves to fill it
3. useful strings
4. how to attack a dizzied opp
5. anti-fireball
6. reversals
7. anti-air
8. crossups

NoAffinity
01-20-2007, 12:43 PM
NKI, couple questions. I've started doing some of my own analysis, including documenting the animation frames involved in each move. Does the book denote which speed is being analyzed (I would assume turbo 3, but would like clarification)? Also, is there any information on the "slow down" effect, caused by meaty attacks or certain special moves? In my analysis, doing a shoryuken while this slow down occurs (during an opponent's hitstun, resulting from a hadouken) produces extra frames. This makes perfect sense, as the "slow down" most likely doubles frames for a certain duration, or something along those lines. I'm sure it is quantifiable,
but am curious if YBH explores this at all.

I would like to quantify the duration of each animation frame, but for now, here is a teaser of what I'm working on. Not quite as graphically nice as YBH, but this is just a start.

'Hitting attack' refers to an attack that hits a crouching, non-blocking opponent at close range (obviously, the most opportune attack).
-Startup frames refers to the frames that occur before the attack can hit
-Hitting frames refers to the frames that can hit the opponent (red hit box present, if cross-referrencing YBH)
-Recover frames are those at the end of the attack which have no red hit box present, and the attack is completely vulnerable
-I broke these down within the total frame duration of the attack; i.e. for WW Ryu, the 1st-6th frames are startup, 7th-50th are hitting, and 51st-73rd frame are recovery, with a total duration of 73 video frames (or, 1.2167 seconds).

'Non-hitting' attack refers to an attack that does not hit (whiffed attack, practice attack, etc.).

'Non-hitting with slow-down' is the attack performed while slow-down is being produced (from a fireball hitting the opponent, in these instances).

WW Ryu jab shoryuken:

http://img168.imageshack.us/img168/7585/wwryujabshoryuken5ml.png

ST Ryu jab shoryuken:

http://img462.imageshack.us/img462/7268/stryujabshoryuken9wu.png

One other thing I've noticed: the total number of video frames for a given move is not 100% constant. There appears to be some sort of "frame insertion" or variable animation (specifically defined, I would assume, but nonetheless present) occurring. I have witnessed this with ST Ryu's jab shoryuken on both turbo 2 and turbo 3, as well as (and most importantly) Ken's fierce shoryuken. Ryu's "hitting" turbo 3 jab shoryuken is either 43 (as documented by me) or 44 (as documented in YBH) total video frames. I would be willing to dismiss this as some short coming in my caputre/analysis procedure, however, (and this is why it has proven to be most important in this theory) Ken's fierce shoryuken, in rare instances, produces 1 startup animation frame. This attack is commonly held as, and documented in YBH as, being a first-frame hitting attack. Roughly 90% of the time it is, but roughly 10% of the time, there is a startup non-hitting frame. While my hardware could certainly be dropping a frame randomly, producing variable results, in no way would it insert a startup frame on a move that is documented in YBH (and again, commonly accepted) as having no startup frames. Seeing this consistently in other moves offers some validity to the existence of a "variable animation" purposely programmed into the game. Any mention of anything like this in YBH, NKI?

r3ko
01-25-2007, 04:52 AM
A friend of mine wanted to ask you NKI about p.31 for Blanka, it lists his crouching short and forward as both having the same startup, active and recovery time. Is this correct?

Also wondering if you have the link to the translated data for CPS1 characters reversing throws? It goes along the lines of

"if you use CPS1 Ryu and try to tap throw your opponent (CPS1) then the results are:

defender does nothing - Ryu throws
defender tries to reverse throw- Ryu throws
against a command grab like SPD - SPD always wins

it's not 100% because there is a 50% chance Ryu will get a normal attack instead of a throw but the defending CPS1 character can never reverse the throw.

against a CPS2 character:

defender does nothing - Ryu throws
defender tries to reverse throw- defender wins
against a command grab like SPD - SPD always wins"

it's not word perfect as that's from memory and i read it a while back but it's along those lines. i want to double-check the info, but can't remember where it is.

