User:Kaladin: Difference between revisions

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* User Page 1: [[User:DarthPhallus/Viper]]
* Sandbox 1 [[User:Kaladin/Sandbox 1]]
* Sandbox [[User:DarthPhallus/Sandbox 1]]
* Sandbox 2 [[User:Kaladin/Sandbox 2]]
* For Template Testing [[User:Kaladin/TestTemplate]]
* Glossary Overhaul + Linking it to Properties Template [[User:DarthPhallus/Glossary]]


==Useful Stuff==
==Useful Stuff==
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* Damage Calculator [https://umvc3damagecalculator.uk.r.appspot.com/]
* Damage Calculator [https://umvc3damagecalculator.uk.r.appspot.com/]


==Assist Blockstun Values==


===Methodology===
* Record at 120fps with OBS and the game hopefully running at a smooth FPS. Use ffmpeg deduplication to remove duplicate frames cutting the recording down to 60FPS, this should ensure the least possibility of duplicate frames.
* Record and count each assist 3 times, so that if there are skipped frames I may notice a discrepency in the framedata and rerecord, odds of a frame being skipped in all three attempts is low.
===Notes===
* Not buffering anything out of blockstun results in the blockstun animation lingering for a while after the actual blockstun of an assist has ended so I have to be sure to hold up/back as soon as I'm blocking, of course this can result in errors, especially with short blockstun assists.
* Techincally this is actually counting the combo of Blockstun + Blockstop, not sure if that matters in this game as blockstop often interacts with system mechanics in different ways, but I have no idea how to even count blockstop so I'll just ignore that for now.
* Planning to count each three times, and if there is any discrepenancy do it again with a new recording.
* Gonna test for multiple values when Assists can hit multiple ways (Arthur Bottle Toss), but not sure how exhaustive I will make it atm.


===Akuma===
==Grounded Normal Chain/Cancel Table==
* A (Gohadoken): 22f
* B (Tatsu): 45f
* Y (Hyakki Gojin): 27f
 
===Amaterasu===
* A (Solar Flare): N/A
* B (Cold Star): (If First Hit Connects) 75f | (If First Hit Whiffs) 65f
* Y (Bloom): N/A
 
===Arthur===
* A (Heavenly Slash): 21f
* B (Dagger Toss): 43f
* Y (Fire Bottle Toss): 55f? (Hard to ensure that it even hits on the first frame.) for Fire. 21f for just Bottle.
 
===C. Viper===
* A (Thunder Knuckle): 21f
* B (Seismic Hammer): 21f
* Y (Burning Kick): 21f
 
===Chris===
* A (Combination Punch): 39f
* B (Gun Fire): 35f
* Y (Grenade Toss): 21f
 
===Chun Li===
* A (Kikoken):
* B (Tenshokyaku):
* Y (Hyakuretsukyaku):
 
===Dante===
* A (Jam Session):
* B (Crystal):
* Y (Weasel Shot):
 
===Felicia===
* A (Rolling Buckler + Rolling Slide):
* B (Sand Splash):
* Y (Cat Spike):
 
===Firebrand===
* A (Hell Spitfire):
* B (Demon Missile M):
* Y (Demon Missile H):
 
==Cancel Table Generic==
<sup>*</sup> L/S/H stands for Launcher, Specials, and Hypers
<sup>*</sup> L/S/H stands for Launcher, Specials, and Hypers
{| class="wikitable"  
{| class="wikitable"  
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|}
|}


==M Thunder Knuckle Chart==
{{{!}} class="mw-collapsible mw-collapsed wikitable sortable"
{{!}}+ style="white-space:nowrap; border:1px solid; padding:3px;" {{!}} M Thunder Knuckle Crouching Character Whiff Chart
! Character !! Raw !! In-Blockstun !! In-Hitstun !! Notes
{{!}}-
{{!}} Amaterasu {{!}}{{!}} Whiffs {{!}}{{!}} Whiffs {{!}}{{!}} Hits {{!}}{{!}} -
{{!}}-
{{!}} Arthur {{!}}{{!}} Hits {{!}}{{!}} Whiffs {{!}}{{!}} Whiffs {{!}}{{!}} Whiffs after H normals.
{{!}}-
{{!}} Morrigan {{!}}{{!}} Whiffs  {{!}}{{!}} Hits  {{!}}{{!}} Hits {{!}}{{!}} -
{{!}}-
{{!}} Rocket Raccoon {{!}}{{!}} Hits {{!}}{{!}} Whiffs {{!}}{{!}} Whiffs {{!}}{{!}} - {{clr|M|2M}} > 236M doesn't combo <br>- {{clr|H|5H}}/{{clr|H|2H}} > 236M hits later into active frames than normal,<br> making it easy to miss cancel window.
{{!}}-
{{!}} Viewtiful Joe {{!}}{{!}} Hits {{!}}{{!}} Hits {{!}}{{!}} Whiffs {{!}}{{!}} - {{clr|M|2M}} > 236M doesn't combo <br>- {{clr|H|5H}}/{{clr|H|2H}} > 236M hits later into active frames than normal,<br> making it easy to miss cancel window.
{{!}}}
== Blank Character Data Templates ==


