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felineki

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About felineki

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  1. felineki

    [VS] General Discussion

    Darkstalkers Carnival 2013 starts streaming in a few hours. http://ja.twitch.tv/newton_ooyama Looks like I was mistaken in my earlier post, this year's Carnival actually features DS1, Savior 2, and Savior.
  2. felineki

    [VS] General Discussion

    Pink sections are ones with the "ignore hitstop" property. Those sections of animation will continue to advance even during hitstop. So to make up for no DCC this year, Judgement Day is coming back on Dec. 22. Savior 3 on 3, plus Hunter singles. Also the annual Darkstalkers Carnival will be happening the day before. No Savior 2 or Hunter 2 this year, but DS1, Hunter, and Savior will all be featured.
  3. VSAV2 changes from VSAV. FYI Throw invulnerability in reversal situations was made almost non-existent in VS2/VH2. That's why you have that weird Bishamon throw tech loop that you see in the Darkstalkers Carnival matches.
  4. felineki

    [VS] General Discussion

    Fetus of God is wider. It's leftmost camera value is A0, and its rightmost one is 2E0. Compared to every other stage whose leftmost value is 100 and rightmost value is 280.
  5. felineki

    [VS] General Discussion

    Here's something just for laughs: This also works in Hunter (although it messes the character's colors up), but I don't know if it works in Savior.
  6. felineki

    [VS] General Discussion

    Yeah, Darkstalkers has this property where certain frames of animation continue to animate during impact freeze. It makes recovery time on hit/block different that you might expect at first. One of the problems with Chronicle was that this property was removed, making the recovery of many moves longer.
  7. I think "Phobos" was probably chosen because it sounds like "robo". Likewise with "Zabel", which sorta sounds like "zombie". No clue on Aulbath, though.
  8. As far as differences in Chronicle go, I've heard that Savior Morrigan's c.MK is a mid when it was a low in the arcade, and Original/Hunter Aulbath's Screw Jet is an overhead (?) when it was a mid in the arcade.
  9. felineki

    [VS] General Discussion

    A glitch of some sort. I'll try and translate the note about it at the end: "If both players perform ES Henkyouki then LP Ankihou at the same time, they will be reflected infinitely and not disappear. You can accumulate up to 28 Ankihou items, after which no more will come out. Touching them will break the balance and cause them all to fly out at once."
  10. felineki