Thanks
r3ko

NKI
01-25-2007, 07:24 PM
I promise I'll get back with you guys once I get home, at the end of the month.

NoAffinity
01-26-2007, 08:42 AM
r3k0, it appears they do have the same general properites, with forward having greater range.

NoAffinity
01-27-2007, 08:29 AM
So, does anybody know if YBH's frame data is from ST arcade, or from ST versions in HSF2? I did some analysis of Blanka's crouching short and crouching forward in HSF2, on Turbo 0 (Asia board, so turbo choices are 0-3), and came up with the following. Results are the same for both strengths, with the only difference being that forward has greater range.

Startup - 4
Hitting - 4
Recovery - 6
Stop frames - 14

Going to turbo 3 gives consistent results of 3-3-4-9 for short, but some anomalous results for forward. Results were 3-3-5-9 and two instances of 3-4-4-9. Very peculiar. Anyhoo, any confirmation of the version and/or platform from which YBH's results were proffered?

NKI
01-27-2007, 09:48 AM
I believe it was arcade ST, Jap version, Turbo 0, because that's the way T.Akiba tested all his stuff, and he had a hand in The Yoga Book Hyper.

NKI
02-02-2007, 08:35 PM
Is there any plan for anyone translating the black and white strategy section at the end of the book? I'm interested in what it has to say about Zangief.If you narrow that down a little bit, I'll help you out, but I don't have time to translate Zangief's whole strategy section.

Also, is there any information on the "slow down" effect, caused by meaty attacks or certain special moves?I believe you're referring to hit-stop, which is explained on page 173. (Hit stop adds 14 frames.)

One other thing I've noticed: the total number of video frames for a given move is not 100% constant.There is random frame dropping in ST, but the emulator you're using and the fact that it's not on Turbo 0 will probably make it more dramatic.

Also wondering if you have the link to the translated data for CPS1 characters reversing throws?That used to be up on my ST page, but I took it down because after testing it myself, I came to a different conclusion.

can you help me translate some stuff and show some diagram/hitboxes on blanka's j.lk, backhop, forward hop and anti air ball?I don't really want to upload any images of the hit boxes (I'd rather people buy the book), but what exactly do you want translated?

Ouroborus
02-03-2007, 03:27 PM
help me check how many frames of startup and recovery are for the backhop/forward hop and anti air ball and how many invincible frames are there

SweetJohnnyV
02-03-2007, 11:42 PM
help me check how many frames of startup and recovery are for the backhop/forward hop and anti air ball and how many invincible frames are there

Checking that stuff is easy. Basically, if you look at the bars below a move they're color coded like this:

Gray bars: Non-hitting. Usually shown for startup and recovery, but also for moves that have gaps between hits(ex. ken's hurricane kick).

Red bars: This indicates a hit. Each separated block of red is a new hit, even if they're right next to each other(ex. sim's headbutt)

Blue bars: The blue bars below the gray/red bars indicate invincibility.

So, those moves for Blanka go like this:

Back hop: 29 frames from start to end, and the first 13 are invincible.

Forward hop: 29 frames from start to end, with no invincibility.

Jab Upball: No startup. Hits for 30 frames, 3 frames of non-hitting, a second hit for 8 frames, then 17 frames of recovery.

Strong Upball: No startup. Hits for 29 frames, 3 frames of non-hitting, a second hit for 8 frames, then 17 frames of recovery.

Fierce Upball: No startup. Hits for 28 frames, 3 frames of non-hitting, a second hit for 8 frames, then 21 frames of recovery.


You don't really need to know japanese to read the moves. Color-coding makes it easy :tup:

NKI
02-04-2007, 03:33 PM
It's the other way around, though: the BACK HOP has 13 frames of invincibility. The forward hop has none.

