The TMNT Tournament Fighters (SNES) Thread: TF Revelations

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  • Lubu_fgcLubu_fgc Joined: Posts: 13
    Fix a supersolid netplay feature instead of in zsnes 1.42. Even though Im sitting next to myself with 2 computers its still laggy :( would this be possible first of all? :( great work. Dizzy reduction would be cool. Also color change. Keep it up!
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    are you using 1.42n?
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Lubu_fgcLubu_fgc Joined: Posts: 13
    1.42 its called. The "n" I dunno about. Is that another one?
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    http://zsnes.ipherswipsite.com/special/ specifically the one listed on this site
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Lubu_fgcLubu_fgc Joined: Posts: 13
    Well this was something else! Gonna try it out. Hopefully it will work better. The hope is alive!
  • Lubu_fgcLubu_fgc Joined: Posts: 13
    And also before trying, is there any ports that is better than others? 7485 is set normal when im going netplay.
    Sorry for double post
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    you just want to use a port that isn't being used by anything else on your pc
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Lubu_fgcLubu_fgc Joined: Posts: 13
    Thanks for such a nice answer. Im hoping we can create a community in Sweden. Planing to play with guys 35 swedish miles away. (Aprox 200 american miles) they are playing local weeklys about 8 players so was hoping to expand the community.
  • BurningfistBurningfist The New Challenger Joined: Posts: 261 ✭✭✭✭✭ OG
    Enigami wrote: »
    1.02 is done!

    https://www.dropbox.com/s/7w8r9c9v1tufaqb/TMNT Tournament Fighters - 1.02 Patch.7z?dl=0

    You can now press L or R in the character select screen to switch colors.

    Thank you for this addition! Between this and the training script from Jed this thread has single handedly completely changed the way we play this game and it's all thanks to the SRK community. :)
    Enigami wrote: »
    So, on to Karai and Rat King... I'll require help from the competitive players on this one, I've got no idea what aspects need to be targeted to bring them on par with the rest of the cast.

    I think the bosses are fair game when it comes to rebalancing, no one plays them seriously so it might be a good place to start when it comes to adding more content to the game.
    Enigami wrote: »
    One thought I had for Karai among eliminating her infinites is to have her take 2x damage from attacks in VS, making her a glass cannon and allowing her to retain some degree of ridiculous power in her moves.

    Karai is a much less broken character without her dashing punch and jumping punch infinites but she does have some really powerful special moves. I've never been a fan of Seth but if the idea was to give her a huge drawback she could probably have extremely low stun so even a simple 3 hit combo would lead to a dizzy. I'd like to see a version of her without super broken tick setups and one button infinites if no other reason than to add a character to the cast.

    Rat King is pretty broken because he's got the same kind of Chrome Dome tick game but with better normals. The throw range on his command grab is extremely nasty.

    I found these clips that might help. Thank you again for your time and effort!

    https://youtu.be/rDcWTINnvU8?t=29

    https://youtu.be/lwObKS-DPH8?t=136
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    I think almost every tmnt combo video i watch has stuff that doesn't combo lol
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Lubu_fgcLubu_fgc Joined: Posts: 13
    Shiiiet what a difference in netplay. Just one question. Is the emulator always crash if I try to put latency lower than 3? No movie recorded or something it says.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    yeah, if you try to move the latency down, it'll crash. Why I mentioned before how you're stuck at 3 delay.

    It sucks that the default is so high if you're playing someone over a relatively short distance, but it's better than the other options. Netplay is mostly smooth using 1.42n, so 3 delay isn't that bad though.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Lubu_fgcLubu_fgc Joined: Posts: 13
    Yeah I thought it was the reason why you said 3 frames. But its much more stable. Cant even compare it. it feels like its playable too. Hope we can get this as an option to play regual over here. Are you guys using this or is it just local games for you?
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    I haven't played much this year at all, but I usually netplay when i do play, I'm much much better than my friends who don't play the game seriously so it's hard to make them feel really motivated to play a game they aren't interested in.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • EnigamiEnigami Joined: Posts: 16
    edited July 2016
    Okay, found something interesting. While working on rebalancing Karai, I got a more accurate look at how much stun meters need to be filled for each character.

    320 - Karai currently in the upcoming 1.03 Patch
    576 - Raphael & Michaelangelo
    640 - Everyone else except Karai
    768 - Karai (!!!)

    jedpossum was close, but fell a bit short of how much stun you actually needed to make them dizzy.