    [VS] General Discussion

    TKO has made a new all-character Vampire Savior combo video. He first released it on this year's DCC DVD, and now he's uploaded it to Nicovideo. He's also made similar videos for the first two games in the series which you might enjoy: Original Vampire Vampire Hunter
  11. About those unused Anita portraits... I noticed that older Anita's color scheme as depicted in Dee's ending in the PS2 collection is pretty much the same as her young sprite that would appear with Donovan (clothes are lavender, etc.), so on a whim I applied that palette to those unused portraits and it fits perfectly. Also it looks like earlier in development Huitzil was in character slot 0x0B, the one eventually occupied by Raptor's Dark Force form. If you hack the high score table to include an entry with character 0x0B, you'll get Huitzil's portrait.
  12. Alright, here's the writeup on damage scaling calculation. Red and white damage are each calculated separately, so this whole routine gets performed twice for every attack. Step 1: Get Base Damage Value Every attack has its own base amount of red damage and white damage defined. Step 2: Add Comeback Bonus If the attacker's health is lower than or equal to the victim's health, a comeback bonus will be added to the base damage value. The level of bonus and chance of receiving it changes as the difference in health between players reaches each threshold: $00 (Equal) 0 = 16/16 (100%) $24 (1/4 bar): 0 = 16/16 (100%) $48 (1/2 bar): 0 = 11/16 (68.75%) 1 = 4/16 (25%) 2 = 1/16 (6.25%) $6C (3/4 bar): 0 = 4/16 (25%) 1 = 8/16 (50%) 2 = 3/16 (18.75%) 3 = 1/16 (6.25%) $90 (One full bar): 1 = 3/16 (18.75%) 2 = 8/16 (50%) 3 = 3/16 (18.75%) 4 = 1/16 (6.25%) 5 = 1/16 (6.25%) $B4 (One and 1/4 bars): 2 = 3/16 (18.75%) 3 = 8/16 (50%) 4 = 3/16 (18.75%) 5 = 1/16 (6.25%) 6 = 1/16 (6.25%) $D8 (One and 1/2 bars): 3 = 3/16 (18.75%) 4 = 8/16 (50%) 5 = 3/16 (18.75%) 6 = 1/16 (6.25%) 7 = 1/16 (6.25%) $FC (One and 3/4 bars): 4 = 3/16 (18.75%) 5 = 8/16 (50%) 6 = 3/16 (18.75%) 7 = 1/16 (6.25%) 8 = 1/16 (6.25%) $120 (Two full bars): 5 = 3/16 (18.75%) 6 = 8/16 (50%) 7 = 3/16 (18.75%) 8 = 2/16 (12.5%) Each level of bonus adds the following percentage of the base amount: 0 = 0% 1 = ~6.25% (6.25% rounded down) 2 = ~12.5% (12.5% rounded down) 3 = ~18.75% (12.5% rounded down + 6.25% rounded down) 4 = ~25% (25% rounded down) 5 = ~31.25% (25% rounded down + 6.25% rounded down) 6 = ~37.5% (25% rounded down + 12.5% rounded down) 7 = ~43.75% (25% rounded down + 12.5% rounded down + 6.25% rounded down) 8 = ~50% (50% rounded down) The total, bonus included, maxes out at 127. Step 3: Apply Damage Multiplier During certain states, a multiplier is applied to the attacker's damage: Astral Vision: 0.5 (both player and mirror, excluding projectiles) Mirage Body: 0.25 (shadows only) Mimic Doll: 0.25 (shadow only, excluding projectiles) Mirror Doll: 0.5 (both player and mirror, excluding projectiles) Step 4: Get Victim Character Defense Each character has their own base defense value: Bulleta: 0 Demitri: 0 Gallon: -1 Victor: 2 Zabel: -1 Morrigan: -2 Anakaris: 0 Felicia: 0 Bishamon: 1 Aulbath: 0 Sasquatch: 1 DF Zabel: 2 Q-Bee: -1 Lei-Lei: -2 Lilith: -2 Jedah: 0 Dark Gallon: -1 Oboro Bishamon: 1 Step 5: Add Combo Scaling A value is then added to the victim's base defense value depending on many factors, such as attacking character, combo count upon current hit, attack type, and damage type (red/white). Normal Attacks: Red Damage: Victor: Combo count *4 All others: Combo count *3 White Damage: Victor, Anakaris, Sasquatch: Combo count *4 All others: Combo count *3 Specials: Combo count *2 ES Specials: Combo count *2 EX Attacks: Combo count *1 This addition maxes out at 31. Step 6: Add Low Health Boost If the victim's health is lower than or equal to a certain value, then a boost is added to their defense, the amount of which varies by chance. Health Threshold: Bulleta: $38 Demitri: $30 Gallon: $30 Victor: $28 Zabel: $38 Morrigan: $30 Anakaris: $30 Felicia: $30 Bishamon: $30 Aulbath: $20 Sasquatch: $30 DF Zabel: $30 Q-Bee: $40 Lei-Lei: $30 Lilith: $30 Jedah: $30 Dark Gallon: $28 Oboro Bishamon: $38 Defense Boost: Bulleta 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Demitri 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Gallon 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Victor 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Zabel 4 = 23/32 (71.875%) 5 = 5/32 (15.625%) 6 = 3/32 (9.375%) 7 = 1/32 (3.125%) Morrigan 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Anakaris 4 = 23/32 (71.875%) 5 = 5/32 (15.625%) 6 = 3/32 (9.375%) 7 = 1/32 (3.125%) Felicia 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Bishamon 2 = 23/32 (71.875%) 3 = 5/32 (15.625%) 4 = 3/32 (9.375%) 5 = 1/32 (3.125%) Aulbath 7 = 23/32 (71.875%) 8 = 5/32 (15.625%) 9 = 3/32 (9.375%) 10 = 1/32 (3.125%) Sasquatch 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) DF Zabel 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Q-Bee 3 = 23/32 (71.875%) 4 = 5/32 (15.625%) 5 = 3/32 (9.375%) 6 = 1/32 (3.125%) Lei-Lei 5 = 23/32 (71.875%) 6 = 5/32 (15.625%) 7 = 3/32 (9.375%) 8 = 1/32 (3.125%) Lilith 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Jedah 7 = 23/32 (71.875%) 8 = 5/32 (15.625%) 9 = 3/32 (9.375%) 10 = 1/32 (3.125%) Dark Gallon 6 = 23/32 (71.875%) 7 = 5/32 (15.625%) 8 = 3/32 (9.375%) 9 = 1/32 (3.125%) Oboro Bishamon 3 = 23/32 (71.875%) 4 = 5/32 (15.625%) 5 = 3/32 (9.375%) 6 = 1/32 (3.125%) Step 7: Add Health Gap Scaling An additional random boost is given to the victim's defense value based on difference in health between players, the exact amount of which varies by chance: [*]$00 0 = 16/16 (100%) [*]$24 (1/4 bar): 0 = 16/16 (100%) [*]$48 (1/2 bar): 0 = 12/16 (75%) 1 = 4/16 (25%) [*]$6C (3/4 bar): 0 = 4/16 (25%) 1 = 8/16 (50%) 2 = 3/16 (18.75%) 3 = 1/16 (6.25%) [*]$90 (One full bar): 0 = 4/16 (25%) 1 = 8/16 (50%) 2 = 3/16 (18.75%) 3 = 1/16 (6.25%) [*]$B4 (One and 1/4 bars): 1 = 3/16 (18.75%) 2 = 8/16 (50%) 3 = 3/16 (18.75%) 4 = 1/16 (6.25%) 5 = 1/16 (6.25%) [*]$D8 (One and 1/2 bars): 2 = 3/16 (18.75%) 3 = 8/16 (50%) 4 = 3/16 (18.75%) 5 = 1/16 (6.25%) 6 = 1/16 (6.25%) [*]$FC (One and 3/4 bars): 3 = 3/16 (18.75%) 4 = 8/16 (50%) 5 = 3/16 (18.75%) 6 = 1/16 (6.25%) 7 = 1/16 (6.25%) [*]$120 (Two full bars): 4 = 3/16 (18.75%) 5 = 8/16 (50%) 6 = 3/16 (18.75%) 7 = 1/16 (6.25%) 8 = 1/16 (6.25%) Step 8: Calculate Damage Value Final defense value maxes out at 32. Damage dealt = Damage * (Defense * 0.03125) rounded to nearest (minimum of 1).
  13. About this: I've been studying VS's mechanics in MAME and there's actually a time limit involved in the juggle restriction process. Once a character is hit by a move that can be juggled from, a timer starts to count down (the length of which varies depending on the move). If this timer reaches zero before they are hit again, they become invincible until they reach the ground. I think this might be responsible for those situations you mentioned. As an aside, I also picked apart how damage scaling works and could post a writeup if anyone's interested.
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