Hi, i'd like to ask you about how you figured out hitstun decay values? After we can clean up the Short vs Very Short values.
Also thank you for all your work on the images and this.
Sure. For combo time, I used training mode on the PC version to perform combos as long as the times on the old table, recorded it in fraps, then used VirtualDub to count the frames to see if any decay happened (while editing out any superflash frames). For starter decay, I did the same thing, only I hit them with a starter and saw how long it took for decay to set in.
The only Short starter I know of is Tao's Kitty Litter Special, so I did it at point blank range, RC'ed it, and mashed 5B. It, like Terumi's 623B, which is Very Short, caused immediate decay, so I took that as meaning they were virtually identical.
--Johhny 22:32, 10 January 2018 (UTC)
I see. Tager 5A and 2A are a few other Short starters you can test with. We can start editing out Very Short starters from the data then.
Never-mind, I ran a double check to make sure there is a difference and it turns out I screwed up the first time around. I put up hopefully accurate information this time (still a little iffy about S starters though).
--Johhny 9:36, 12 January 2018 (UTC)
Hi, I think i asked you about this before, but I've forgotten how you did sprite rips for BBCF, UNIST, BBTag, I remember you telling me how you did it for GGXrd, but I assume that same approach won't work for the other games? --Shtkn (talk) 23:28, 15 June 2018 (UTC)
I love the images that you've done for Rev 2. You've mentioned in your guide that there's an exploit to disable the backgrounds, I was wondering how you went to do that? Is the same exploit possible with DBFZ and GBVS as well?