    I also discovered that when you are using your alternate color in tournament mode and begin the mirror match, the opponent is now the alternate color and you revert to normal coloration for the rest of the mode. That'll be fixed for the next patch.

    Also, I decided on the boss debuffs. For Karai, I'm currently going with Burningfist's idea and making her extremely susceptible to dizzy alongside the infinite removals. For Rat King, I'm going to give Rat Bomber startup time and going to reduce the damage of his attacks a bit. Any objections/other suggested changes?
    Post edited by Enigami on
  • Lubu_fgcLubu_fgc Joined: Posts: 13
    Netplay is the only possibillity for me to even play. Hopefully in the near future with my friends
  • Yuri_AcTNYuri_AcTN All the best things are collectives. Joined: Posts: 1,130
    edited August 2016
    http://eirokaj.tumblr.com/post/148672839802/f-fp-f-fk-not-sure-if-this-is-already-known-but

    Just discovered that Aska has overhead/cross-up properties from her F+FK after executing F+FP. This only works against the turtles.
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    Eirokaj wrote: »
    http://eirokaj.tumblr.com/post/148672839802/f-fp-f-fk-not-sure-if-this-is-already-known-but

    Just discovered that Aska has overhead/cross-up properties from her F+FK after executing F+FP. This only works against the turtles.

    This may be tied to the turtles weakness of eating unblockable stuff while waking up. Aka Chrome LP throw loop or after Armaggon bite throw etc etc
  • Yuri_AcTNYuri_AcTN All the best things are collectives. Joined: Posts: 1,130
    This may be tied to the turtles weakness of eating unblockable stuff while waking up. Aka Chrome LP throw loop or after Armaggon bite throw etc etc

    Yeah, that may actually be the case, considering the fact that I had to execute Aska's F+FK immediately in order for it to work as an overhead/cross-up.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    edited August 2016
    it doesn't have anything to do with how chrome/arm throws work for sure, cause they are just still in hitstun from that. This is like the other overhead stuff I posted probably.

    I didn't know the butt could overhead, but I posted about the corner crossup somewhere. good to know!
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Rioting SoulRioting Soul Joined: Posts: 4,860 ✭✭✭✭✭ OG
    Enigami wrote: »
    TMNT:TF patch

    Please add a combo counter and reversal indicator!
    Veserius wrote: »
    I think almost every tmnt combo video i watch has stuff that doesn't combo lol
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    edited August 2016
    Ok, regarding the possible mod for balancing, these are MY suggestions:

    If only value numbers can be altered, I would vouch for a higher stun meter to everyone except the bosses. Redizzies are too stupid or getting hit just after recovering 2 or 3 times for another dizzie is dumb IMO. This is not Marvel. This would also prevent th EASY redizzies on the Turtles from C. Dome.

    If damage of the attacks can be altered, also make the UAM or super attacks do WAY LESS damage. 1 hit of Raph Energy Spray does the same damage blocked or on hit haha

    If actual game data like atributes can be modified, then add 3-4 landing frames to Armaggon's Shark Upper, same for Raph's Power Drill

    War: Fierce Punch cancelable into Dash Claw, or upper invencibility and, a farther distance from the bounce move, so he lands safer and away.

    Is his only comboable move, standing close weak kick into Dash Claw? Poor War

    Wignut: Dash Punch can cancel quicks or fierces.

    Leo: Stay the same

    Shredhead: Same

    Mike: Redizzy out and maybe crouch weak kick to be non slide and be like Raph/Leo?

    Donnie: Crouch weak kick mod

    Armaggon: Landing frames added, MAYBE height restriction to Shark Dive?

    Chrome: Same. I love this char.

    Aska: Crouch LK to not be slide but use the same sprite. Standing kicks to actually hit all crouch blockers. A bit landing on her SRK? (I think its ok)

    Raph: Drill landing frames. More recovery on fireball on block.


    Now with the fantasy mods:

    Less input leniency so random/undesired stuff come out? Or map some specials to other buttons so they dont overlap?
    .
    Add Sega Genesis characters? Krang, Triceraton, Syphus, Beetle, Casey, April?

    I dont really think weird normal unblockables can be worked out and the throw loops from Shred or blockstun grabs so well.

    BLOOD (nah that one was joking)

    These are my 2 cents and I can actually live with only the stun modifiers.
    Post edited by Hanzo_Hasashi on
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    SORRY for the double post.

    Some TMNTTF matches here. Expect some more for next week!

