Training mode for Street Fighter III 3rd Strike (Japan 990512), on Fightcade v2.0.91
The right version of Fightcade can be downloaded here
- Can set dummy to counter-attack with any move on frame 1 after any hit / block / parry / wake-up
- Can record and replay sequences into 8 different slots
- Can replay sequences randomly and as counter-attack
- Can save/load recorded sequences to/from files
- Can display hit/hurt/throwboxes
- Can display input history for both players
- Special training mode to train parries and red parries
- Download emulator from here and find the proper roms
- Download the archive from here or clone repository
- Extract the archive anywhere on your computer
- Start the emulator, load the rom, start a match with P1 and P2 (you will need to map input for both players)
- Go to Game->Lua Scripting->New Lua Script Window and run the script 3rd_training.lua from here
- Follow instructions from the Output Console
If you want to be informed when a new version come out and/or discuss the current bugs and features, you can join the Discord server of the project.
This training mode is still in development and you may encounter bugs or missing features while using it. Please report any bug on the #bugs channel, and any feature request on the #features channel of the discord server.
If you wish to contribute or give any feedback, feel free to get in touch or submit pull requests.
Q: Missing rom, zip file not found
A: Make sure you have the proper roms. You must have at least 2 roms: sfiii3.zip and sfiii3a.zip. sfiii3 is the japanese version and the zip contains sfiii3_japan_nocd.29f400.u2. sfiiia is the american version and contains sfiii3_usa.29f400.u2.
You may need to rename zip files so they match exactly what the emulator expect for.
Q: When I run the script, the characters can no longer move
A: You are probably using the script on FBA-RR which is not supported anymore, in order to benefit from the last features and improvement you must run the script on Fightcade2's FBNeo emulator. However if you still want to use FBA-RR, you can go back to v0.6 which was the last version supported on FBA-RR.
Q: Emulator crash when I run lua script
A: Check video settings, you musn't use "Enhanced" blitter option.
Q: UI looks weird and hitboxes are misplaced
A: Check video settings, you must use "Basic" blitter option with no scanlines if you want the UI to work properly.
Q: Emulator doesn't run at all, there's a missing dll
A: Install prerequires from here
The way guard jump works is that there are situations where you are throw invulnerable (cannot be thrown). These situations are after a reset, knockdown and blocking or being hit by an attack. This unthrowable state lasts for 6 frames. Guard jump should be input to block for this duration, jumping in a direction and then blocking again.
The current implementation of Counter-Attack Move does not work with how guard jump functions and needs to be input for all of these situations.
This is because it requires pre-buffered frames of input (the assumption of holding block beforehand in this case).
Because of its current implementation it will only work properly when knocked down. So in the other listed situations such as being reset or your opponent going for a tick throw, the Counter-Attack Move version in the dummy menu will get thrown if timed correctly.
To properly test guard jump in these situations you must use provided replays.
To use these replays go to the recording menu and follow these steps;
- Pick a slot you wish to load the replay into
- Navigate to "Load slot from file" and hit Light Punch
- Use left and right on your lever or keyboard to navigate the files in your recordings folder and find the Guard Jump you wish to use.
- Make sure the replay slot where this is loaded is active and replay mode is set to normal.
- Set "Counter Attack - Delay" in the recording menu to -4 (NEGATIVE 4) for each Guard Jump replay used.
- Navigate to the "Dummy" menu and set "Counter Attack - Move" to none, and "Counter Attack - Action" to recording.
Now every time your opponent is knocked down, is reset, blocks or gets hit it will attempt to guard jump in the direction of the replay used.
There are three files provided;
- Neutral Guard jump
- Guard Jump Back (most commonly used and is what Guard Jump in the Dummy menu currently uses)
- Guard Jump Forward (To get out of the corner or just try to jump over you)
Providing these replays prevents headache for users figuring out how to properly generate these replays and make them function in any given situation where it is applicable.
Hopefully these replays helps users practice against this technique while the "Counter Attack" functionality is being re-written. These replays won't be required forever unless you want to use them in some advanced use case.
But for now its best to add this feature so people can know of it's existence and provide replays for advanced players that wish to practice against it in non knockdown scenarios.
These replays are also provided for the purpose of randomized reaction or ordered reaction training for advanced users.
If you want randomization between the three replays then simply load each one into a different replay slot and use the "Random" replay mode with no other replay slots populated.
One such advanced use case example would be a Makoto player using the ability use replay weighting to simulate weighted decisions in order to practice post hayate mixups against an opponent that favors specific types of defensive options.
Thank you for your support in this matter and please enjoy!