ShinVega
02-06-2007, 10:55 PM
NKI

Thanks for recommending such a great book. I just got it yesterday via playasia and I have a few questions.

1. On page 115 it lists 4 tech's for Ken. I'm interested in what the 2nd and 3rd techs mean when translated.

2. On page 172 it lists 2 tech's for Vega. Would you please give me a basic explanation of them.

Thanks.

~TeN~
02-20-2007, 07:24 AM
Requesting the translation of Q.5 for claw if possible

NoAffinity
02-20-2007, 09:20 PM
NKI

Thanks for recommending such a great book. I just got it yesterday via playasia and I have a few questions.

1. On page 115 it lists 4 tech's for Ken. I'm interested in what the 2nd and 3rd techs mean when translated.

2. On page 172 it lists 2 tech's for Vega. Would you please give me a basic explanation of them.

Thanks.

This may answer your Ken question.

http://forums.shoryuken.com/showpost.php?p=3430356&postcount=18

ShinVega
02-20-2007, 10:21 PM
Thanks NoAffinity but that's not it. Those are the 8Q&As.

Burning Vigor
02-22-2007, 12:50 PM
I'm wondering, does the book mention anything about how they came up with the hitbox diagrams? I know the CPS1 SF2's have a visible hitbox mode that can be activated with hardware dipswitches.

The CPS2 ones don't have have one that I know of, but some of the scans of the hitbox diagrams in YBH that I've seen seem to actually have these in-game hitbox markers visible (they mark the corners of the boxes). Check out the Zangief and T. Hawk pics on the errata (http://www.inhgroup.com/item/st2/errata.php) page for a good example.

If there is a way to view the hitboxes in-game for Super Turbo, I'd love to know how.

I'd like to know this too. I don't read japanese but I think this message from the T Akiba BBS has something to do with the making of the Yoga Book Hyper.

http://bbs.t-akiba.net/sf2/bbs.cgi?tree=s6172#6172

Also these two paragraphs from the inhgroup's website also pertain to the subject

■スーパーストリートファイター2X全キャラクター技表を完全リニューアル
技表レイアウトを一新!! 格闘ゲーマーのバイブル、オールアバウトシリーズ(スタジオベントスタッフ)公 認のフレームチャートを追加!! もちろん開発者が協力による技判定表も、より正確なデータで記載成功!!

■スーパーストリートファイター2X 最終版 対戦攻略記事
豪鬼を除く全16キャラの対戦攻略記事を追加!!梅原、兄ケン、弟チュンなど総勢50名を超える全国のスト 2猛者達に徹底取材した究極の対戦攻略記事が完成。スパ2X全国大会優勝者 FOO助氏(YSB)による新 機軸、Q&A方式により、初心者でも分かりやすい内容となっています。 10倍強くなるというタイトルに偽りは無し!!ご期待下さい!!


To me though, it looks like it could've possibly been done with an emulator since the hitboxes were captured on an empty background. Perhaps with the Shot Factory?

NKI
02-25-2007, 12:42 PM
Sorry I been laggin' like AOL...:bluu:

This took quite a while to do, so I didn't have the time to proofread it as well. Let me know if you spot anything that doesn't make sense.

1. On page 115 it lists 4 tech's for Ken. I'm interested in what the 2nd and 3rd techs mean when translated.TECH.02 - You should master the walking DP
"Equally as important as well-timed fireballs is the walking DP. That is, walking towards the opponent, and when you get close, doing a Jab DP. If the opponent sticks out a move to try to stop you from walking forward, not only will pretty much every move will lose to the DP, but they also get knocked down, so you can continue to pressure them as they get up. Of course if you whiff the DP, the opponent can punish it, but because they'll be scared of that DP, it's pretty easy to close the gap just by walking towards them. You want to keep the pressure on the opponent."

