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从技术角度看所谓的一键360宏立回打差合的实现难度 有人说用宏可以360立回中打差合. 我觉得不可能. 先从技术角度看所谓的一键360宏的实现难度. 360宏的实现有两个难点: 难点一是怎么屏蔽玩家输入. 输入宏时, 需要屏蔽掉宏工作过程中玩家的输入, 不然玩家自身的输入会破坏掉宏的360输入. 要实现屏蔽玩家输入, 可以人手动在按宏时手离开方向输入, 或者可以用程序实现. 如果是人手动离开方向输入, 这样松开方向+按下宏这个动作用掉的时间和精力就更多了, 严重影响操作的流畅性. 如果用程序实现可能还挺麻烦, 因为一般的程序只能屏蔽键盘输入, 对于directinput和xinput是无能为力. 而老桑玩家大都是用手柄/摇杆输入. 那么还需要用软件把用手柄映射键盘控制1p. 并在街霸中禁用手柄. 我自己没试过, 不过想想还挺麻烦的. 因为即使完成了手柄到键盘的映射, 屏蔽手柄的方法我也不知道. 目前能想到的是插两个手柄或者虚拟一个手柄, 然后用控制2p的手柄映射到键盘控制1p. 难点二是怎么处理老桑的地面+空中8种360. 明显不能设置8个宏. 那么只能是把360的方向输入做成一个宏, 按下宏之后自己按相应的p选择360的强度. 按下宏之后再按p, 会明显减慢360的输入速度. 正常手输360是非常快的, 因为不会有多余输入. 而宏+p的方法因为p的输入不能在宏完成之前. 必须等宏输入完成再按p. 等于说用这种方法最速输入360的难度相当于目押, 比手输难不少... 结合上面说的. 假设有人用这个宏一键360也没法360立回. 用摇270这个宏+p出360消耗的时间至少是7f, 360自身发生是5f. 按下宏开始直到360发生, 几乎一定超过12f. 可以说是非常慢了, 打不了差合. 因为360抓的是被投框不是受创框, 被投框比受创框小得多, 差合的难度也比用打击技差合大得多. 手控360差合, 立回中不断仕入半圈指令, 需要出360时输入上+p只消耗1f, 比用宏快得多, 在实战中都很难用出来. 更何况这个发生慢的宏了. 所以真正玩老桑的人是不会用宏的. 当然也可能是我技术不行, 没想出用宏打街霸的方法. 如果有懂的人也可以给我科普一下宏的正确使用方法. 我是完全没想出怎么用宏模拟人类的操作并打出普通人无法打出的操作, 我认为只会比手操更麻烦.
全球首发街霸五训练模式增强程序贴吧内测版 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.bilibili.com%2Fvideo%2Fav42028660%2F&urlrefer=f81279762035029cb7103c1f4ea9d43d http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.bilibili.com%2Fvideo%2Fav42853347%2F&urlrefer=7c5cfccf03a2ad395aa9c5b98dc61e61 下载地址在上面两个视频的说明里。 贴吧实在是发不了。 春节放假期间, 放出半成品下载让大家玩一玩. 虽然这个程序还有很多bug, 还没有GUI, 但还算凑合能用. 至少我在我的几台电脑里测了, 都可以用. 程序是64位的, 在32位系统大概不能用, 如果有人是32位系统, 我可以试着编译一个32位版本. 程序的使用说明可以看"读我.txt", 也可以参考我最近发的两个视频贴: "训练模式增强程序录像功能演示" 和 "预告一下 SFV 街霸五增强版训练模式". 在贴吧吧内搜索即可. 新手可以用这个程序看看2P完美防御的延迟拆投是怎么用的. 也可以用录像功能交流各种修正和连段. 利用录像功能, 做出各种教程其实都是可能的, 因为可以用文本的形式交流2P运动的脚本了, 比如录一段攻击, 把指令代码发到贴吧, 有这个程序的人就可以复制粘贴代码, 在本机练习对策. 如果接下来还有时间写程序, 大概会增加一个图形界面, 以及在看录像的时候操作录像人物的功能. 预感到这个项目大概会和 FAT 一样处于长期不更新状态, 所以趁着还有热情, 把这个勉强能用的半成品放出来给大家玩一玩. bug可以汇报在我建立的一个腾讯文档 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fdocs.qq.com%2Fdoc%2FDR1hqUXhuUXZJRlBY+&urlrefer=f7578cc0b567efc67867832df1b54211请尽量写得能让我看懂.