<pre>
==MoveCard Notes==
==Character Data==
https://wiki.supercombo.gg/w/Module:Properties-UMVC3
{{CharacterData-UMVC3
* May need to find some way to include parathesized info in the properties field while still having it pull the cargo correctly.
| chara          =  
** <pre>{{#cargo_query:tables = UMVC3_FrameData=fd, UMVC3_FrameData__properties=pr | join on = fd._ID=pr._rowID | fields = _value | where = moveId='c.viper_236S' | format = ol}}</pre>
| portrait        = UMVC3 Portrait.png
** In the Query I will simply change the template I'm passing the info into into the Module.
| icon            = UMVC3 Icon.png
*** Pass in the term (value) and definition
| nameplate      = UMVC3 Nameplate.png
*** Construct the Tooltip and everything in the parser. This might result in the same issue as before, should check.
| hp              =  
**** To elaborate: The term will be everything with the paranthesis included. Would split off the paranthesis part and use that outside of a tooltip constructed of the pre-paranthesis part and the definition.
| grndChainLimit  =  
* May want to create a seperate MoveDataCargoImage template for UMVC3 to change the "caption" field to something like "Voiceline" but also include a way to say which image belongs to which version.
| grndMagic      =  
* Come up with a solid notation for the cancels?
| airChainLimit  =  
** L/S/H/D/J/U = Launcher/Special/Hyper/Dash/Jump/Unique
| xfDamageBoost  =
** Ln/Sp/Hy/Ds/Jm/Uq = Launcher/Special/Hyper/Dash/Jump/Unique
| xfSpeedBoost    =
** May want to include Superjump, THC, and maybe DHC?
| minNormScale    =
| minSpecScale    =
| minHyperScale  =
| weight          =
| minLaunchHeight =  
| receivedSpeed  =  
}}


==Movement Data==
==CSS Screen Notes==
{{MovementData-UMVC3
* Need to see Eternal Yoshi about converting exported CSS Icons from LAB to RGB.
| chara          =
** If they look like shit I might just use the current icons
| fwdDashDur      =
* I think I need to change from using border / outline to creating specific elements that are boxes to imitate it, that way they can set to blink indepentely on hover.
| bwdDashDur      =
** This will also solve my dropshadow issue.
| airActions      =
| jumpDur        =
| superJumpDur    =
| wallJumpDur    =
| airJumpDur      =
| airDashType    =
| earliestADJump  =
| earliestADSJump =
| upADDur        =
| upFwdADDur      =
| fwdADDur        =
| dwnFwdADDur    =
| dwnADDur        =
| dwnBwdADDur    =
| bwdADDur        =
| upBwdADDur      =
| flightStartup  =
| flightDur      =
| flightRecovery  =
}}
</pre>

Latest revision as of 16:25, 16 May 2025

Useful Stuff


Grounded Normal Chain/Cancel Table

* L/S/H stands for Launcher, Specials, and Hypers

Normal Chains Into Cancels Into Notes
5L
2L
5M
2M
5H
2H


MoveCard Notes

https://wiki.supercombo.gg/w/Module:Properties-UMVC3

  • May need to find some way to include parathesized info in the properties field while still having it pull the cargo correctly.
    • {{#cargo_query:tables = UMVC3_FrameData=fd, UMVC3_FrameData__properties=pr | join on = fd._ID=pr._rowID | fields = _value | where = moveId='c.viper_236S' | format = ol}}
    • In the Query I will simply change the template I'm passing the info into into the Module.
      • Pass in the term (value) and definition
      • Construct the Tooltip and everything in the parser. This might result in the same issue as before, should check.
        • To elaborate: The term will be everything with the paranthesis included. Would split off the paranthesis part and use that outside of a tooltip constructed of the pre-paranthesis part and the definition.
  • May want to create a seperate MoveDataCargoImage template for UMVC3 to change the "caption" field to something like "Voiceline" but also include a way to say which image belongs to which version.
  • Come up with a solid notation for the cancels?
    • L/S/H/D/J/U = Launcher/Special/Hyper/Dash/Jump/Unique
    • Ln/Sp/Hy/Ds/Jm/Uq = Launcher/Special/Hyper/Dash/Jump/Unique
    • May want to include Superjump, THC, and maybe DHC?

CSS Screen Notes

  • Need to see Eternal Yoshi about converting exported CSS Icons from LAB to RGB.
    • If they look like shit I might just use the current icons
  • I think I need to change from using border / outline to creating specific elements that are boxes to imitate it, that way they can set to blink indepentely on hover.
    • This will also solve my dropshadow issue.