TECH.03 - Safe jump Jab after knee bash throw
"If you jump immediately after the knee bash throw, it can be a safe jump depending on who your opponent is. It is extremely useful against Ryu, Boxer and DeeJay, so you definitely want to use it against them. All you have to do is hold up/towards as the throw is finishing. As soon as you're air-born, hit Jab, and it will be a meaty on the landing opponent."
Note from NKI: It's only a safe jump against Boxer, and DeeJay's Forward and RH upkicks. (DeeJay can hit Ken with reversal Short upkicks, but not Forward or RH.)

2. On page 172 it lists 2 tech's for Vega. Would you please give me a basic explanation of them.These are pretty long, so I'm just going to summarize...
TECH.01 - How to use the head stomp
-When to use the head stomp-
The fundamental use for the head stomp is for when the opponent throws a fireball. Against Guile, Sim, and DeeJay, you have to predict the fireball, but against Ryu, Ken, Chun, and Sagat, you can just do it on reaction. There are also people use use the head stomp when the opponent jumps from afar.
-After the head stomp hits or is blocked-
Going for the Skull Diver: After the head stomp, you have to pay attention to the opponent's height. If the opponent is going to try to hit you with a jumping attack, you have to do the Skull Diver really early, but if you think they'll just block it, you want to do it really late. You can go to either side of the opponent, and if it hits a grounded opponent, you can almost always combo a st.RH afterwards.
-Creating distance from the opponent-
After the head stomp, if you hold down/back, you'll retreat back to the opposite side of the screen, and you'll be charged when you land, so you can do another head stomp, or Scissor Kicks, etc.
-Throwing the opponent-
If you know the opponent will just block, you can steer Dic to land safely on either side, then throw.

TECH.02 - How to use the Devil's Reverse
-Typical uses-
It's usually used when the opponent throws a fireball, but it's also useful when the opponent jumps, or after they've been knocked down with j.Strongs. You want to charge down and hit up/towards so that you cross-up the opponent. If you're towards the middle of the screen, you can charge down and hit up/towards. This looks a lot like a jump, so the opponent will think you're not charged, and you can surprise them with the super when you land.
-Using the Devil's Reverse as a cross-up-
If there is about one character's length of space between the opponent and the corner, do the Devil's Reverse into the corner and then steer back out of the corner. It will hit as a cross-up and is surprisingly useful.

Requesting the translation of Q.5 for claw if possibleQ5 - What to do about fireballs?
A5
1) Jump straight up
2) Block
3) Jump towards
4) Wall dive

A5 Explanations
1) Primarily used for Fierce (fast) fireballs
2) If it looks like you can't get around the fireball, just block it.
3) If the opponent is close, jump over and hit him.
4) Use it as soon as you see the fireball. (It's best not to do this against Ken or DeeJay.)

I'd like to know this too. I don't read japanese but I think this message from the T Akiba BBS has something to do with the making of the Yoga Book Hyper.

http://bbs.t-akiba.net/sf2/bbs.cgi?tree=s6172#6172

Also these two paragraphs from the inhgroup's website also pertain to the subjectThere wasn't any mention of how they displayed the hit boxes, but I remember T.Akiba saying that Capcom graced them with an ST dev kit, which would let them do all kinds of awesome stuff, like displaying hit boxes.

Professor Jones
02-25-2007, 04:41 PM
Translate Dic's Question 8 (page 171) please, thanks a lot !

NKI
02-25-2007, 05:01 PM
Q8 - What moves to use for cross-ups?
A8
1) j.Forward
2) j.RH

A8 Explanations
1) The height at which you do the j.Forward determines whether or not it's a cross-up.
2) Same as above.

Professor Jones
02-25-2007, 05:13 PM
Thanks for the quick reply :)

N-Trade
02-25-2007, 05:47 PM
NKI-sama, could you please translate Guile's three techs - thanks! (page 123)

ShinVega
02-25-2007, 06:56 PM
Thank you very much NKI for your time and excellent response. I already use most of the tactics there, and the devil reverse/headstomp specifics were very helpful.