研究了下老桑360和720的输入指令和输入延迟. 终结相关讨论. 刚看了另一个帖子, 对老桑必杀指令的输入比较好奇, 就用程序在实验室模拟了一下. 本文使用的数字表达请参考九宫格小键盘数字键. 360的指令延迟是25帧. 720的指令延迟是40帧. 在指令延迟窗口内输入全部指令, 是发出必杀技的充要条件. 可以在输入窗口混入任意别的指令, 只要不被识别为老桑的其他必杀技即可. 360的指令有两个. 1. 输入246三个方向和789三个方向中的任意一个共4个方向 + 拳. 方向顺序不限. 拳可以是倒数第一或第二个输入, 如果是倒数第二个输入, 和倒数第一个输入的间隔不能超过1f. 比如 246p7 成立而 24p67 不成立. 2. 输入1379 共 4个方向 + 拳. 方向顺序不限. 拳可以是倒数第一或第二个输入, 如果是倒数第二个输入, 和倒数第一个输入的间隔不能超过1f. 所有的 360 出法都是在这两个指令中混入别的方向. 常见的站姿270(225)出法, 412369, 是指令1. 2469加入13方向; 蹲姿270出360, 1236987, 是指令2. 1379 加入 268 方向. 两种出法实际都不需要摇360度. 720的指令是分AB两个部分, A部分是246三个方向和7/8/9三个方向中的任意一个共4个方向. B部分同样是246三个方向和7/8/9三个方向中的任意一个共4个方向. AB两个部分允许共用一个最近的方向. 怎么个共用法呢? 如果你的A部分是2468, 那么允许共用的方向是8, B部分必须是 8246 (246顺序不限), 拼起来是2468246. 如果A部分是8246, 那么允许共用的方向是6, B部分必须是 6248 (248顺序不限), 拼起来是8246248. 共用的意义是可以少摇半圈. 720的常见出法有两种. 一种是270+270, 即 41236963214. A部分是 4269, B部分是 9642, 共用9的输入. 第二种是540, 即 4123698741236. 这种A部分是426(789), B部分是(789)426, 共用(789)的输入. 540可以站着出蹲着出顺时针出逆时针出, 但是都满足这条 AB 规则. 出拳规则和360一样. 拳可以是倒数第一或第二个输入, 如果是倒数第二个输入, 和倒数第一个输入的间隔不能超过1f. 我看另一个贴子里, 很多人的出招是不符合出招规则的. 如果有人能不按规则发出360, 还请截图或者录像让我研究研究. 99%的可能是在搓的时候碰到了别的方向, 完成了指令要求.
S4老桑改动翻译, 欢迎老桑进来讨论. 我觉得老桑S4可能还是可以一战的. 希望板桥能回归. 首先是通用霸体白血的改动 当黄血被打空时, 继续使用霸体会扣白血, 当白血也扣完时, 老桑就死了. 霸体的减少的白血从100%改为50%. (我认为是个加强, 5hp和vs可以更多的使用了, 甚至多了一个打瑜伽的工具, vs攻击打瑜伽四肢收招换血) 5hp蓄力CC获得的V槽从300改为200 5mp 6f发生改为7f发生 2f持续改为3f持续 攻击判定变远了不少.具体可查sfvsim/diff. 现在和lp360的射程一样. (虽然变慢了, 但因为射程加得多, 我觉得立回会轻松不少) 13f恢复改为15f恢复 5mk 发生由9f改为10f 命中有利由0f改为2f 攻击判定变远了一丁点 2lp 减少了命中后的推远. (现在老桑轻攻击确认3p不会因为对方44或后走掉连段了) 2mk 命中有利从0f改为2f. (可以确认或无脑接ca, 或者择360) 2hk蓄力CC获得的V槽从100改为150 跳8hp头槌的攻击判定改大了一丁点. lp360伤害从180改为200 mp360伤害从200改为210 vt2下lp360 投技伤害从310改为330. 当作为打击技带入连段时, 伤害从230改为280. vt2下mp360 投技伤害从330改为340. 当作为打击技带入连段时, 伤害从250改为290. vt2下hp360和ex360 当作为打击技带入连段时, 伤害从270改为300. 3p 命中击飞距离变短 如果是第9f-11f命中(攻击判定的头三帧)命中, 3p的恢复帧减少10f. 意味着后续有择.现在如果对方被近距离/对空3p打倒之后滚, 老桑66过去之后距离很近, 并且是+2到+4. 如果是第9f-11f命中(攻击判定的头三帧)命中, 伤害从120改为130. (我认为这是个比较重要的改动, 对方不能无脑后滚起身回到立回了) vs 原地vs时按44可以取消vs动作. vs攻击命中, 获得的v槽从50改为80. vr 伤害由60改为40.
