Ok… yeah what you had in mind would certainly work, but probably be a lot of work just to get only slightly more than what a console’s training mode would provide (only difference on a console would be, that you have to go through initial menus to set it up, and also switching sides by jumping over to the other side or throwing P2 each time). TRUST lets you control the opponent so you get a better sense of the context of actual situation, e.g. P2 jumping in so in THAT split second, you think “OK the stick needs to already be in position by now in order to get out a srk in time”, etc. and get used to that. The sf3 3rd Strike training mode had this too though, however with TRUST we can share scripts to work out together which are the best moves to work on (to counter which moves, etc) in an extremely granular level of precision, right down to the frame. Basically like those Pro Tips articles, but you convert all that text (making you read, think, it’s all theoretical, yuck) into doing (Execution). The reading process itself has us decoding symbols into sounds and meanings, and even requires a sense of disbelief to a certain degree before you can even get a genuine sense of how to do what’s being described in the text. When you put that decoding process into the context of a script, suddenly you’re right there in the action, and can truly appreciate just what timing is required, exactly. Videos accompanying them are a step up, but it’s not… TRUST. Nowadays, when I see posts about ST Saturdays or those other video tutorials for ST, I’m just thinking if you go to the trouble of making a video to teach something, why not make a macro script while you’re at it, you know what I mean? That’s so 2000 and 8; that’s so 2000 and late. As you mention, the motions need to be ground into your brain, so with this program you have more to interact with; it can throw things at you to react to and keep it interesting, so the more convenient and engaging it becomes, the less self-discipline is required.

Also I should probably mention that you generally don’t need to edit/look at any of the Lua code files at all, unless you really want to and even then, it would be a big help to have some programming experience, and a curiosity to see or hack what’s there. The macro scripts (.mis files) are the best place to spend your time hacking, in any case, tweaking the start of a move up a frame or two to get it just the way you want it etc. The macro scripts are separated off into their own .mis files, are easy to figure out and abstracted away from the lua code to let you focus on just the most interesting parts, so you really don’t need to go digging deep into the actual lua code at all.

I’m interested in helping both, esp. people new to ST. Fighting games don’t really come with much in terms of a decent manual for what you really need to know so I was thinking this could also offer that kind of “tutorial mode”. If you found any of that helpful or not I’m curious as to feedback.

Thanks- I don’t take it as intrusion, esp just discussing it (I welcome the intrusion). The menu source is written in BlitzPlus (I totally recommend it but the compiler is not free and syntax not so common). How about this, maybe it’d be easier to just increase the number of Custom slots there are?


For the record. This program is SICK… I am comming up with several scenerios for Sim fans!


I hope one of them is post-noogie xup slide into headbutt on Chun/Claw and also forward drilling clean over fireballs.
Some Killing Arts of Yoga, perhaps? :shy:


I’m trying to work on this, but I’m in the middle of a move to another city, and I’m starting a new job next week.

Hopefully I’ll have some progress to report soon though.


I just tried this out two days ago, pretty cool. I think another good training scenario would be for first-frame reversals. Just set it up with Zangief doing a meaty sweep that you have to uppercut/flash kick/super to survive.


Something to be aware of there is that getup timing is character specific. (And can be position specific.)


Any basic examples?


Well, it is faster at the corner, for instance, as some weird things happen when characters touch the border of the screen after getting thrown, reset or knocked down. This really changes things but it s must-learn thing for Gief and Hawk. Anyway, it does not matter as one should create a lua file that would load a save state: both characters would be determined. For a different position, it would just load a different save state. For instance, you could have a Gief training lua that asks that you to a safe jump mid screen, then load an SPD towards your own corner and ask that you safe jump, then, finally, load an SPD towards the other corner and ask that you safe jump. It could be then improved with different types of knockdown, such as lariats, and different types of reversals (say, Ryu will use Shoryuken, that Gief will block or evade, and after that another state with a short Tatsu, that Gief must punch, lariat or throw).


There are some big tournaments I hope many of you can get out to this weekend. One great way to use the program is to keep in mind which critical tactics/attacks your opponents used during the tournament, and make scripts for you to practice the counter. Having video footage of your matches is great but sometimes you can remember it clearly enough and make the script anyways.

Actually I think I included one script like that: take a look at \macro\macro\ssf2t-reversal-training.mis (dammit’s original). I think it uses 1.sta save state, unless I changed that for the installer build. Indeed, an excellent use of the program and others like it (make it for different char/side of screen, as obr said just make a new save state for any given scenario you like) can be easily made and edited. One note about that- I was able to get the Reversal message to appear on the screen sometimes, but not always with that script (Turbo 3 setting of ST probably explains this more than anything). I could also get the flash kick to come out after Zangief’s cr. LK by charging down-towards (getting hit by light kick, then Flash Kicking), as well as blocking (down-back) then Flash Kicking. In any case, extremely useful to get the technique down and very practical.


XSPR has given me a write-up and explanation on TRUST, which you can read here.


can someone please help me with finding the rom that goes with this program


We can not help you with ROMs. We are sorry.

Also related to ROMs, we can now check the hitboxes of the game. If you check papasi’s post about seeing boxes, you will find a thread for it, in which there is a dead link to the file.


I’d suggest you to look at pasky’s hud thread instead

read all the pages


Thank you for your beginners thread it is very helpful and i have found many good links with match up data and strategies.

Thank you for the link. I found everything i need now i can get to T.R.U.S.T


cool stuff, congrats!


I have translated some of the stuff into Portuguese, and posted it in a local forum. A link to Kuroppi’s blog with XSPR’s extra explanations has been added to the Wiki, too.


Awesome! Thanks oldschool and Kuroppi, I appreciate it.


This is really amazing! But when I press the roundhouse button on my horiEX2, it crashes the program. Any ideas?


Thanks for checking it out! The crash you describe would definitely be a new one- have you tried using your stick with the other lua script apps (throwbox display etc.)? You can test by clicking Execute from TRUST, and then in the lua console window that appears stop the script and load one of the other ones. Is roundhouse mapped to Button 6 in the TRUST Mame, and possibly anything else? What happens if you map roundhouse to a keyboard key or try it with another stick? Also I haven’t tested this on 64 bit yet, only Windows 7 32 bit and Windows 2000.


If I run trustsf2-hitboxes.lua, then roundhouse works normally and doesn’t crash. But if I load any lesson script (like the first block standing script), it crashes.

roundhouse is mapped to joy1 button 9. that isn’t mapped to anything else. If I map roundhouse to a key, it works fine.

If I map the same button to forward, it crashes too. If I map a different button on the same stick to roundhouse, it works. The button that keeps crashing is the “RT” button on the hori ex2.