Footsy Bebop
02-25-2007, 10:41 PM
A8 Explanations
1) The height at which you do the j.Forward determines whether or not it's a cross-up.
2) Same as above.

Is this true of chun too? the height at which you do her forward kick jump attack determines whether it's a cross up?

~TeN~
02-27-2007, 08:38 AM
u da man NKI! ur help is really appreciated

even tough I requested the wrong translation lol...

Golden_Gunman
02-28-2007, 02:15 AM
Wow great stuff NKI, those translations are really useful.

THChardcore
02-28-2007, 10:06 PM
NKI fucking rules, you have to be the most knowledgable ST folk outside Japan. Keep it coming and thanks.

NKI
03-03-2007, 09:50 AM
Is this true of chun too? the height at which you do her forward kick jump attack determines whether it's a cross up?I only tested it for about 10 minutes against Ryu and Gief, but it seems to me like Chun's j.Forward is never blocked as a cross-up. It's always blocked by holding back.

NKI-sama, could you please translate Guile's three techs - thanks! (page 123)TECH.01 - Throwing Sonic Booms Wisely
When throwing a sonic boom, you're vulnerable for a moment in the beginning, so if your opponent predicts a Sonic Boom, you can get swept, or hit by some forward-moving attack. You don't want to mindlessly throw Sonic Booms as soon as you have the charge, especially if the opponent is within close range. However, when you're far away, or when it looks like the opponent won't be able to counter you with anything, you want to throw Sonic Booms as fast as possible. That way you can keep pressure on them and limit their movement.

TECH.02 - Use counter attacks!
With good precision, there are a lot of moves that Guile can counter. This is critical for using Guile well. For example, Ryu's hurricane kick, Chun's super, Dhalsim's Yoga Fire, Boxer's turn punch, etc, can all be flash kicked on reaction. If you are able do so, you really limit the moves your opponent can use. You want to get to the point where you can see those moves and just Flash Kick on reaction.

TECH.03 - Mastering the j.Short
Depending on your opponent, if you do Guile's cross-up j.Short early, the opponent must hold back to block it, but if you do it late, they must hold towards to block it. Depending on the opponent, you can win rounds by simply mixing up the timing of the cross-up, then following up with a cr.Strong xx Short Flash Kick.

N-Trade
03-04-2007, 01:01 PM
snip

Interesting stuff - thank you very much NKI-sama, you're too awesome! :lovin:

Ultima
04-05-2007, 07:05 AM
Been thinking about picking this up. I know the book has frame data, but does it list hit/block advantage for attacks?

Professor Jones
04-05-2007, 09:03 AM
Against Guile, Sim, and DeeJay, you have to predict the fireball

From my experience, it's also possible to do the headstomp on reaction to a fireball against Sim. The recovery time of his yoga fire is very similar to the recovery time of hadokens (approx ~40 frames).

CigarBoB
04-05-2007, 01:25 PM
From my experience, it's also possible to do the headstomp on reaction to a fireball against Sim. The recovery time of his yoga fire is very similar to the recovery time of hadokens (approx ~40 frames).

Depending on range you can vs the Fierce FB. But the jab will block if you dont guess it.

Professor Jones
04-06-2007, 08:30 AM
The frame data is the same for the three versions of Dhalsim's yoga fire. The long recocery time is what allows you to do the headstomp on reaction (provided you didn't block a jab yoga fire before you do the headstomp, in which case you will barely leave the ground and get hit if Dhalsim follows up with a fierce yoga fire).

[Ryu_Chile]
04-12-2007, 10:09 PM
I'm wondering, does the book mention anything about how they came up with the hitbox diagrams? I know the CPS1 SF2's have a visible hitbox mode that can be activated with hardware dipswitches.