  • Yuri_AcTNYuri_AcTN All the best things are collectives. Joined: Posts: 1,130
    Just got finish watching your set with Homero. Good shit from both of you guys.
  • EnigamiEnigami Joined: Posts: 16
    edited August 2016
    That's exactly the kind of stuff I was hoping to see Hanzo. Both the balance suggestions and the sets, those fights were pretty hype. I noticed though you were using vanilla TMNT TF instead of my 1.02 version, any reason for that?

    I can easily modify the values for dizzy (btw, moved Karai up to 355 to get dizzied because the Turtle's projectiles would instantly knock her into dizzy otherwise, and Leo's was the strongest with 352 stun), but after looking for (and failing to find) a quick and dirty way of balancing Karai's moves, I've been looking into disassembling the moves so I can fully modify them. Of course, those would all go into the 'Championship' version so Tournament Fighters is still untouched (outside of Karai/Rat King of course).


    In regards to your 'fantasy mods':

    Changing inputs/leniency depends, I haven't looked into any of that stuff so I'm not sure how hard it would be to implement. Plus people might have an issue with modifying controls and inputs for moves. Maybe I could find a way to allow different control schemes? I wouldn't see any problem with changing the super attack inputs though.

    Genesis/Megadrive characters are certainly on my mind. Depending on how much I get worked out from disassembling characters, this might actually be a possibility. I haven't checked to see how well the Sega Genesis sprites mesh with the SNES ones though, and I wouldn't want the characters to look out of place with the original cast, so there might need to be some editing/redrawing done. There's also the issue of April, who in the SNES version uses her Fred Wolf design while the Genesis/Megadrive version looks closer to the Archie design, so I'd edit her sprites to look like the former. Also I'd want to edit the single player mode to have someone (Vernon?) replace April in the fight intro/outro when you play as her so it wouldn't look weird with her interviewing herself.

    If I got that far, Hothead/Dragon Warrior would also be something I'd want to add. Hothead regardless would need sprites and moves made from scratch though. I have some experience with spriting and might be able to do that myself, though it'd probably take a while. Of course, if I added him we'd end up with an uneven 19, so another thought I had would be to add Mona Lisa as an amalgamation of the unarmed NES TMNT TF Turtles, bringing the character total up to 20 and sorta adding another rep from the NES version.

    What are your thoughts on my idea to have 'Throw Armor' when a character gets hit/blockstunned that makes them unthrowable, and 'Dizzy Armor' that makes a dizzied character take half damage and not build dizziness, until they have time to act (1 frame maybe)? I think those would pretty much eliminate throw/dizzy issues.


    Edit: Forgot to add, Rioting Soul, that's a good idea. I don't think I'd add indicators to 'Tournament Fighters' outside of possibly Practice Mode because it'd take up screen space which interferes with the 'nothing that affects competitive gameplay', but it'll be fair game for Championship Fighters when/if I get to that.

    Also, another reason I'd want to add Mona Lisa is that I could arrange the characters in the CSS with the 4 Turtles in front, 8 Allies in the middle (Casey, April, Sisyphus, Hothead, Ray, Wingnut, Aska, Mona Lisa) and 8 Villains in the back (Shredder, Krang, Karai, Rat King, Chrome Dome, War, Armaggon, 'Triceratron' - probably would make him Zorax from the Fred Wolf cartoon instead of a generic Triceratron). I just think that'd be a neat setup.
    Post edited by Enigami on
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    edited August 2016
    I noticed though you were using vanilla TMNT TF instead of my 1.02 version, any reason for that?

    Would you believe me that I never saw that? BUT.... We used your patch it in a tourney we had this Sunday! Im uploading it. Raw, off-cam dirty TMNT TF with yelling and hype. We love thid game.


    If you allow me some feedback, would be hard to implement the "any button select character" present on the Japanese version? Pressing Start to choose is kind of weird when we are playing on arcade sticks XD (just a suggestion)

    I LOVE color select, and everything unlocked is the best.

    About input leniency: This game has sme of the biggest buffer windows and some characters like Raph or Mike while walking backward to zone and then attempt a proyectile (hcf+P) their charge move would come out instead due to the walk back. Also Leo has some issues with his Roto Cutter coming out instead of Shining Cutter (you will see how I had to maneuver around this in teh finals XD).

    EDIT: Input for supers is ok as is IMO, thxs

    Fantay mods:

    So are the move values modeable? I was going to suggest to compare the data of moves from the Jap version vs USA rom. Example in mind, Aska DP. While that nerf HURTS her, it could serve to locate where the move data is stored, since is the most noticeable change between both.

