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Unessential and company show off the newly-discovered charge buffer glitch in Sailor Moon S
One of the weirdest quirks about Sailor Moon S for the longest time has been its lack of an input buffer at the beginning of rounds. This small quirk changes the meta of the game, especially for characters with charge moves, as they have to wait longer to input any special moves.
That changed slightly, as the Toronto Sailor Moon community recently discovered a glitch that not even the Japanese players had discovered. Their finding was that if you are able to end a round with charge stored, that storage will be retained at the beginning of the next round — by way of the game engine not resetting the charge storage variable at the end of rounds. This gives you access to charge moves from the first frame of any round other than round 1, provided you already stored the charge.
But this wasn’t the end of the discoveries, as Koushun discovered that because the game does not read input in between rounds, you do not need to hold the charge in order to maintain the buffer. this means that at the beginning of the round, you can even walk forward for a frame before inputting the charge move.
海外プレイヤーが発見したタメ時間持ち越しを応用して歩き開放と組み合わせてみた。 pic.twitter.com/RjRbuUAKFe
— 紅春 (@Koushun1022) April 15, 2018
Sprint also looked further into the discovery, and found that the game goes so far as to not reset the variable in between games. This means that if you end a game with charge, you will have access to charge at the beginning of round 1 during the next game!
発見:再戦のラウンド1にもできます。タイトル画面に戻ればできない。
7E005D = 1P入力 (2=左)
7E00A4 = 戦中の1P入力 (バグはここ)
7E105D = シャボンタメ時間
7E105E = シャボンのステート (0=タメ中、1=タメた、2=前歩き) pic.twitter.com/xl3ymA6qKH— Gavin Ward (@SprntGd) April 15, 2018
This led people to ask what would happen if you were to lose and change characters in a tournament set. Unessential dug deeper and found that it would still store charge if you switch characters — even if the previous character used had no charge moves, such as Uranus, Mars, or Neptune. All that matters is that you store the charge prior to the end of the round. This shows that the charge variable exists globally for each player, regardless of character used.
This 24-year-old game still has territories unexplored. This new tech also may see some changes made to tier lists, as well as tournament rule sets.
Sources: Unessential; Gavin Ward; 紅春
MechWarrior Online – New Solaris Arena Combat Expansion Released
MechWarrior Online has been updated with a new content patch that brings the Solaris 7 game mode on board. Solaris provides both 1v1 and 2v2 arena-style game play that, according to devs, fits the BattleTech lore “in terms of gladiatorial combat”. Players will be able to climb leader boards and find unique rewards that are not found in any other part of the game.
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Scallywag93 demonstrates optimal wall punishments in situational scenarios for Tekken 7’s Leo
“I gotta find a way to improve Leo’s wall game” is not a sentence anyone that plays Tekken 7 is guilty of thinking of, or saying aloud. And yet, for the intermediate Leo player, the latest Scallywag93 video does just that:
Once you are aware of both your stage positioning and your opponent’s frame data, Leo can opt for a (in other scenarios) weaker punishment option versus -13 lows at the wall for absurd amounts of damage. Proper usage of Leo’s uf+1,2 — among other tools — actually results in more damage at the wall then even some launch punishment options, thanks to its particular type of wall-splat state. This is an excellent example of the strength of situational awareness, and of Leo’s top-tier versatility.
Source: Scallywag93
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World Warrior FGC breaks down the theory and application of Street Fighter V: Arcade Edition’s shimmy
If you’ve spent any time watching fighting game tournaments, you likely have a basic idea of what the “shimmy” is — a quick movement designed to bait a whiff out of an opponent. What may be a little more difficult to grasp for a newer player in Street Fighter V (or any game, really!) is the range, and the reason you would want to do this.
Whether you’re preying on your opponent’s tendency to throw break on wake-up or press a button at a specific range, you have to have a reason for doing everything in order to improve. World Warrior FGC‘s “Git Gud Series” tackles the shimmy concept, and offers some practice mode drills for you to turn your understanding of the shimmy into a powerful weapon.
Source: World Warrior FGC