业余高手 AMKidd 把 Cody 练到 U 钻的笔记. 钻石到 U 钻篇. Diamond - Ultra DiamondThis was not easy. There are a lot of players that are in between these leagues. When I first ranked up with Ryu, I was stuck in Super Diamond and Ultra Diamond for months. With Cody, I made it from Rookie to Ultra Diamond in 2 1/2 weeks. That really showed me how far I’ve gotten in my game and what exactly I’m looking for when it comes to leveling up. I feel that in this league and onward, it’s player versus player. You should have a clear understanding of how to use your character. From the punishes, to the mix ups, and neutral buttons to use when it’s time to use it. Now it comes down to who you’re fighting and looking for patterns or tendencies in different situations.There are 3 categories I can break this down to in what I’m looking for and it’s fairly self explanatory.(edited)Offense. Defense. Neutral.In offense, I look for button patterns, offensive jump timings, and corner pressure. What’s their favorite button to pressure with? What areas do they like to jump in from? How often do they shimmy and if there’s a button they press first before initiating the shimmy. Are they actively pressing buttons between my strings? How often do they press a button on their wake up? Data like that can give you some direction on what game plan to use as far as frame traps, anticipating jump ins, and what they’re most likely to do when you’re in the corner. Defense is what they tend to do in specific situations. After a DP, do they tend to back roll or back dash? How often do they tech and in what situations do they tech? Do they conserve their V-meter or do they often spend it for V-reversals? Look for specific times they like to use V-reversal. If it’s an escape v-trigger/v-reversal (Nash/cammy), look for how likely they are to use it in specific scenarios. It’s important to look for these behaviors early on so you don’t tunnel vision and get surprised when they find an escape route or v-reversal. Developing a defensive counter plan is just as important as creating an offensive set-play.Movements at neutral often give signs on how skillful a player is. If they’re staying in a certain range, bobbing in and out, shows signs of patience and probably counter-offensive play. When you press a button at a certain space, are they pressing a button with you to possibly counter? Spacing is crucial at neutral, especially when you’re the one on the counter-offensive side. Preemptively pressing buttons can be great to poke but when playing a skilled player, you have to understand what their intentions are at neutral too.These aren’t character specific, its player specific. If you think about these 3 things and put the pieces together, your game-plan will change accordingly and the more prepared you’ll be in match. You won’t be caught off-guard as often and you’ll often feel like you have a good read on your opponent. Tunnel visioning can’t happen here because you’ll only think about 1 category rather than all 3.
业余高手 AMKidd 把 Cody 从0分练到2万分时所写的笔记. 对于希望提升水平的人应该会有帮助. 这里贴出原文, 自己想办法翻译吧. Rookie to Platinum Going through the ranks again is helping me understand why players are stuck in a certain rank for a long time with little improvement. Fighting in gold to platinum is such a different pace from fighting ultra diamonds+ and my mind is still adjusting In platinum, everyone goes ham until it works. The jumps are more frequent and predictable, they’ll always contest your wake up options, and almost 100% of the time players will quick rise Platinum players will do things that are unsafe because it’s worked before and I think this is where the problem is If a player does something that is unsafe but works against someone who’s also doing the same thing, both players are not learning from each other. They are just slugging it out to see who gets the most damage. Now, these players have he capability to learn but since they’re playing against people with the same tendencies, they think it’s okay to keep doing it. Here’s the second part of the problem. When they fight a more skilled and thoughtful player who adapts, they’ll either stop doing it or keep doing it. The player that “keeps doing it” will most likely get tilted / salty instead of figuring out what exactly is they’re doing that is wrong In the lower leagues, I feel the mentality is “doing what I want because it worked before” and that’s the first stage of plateauing. The focus is on what got the damage and/or win rather than the entire match of what was wrong or what to improve on. I’m not saying, “be faster at making changes on the fly”. It’s more of, if you won, great! But what else could you have done better? If you lost, why did you lose? If that set up didn’t work on this specific player, what set up will you try next time? Creating back ups for game plans will help you develop a thought process to your game play.
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