    P L E A S E add landing frames to Shar Upper and Power Drill XD

    Throw Armor/Dizzy Armor: Can this be done? If so: PLEASE GO FOR IT! We will atleast have to test but I love the idea.

    New chars: A dream come true. If possible, do them, vut again, I wold be happy with throw/dizzy armor and the balances I posted earlier.

    Rioting Soul: YES! on screen indicators sound cool.

    BTW I know that most snes games or fighting games have their screen "cropped" to ensure framerate etc sine SF2 days. Can this be messed with? I once stretched the screen to have an "arcade feel" and the game looks beautiful. Sadly menus and other screens were cut out, so I left them like they were before.

    So, anyway. You got me really interested on the "new" char select screen. Can this reallistically be done? Could you make a test of having at least Karai and R.King show on the current one?

    A pleasure to talk to you and a big THANKs for the time and dedication you spend with this old game.

    EDIT2: Another balance/fix would be the HUGE hitbox on the proyectiles, its DAMN HARD to jump over them vertically.

    (sorry for my bad and broken eglish)

    I will post the tournament footage later today!
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    @Hanzo_Hasashi hold L or R with Leo to do walking fireballs :)
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    Veserius wrote: »
    @Hanzo_Hasashi hold L or R with Leo to do walking fireballs :)

    THIS
    IS
    AWESOME

    And hey! You are hiding tech! XD Joking. But hey with an arcade stick it maybe a bit hard/awkward
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    On a stick map your buttons like this maybe

    LYX
    RBA

    then you can just hold the button with your thumb.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    Veserius wrote: »
    On a stick map your buttons like this maybe

    LYX
    RBA

    then you can just hold the button with your thumb.

    Good to know. BTW it doesnt workthat well with Mike/Raph issues right? (testing right now)

  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    only applies to leo, for raph/mike just intentionally break your charge more.

    probably blocking too much if you're having issues with them + inputs are probably not clean.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    edited August 2016
    Tournament vid is UP! 1 hour of madness! Enjoy!

    Credits and shotouts given in the vid description!



    Post edited by Hanzo_Hasashi on
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    edited August 2016
    damn the amount of missed guaranteed wins is bugging me.

    Also arm's blocking after a fireball is jumped over when you can keep your downcharge...
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    edited September 2016
    Veserius wrote: »
    damn the amount of missed guaranteed wins is bugging me.

    Also arm's blocking after a fireball is jumped over when you can keep your downcharge...

    Sorry for not being so pro :D but we try!



    Post edited by Hanzo_Hasashi on
  • BurningfistBurningfist The New Challenger Joined: Posts: 261 ✭✭✭✭✭ OG
    Enigami, just wanted to throw this out, any chance you could import the Japanese Aska sprites into the US version? Would be a good way to test the sprite modding process and could help differentiate your version even more from vanilla TF. Also can you see about adding group battle mode to the main menu like MW?

    Thanks again for your hard work, it's made playing the game even more enjoyable. I have had multiple TF heads say they really like the additions you've made!
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    Enigami, just wanted to throw this out, any chance you could import the Japanese Aska sprites into the US version? Would be a good way to test the sprite modding process and could help differentiate your version even more from vanilla TF. Also can you see about adding group battle mode to the main menu like MW?

    Thanks again for your hard work, it's made playing the game even more enjoyable. I have had multiple TF heads say they really like the additions you've made!

    This x 10000000000!

    BTW some match vids! Things are getting hotter here!

    Local







    Online!






  • Rioting SoulRioting Soul Joined: Posts: 4,860 ✭✭✭✭✭ OG
    edited September 2016
    @Hanzo_Hasashi You weren't kidding about it getting hotter. I'm still on the first video. I hope there's some Aska play in here.

    @Enigami For Championship Fighters, could you also make it so that when a character gets dizzied, the stars show up on their head as they are getting knocked down from the hit(not as they are getting up)? This makes it more clear that the character was dizzied and allows more time to set up the punish.
    Post edited by Rioting Soul on
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    @Hanzo_Hasashi You weren't kidding about it getting hotter. I'm still on the first video. I hope there's some Aska play in here.

    @Enigami For Championship Fighters, could you also make it so that when a character gets dizzied, the stars show up on their head as they are getting knocked down from the hit(not as they are getting up)? This makes it more clear that the character was dizzied and allows more time to set up the punish.