The CPS2 ones don't have have one that I know of, but some of the scans of the hitbox diagrams in YBH that I've seen seem to actually have these in-game hitbox markers visible (they mark the corners of the boxes). Check out the Zangief and T. Hawk pics on the errata (http://www.inhgroup.com/item/st2/errata.php) page for a good example.

If there is a way to view the hitboxes in-game for Super Turbo, I'd love to know how.

Really? Do you know how this is done? It'd be great to play actually seeing the hit boxes.

Axel Kelly
06-18-2007, 08:02 PM
Any chance someone could translate DeeJay's tech section on page 156?

Thanks :D

edit: maybe also question 4? specifically the explanations of the answers to Q4

Footsy Bebop
06-18-2007, 10:46 PM
is there any data in the ybh about how fast a move comes out?

ShinVega
06-18-2007, 11:22 PM
is there any data in the ybh about how fast a move comes out?

Are you referring to start-up frames? If so, then yes the ybh gives start-up frames, hitting frames, and recovery frames for every move. In order to find out how fast a move comes out take the start up frames and add 1 frame (for the initial hit frame) and that will determe how quickly you can strike with that particular move.

I hope this helps.

mrdhalsim
06-24-2007, 02:10 AM
and here I was, thinking I was the only person that wanted to play ST (or any game, for that matter) with the hit boxes displayed. What is the big deal, why hasn't it been a feature by now? Especially if Capcom is going to the trouble of providing a dev kit and even allow the making of YBH for explaining such precise data. Let's just see all this data in the proper context of an actual round.

So earlier this year, I made Wrectangles. It's sorta like a dev kit, but requires a whole lot of collaboration and like, The Wisdom of Crowds theory to really pull through for us. Maybe. I sent it to NKI and Jchensor and they said it might be useful maybe for making tutorials, particularly as an alternative to an expensive/complex commercial product like Adobe After Effects (er, was that Premiere?). Wrectangles is free, just let me know if you want me to email you a copy. It basically lets you grab a set of frames from a movie file and then pause/fwd/rwd frame-by-frame and draw the hit boxes yo damn self. Here's a short intro tour of what it's all about:

http://www.youtube.com/watch?v=SFSuA970_AI
http://www.youtube.com/watch?v=kvfOm9_SqSA

David Boudreau
XSPR (gamertag)

shoultzula
06-24-2007, 02:59 PM
and here I was, thinking I was the only person that wanted to play ST (or any game, for that matter) with the hit boxes displayed. What is the big deal, why hasn't it been a feature by now? Especially if Capcom is going to the trouble of providing a dev kit and even allow the making of YBH for explaining such precise data. Let's just see all this data in the proper context of an actual round.

So earlier this year, I made Wrectangles. It's sorta like a dev kit, but requires a whole lot of collaboration and like, The Wisdom of Crowds theory to really pull through for us. Maybe. I sent it to NKI and Jchensor and they said it might be useful maybe for making tutorials, particularly as an alternative to an expensive/complex commercial product like Adobe After Effects (er, was that Premiere?). Wrectangles is free, just let me know if you want me to email you a copy. It basically lets you grab a set of frames from a movie file and then pause/fwd/rwd frame-by-frame and draw the hit boxes yo damn self. Here's a short intro tour of what it's all about:

http://www.youtube.com/watch?v=SFSuA970_AI
http://www.youtube.com/watch?v=kvfOm9_SqSA

David Boudreau
XSPR (gamertag)

sweeeeeettt!!!!!!

time to go break mvc2. Thnx! well, break mvc2 more than it already is...

ThisGuileKillYa
08-15-2007, 12:52 PM
If it's not asking too much, I'd like to see translations for question 3(assuming that is, in fact, "useful strings") for Claw, DJ, and Dic.

And the tech section for those 3 as well. Summaries A-OK. If that is asking too much, then maybe just Claw's?