- [Feature] Charge special training (contribution of @ProfessorAnon)
- [Feature] Hyakuretsu Kyaku special training (contribution of @ProfessorAnon)
- [Feature] Dynamic input display (switch sides to avoid overlapping action) (contribution of @ProfessorAnon)
- [Feature] Damage data display (contribution of @sammygutierrez)
- [Feature] New 3rd_spectator.lua script for displaying info during replays without messing with input
- [Feature] Number display for all gauges and bonuses
- [Feature] Frame advantage display
- [Feature] Character switch is now a lot easier:
- Initial loading puts you right in the character select screen
- You can go back to the character select screen by hitting alt-1 or from the entry in the training menu
- Both characters and SA can be selected directly from P1 controller
- Game intro animation is sped up by default, but this can be disabled in the options
- [Feature] Gill and Shin Gouki can be selected from the character select screen
- [Feature] Added back jump, forward jump, super jump, super forward jump, super back jump counter-attack options
- [Feature] Added auto-crop last frames option
- [Feature] Added guard jump first basic implementation + replays for advanced scenarios (courtesy of @Shodokan)
- [Feature] Added "ordered" and "repeat ordered" replay modes
- [Feature] Blocking system is now working in 4rd Strike (thanks to @speedmccool25 frame data recording)
- [Bugfix] Fixed random parry not behaving properly
- [Bugfix] Fixed self-cancellable LP/LK not correctly blocked on various characters
- [FrameData][Q] added missing back mp + SA2
- [Feature] Projectiles are now blocked/parried
- [Feature] The dummy will now counter-attack on landing after an air recovery
- [Feature] Yun's Genei Jin is now fully blocked/parried by the dummy
- [Feature] Added 4rd Strike rom support in collaboration with @speedmccool25, but no frame data recorded yet.
- [Improvement] When loading a save state, the recording state is reset to a useful state depending on the state you were before
- [Bugfix/Improvement] All characters can now block/parry meaties and all first frame wake up hits
- [Bugfix/Improvement] Fixed a lot of bugs in the overall blocking/parrying/counter-attack system
- [Bugfix/Improvement] Revamped the wake-up / fast wake-up triggering and counter-attack system to be more reliable and maintainable
- [Bugfix] Fixed recordings not loading correctly on US-regioned machines
- [Feature] Special trainings section + parry special training
- [Feature] Stun delayed reset mode
- [Improvement] Added new menu categories and made a better split of options between them
- [Improvement] Changed counter-attack random deviation cap from 40 to 600
- [Bugfix] Fixed incorrect index causing errors when using random replay and weights
- [Bugfix] issue#21 When the game is paused and hitboxes are enabled, an error occurs when loading a savestate
- [Bugfix] issue#29 If you make a recording and rename it with lower case or space in its name, it won't launch
- [Bugfix] issue#22 Input flipping is now decided upon character position diff instead of sprite flip (should fix wrong manipulations occuring after some moves)
- [Bufix] Fixed meter gauges not updating after loading a save state
- [FrameData] Added some missing Makoto wake up data
- [FrameData] Added some missing Ken wake up data
- [FrameData] Added some missing Ibuki frame data
- Changed main supported emulator from FBA-rr to Fightcade's FBNeo fork
- [Feature] Main player now acts as the training dummy during recording and pre-recording
- [Feature] Added input history display for both players
- [Feature] Added a weight to each replay slot to control randomness (Contribution of @BoredKittenz)
- Redesigned controller display
- [Bugfix] issue#8 Cannot Link moves into super
- [Bugfix] issue#15 Time based super like geneijin not consistent with their meter usage
- [Bugfix] issue#19 Error: Failed to save training settings to training settings.json
- [Bugfix] issue#18 Another Big Issue: Constant Negative Edge While Recording
- [Bugfix] issue#17 Large issue : P2 cannot do EX moves even if they have meter
- Can save/load recorded sequences to/from files
- Keep recordings between sessions (saved per character inside training_settings.json)
- Added counter-attack delay and maximum random deviation to recording slots
- Random blocking mode won't stop blocking in the middle of a true blockstring
- Added First Hit blocking mode
- Added refill delay for life and meter into training settings
- [Bugfix] Fixed dummy bricking when triggering a recording counter attack with nothing recorded
- [Frame Data] Elena
- [Frame Data] Q
- [Frame Data] Ryu
- [Frame Data] Remy
- [Frame Data] Twelve
- [Frame Data] Chun-Li
- [Frame Data] Sean
- [Frame Data] Necro
- [Frame Data] Dudley
- [Frame Data] Yang
- [Frame Data] Yun
- Auto refill life mode
- Auto refill meter mode + ability to set a precise meter amount from the menu
- Infinite Super Art Timer mode
- input autofire (rapid movement when holding key) in menus
- Frame data prediction can resync itself to the actual animation frame, and thus handle a lot more blocking situations
- All 2 hits blocking / parying Fixed
- Blocking / parying of self cancellable moves supported
- Improved wording of some menu elements
- [Bugfix] Fixed infinite meter not working for player 2
- [Bugfix] Fixed recording counterattack triggering in the middle of a blockstring
- [Bugfix] Fixed recording counterattack restarting on hit
- [Frame Data] Oro
- [Frame Data] Ken
- Urien frame data
- Gouki frame data
- Makoto frame data
- Random fast wake up
- Random blocking
- Throws teching
- Added music volume control
- [Bugfix] Fixed Dudley not crouching correctly
- [Bugfix] Fixed Oro not crouching correctly
- [Bugfix] Do not counter attack on state load anymore
- Can now record sequences within 8 different slots
- Can play recorded sequences repeatedly and on random
- Recorded sequences can by triggered as a counter-attack
- New blocking system: Now works by recording hitboxes characteristics to a file for every move and predict hitbox collisions with actual frame data.
- Can switch main player between P1 and P2
- Removed all old frame data
- Entered frame data for Ibuki, Alex and Hugo
- Basic blocking and training options
- Can set dummy to block, parry and red parry after x hits
- Can set dummy to counter-attack with any move after hit, block parry or wake up
- Entered frame data by hand for Ibuki and Urien