    Thanks a lot! BTW there is some Aska in the secont set vs Humberto (18-09-2016) but at the end, I tried her with mixed results. Raph can play a GOOD keep away game from her, and also when she rush him down you have to psychic SRK him on wakeup to make him block then you start you rush to build meter with Kunai Spin/throws etc. I didnt remembered that you could cancel hip/ass attach early with the spin so I can use it to appear like a delayed frame trap, but all this is tooooo risky on raph and his Chestbuster on wakeup haha

    Agreed on the stars early on the stun too!

  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    I can't really think of a good reason to play Aska. She's not awful, but she's overall pretty wack and doesn't really do anything unique enough to warrant picking her over anyone actually good.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    Veserius wrote: »
    I can't really think of a good reason to play Aska. She's not awful, but she's overall pretty wack and doesn't really do anything unique enough to warrant picking her over anyone actually good.

    To have fun?

  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    playing such a limited character doesn't really seem that fun to me. You get to play half the game.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    Veserius wrote: »
    playing such a limited character doesn't really seem that fun to me. You get to play half the game.

    Actually I am still learning so I dont give much if I win/lose (yet). Also from time to time I like to play low tiers in games to see how far I can go. This saturday we will play and rec. I will be "serious" this time XD

    BTW Ves, I have been told that Mednafen emu has rollback netcode and that it is a dream to play there. Have you tested it?
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,486
    I have not actually, I'll have to give it a look. If it's to my liking I'll redo the netplay guide. thanks for the heads up.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Kinniku BusterKinniku Buster KIMO! KIMO! KIMO! Joined: Posts: 8,913
    edited September 2016
    Veserius wrote: »
    I can't really think of a good reason to play Aska. She's not awful, but she's overall pretty wack and doesn't really do anything unique enough to warrant picking her over anyone actually good.
    dat ass
    Peace to the Mountain
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  • nunoelectricnunoelectric Joined: Posts: 69
    I only play Aska just remembering that I played her as a kid. But yeah, char is pretty low tier. Still has a good SRK and some sauce with the butt check tho.

    St. lk not hitting crouchers is what I find more hurtful to her game.

    We need to play soon for real this time Hanzo hahaha.

    For those wondering. ZSNES 1.42 (regular version)+ Z-net combo works WONDERS for playing online!. Lagless matches even with USA players. There's also a whatsapp group for this xD.

    Thank you to the modders for trying to make an update to this good game!. The SRK-type moves in this game NEED landing/recovery frames!.
    Currently playing:

    Samurai Shodown V Special: Galford, Hanzo, Charlotte
    ST: Dee Jay, Bison
    SFV: Ibuki, Guile
    GG Xrd Rev.: Faust
    TMNT Tournament Fighters: Mike
  • Rioting SoulRioting Soul Joined: Posts: 4,860 ✭✭✭✭✭ OG
    I like Aska for that high risk in your face mixup(dp or anything else). And sure enough, thats what you did.
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,426 ✭✭✭✭✭ OG
    edited September 2016
    I only play Aska just remembering that I played her as a kid. But yeah, char is pretty low tier. Still has a good SRK and some sauce with the butt check tho.

    St. lk not hitting crouchers is what I find more hurtful to her game.

    We need to play soon for real this time Hanzo hahaha.

    For those wondering. ZSNES 1.42 (regular version)+ Z-net combo works WONDERS for playing online!. Lagless matches even with USA players. There's also a whatsapp group for this xD.

    Thank you to the modders for trying to make an update to this good game!. The SRK-type moves in this game NEED landing/recovery frames!.

    GGs Nuno! Awesome Mike!
    I like Aska for that high risk in your face mixup(dp or anything else). And sure enough, thats what you did.

    Thx Riot!

    @Enigami awesomeeeeeeeee list of features! Go for them!

    Remember to make the character selection with the front buttons instead to only start (like the Jap version) and pleaseeeeeeee let us test with the increased stun meter! (also a general all cast damage reduction to supers would be good except por War) Thanks again!

    The matches vs Nunoelectric


  • EnigamiEnigami Joined: Posts: 16
    edited September 2016
    Remember to make the character selection with the front buttons instead to only start (like the Jap version) and pleaseeeeeeee let us test with the increased stun meter! (also a general all cast damage reduction to supers would be good except por War) Thanks again!

    Forgot to add pressing A/X/Y (B will be for deselecting your character/dropping out/going back to menu) as alternate inputs to select your character to the list, that'll also be done. As for Stun Meter, I could add that and Dizzy Armor to the options menu so those can be tested.
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