I'd even be willing to throw some cash at anyone willing to translate all the tech sections. If not all, then a few. I wanna read the strategy section so bad. lol Bummer I didn't take japanese in high school hehe

veja
08-29-2007, 03:43 AM
I know the CPS1 SF2's have a visible hitbox mode that can be activated with hardware dipswitches.

Do you know how this is working? I'm actually very interesting in displaying hitboxes on sf2.

I've also noticed, like NoAffinity did, that the number of frames of a move is not constant. I've been using the shot factory of Kawaks for displaying some moves frame per frame, and displaying several times the same move shows that there is sometimes one more frame than usual. And not only at the startup, but also in any "animation frame" : it happens that some "animation frame" last one frame longer than usual. I've also noticed this for others cps2 fighting games (not only ssf2x).

Well, I'm sorry to post this in this thread, cuz that's not the topic, but I didn't know where to post this.

arit
10-09-2007, 08:19 AM
I have a question about the invincibility bars, what is the meaning of the kanjis next to them? Expecially Gief's lariats are confusing as the bar is given for (almost) the complete duration of the moves, which somehow contradicts my memory.

btw. is there a complete Translation of pp. 2-3?

fatboy
10-09-2007, 08:44 AM
btw. is there a complete Translation of pp. 2-3?

http://nki.combovideos.com/ST/tenshyoukyaku.jpg

It is not exactly what your looking for but it should help!

BTW: Zangief Kanji means he's invincible to "mid" attacks.

ShinVega
01-09-2008, 02:57 AM
Just out of curiousity what exactly (I know it's hard to translate perfectly but please be precise as possible, as I don't want to miss/confuse anyone) does Ken's Tech #4 on pg. 115 state? I've done a lot of work on the cross up question in the N.Ken thread and I would like to know if there's anything I'm looking over?

Thanks

denki
02-12-2008, 11:21 AM
Another note: if you look at the normal move data, you will notice 3 boxes to the upper right of the picture of the move animation. If these boxes are highlighted, then it indicates that the move has the box(es)' properties. The last box, easily enough to decipher, which has "SC" in it, represents super cancelability. From the best I can tell, the middle box represents special cancelability, and the first box represents the move is comboable into itself. NKI, can you confirm this?

More later....

i will confirm to u:

from left to right:

left blue box.... renda cancel on that move
middle blue box....degiwa(normal) cancel with special move or super combo
right blu box....normal cancel but possible only with the supercombo

ratman
05-30-2008, 08:13 AM
I'd love to see Zangief's tech section 3 translated. Thanks for any replies.

Rikidozan
06-03-2008, 10:46 AM
Regarding Hawk:
Difference between O. Hawk's and N. Hawk's - Jumping Diagonally Fierce?
O. Hawk :  5 2 11 23
N. Hawk :  5 2 11

- Translation of Tech section in Yoga Book Hyper
- Difference between O. Hawk's and N. Hawk's - Rising Hawk - preferably with a picture please. Already got one of N.Hawk's Rising Hawk in YBH, too bad it has information about O.Hawk's much better j.d+fierce and s.roundhouse, but doesn't state anything about O.Hawk's Rising Hawk.

Thanks in advance.

studtrooper
09-25-2008, 09:13 AM
Has a full translation of this book ever been made?

ShinVega
11-16-2008, 08:29 PM
Has a full translation of this book ever been made?

No.

Couple of things I would like to get some feedback on:

1.) What is the difference between page 86 and 84??? Besides the obvious visual changes (the attack and hit boxes are A LOT different), what's the reason for pg.86 (i.e. when does it apply; for o.Claw)?

2.) On page 14 the invincibility bar(s) for N.Ken's shoryuken. For his jab DP it gives 6 frames of one kind of invc. (with it's own Kanji), then 14 frames with different kanji. For his strong DP it gives 22 with different kanji. Please translate the three variations of the invincibility Kanji. I have no idea what it could possibly say and it's just really started to intrigue me (to the point of bugging me); so now I must have an answer (even if it means I must sit and go through kanji lists by hand).

Thank You