Got a lab question? Send it my way and I’ll investigate it for you!

Joined April 2015
hi i'm ryn, i'm currently looking for a job in game development. i'm a generalist, with skills in gameplay programming & scripting, tools development, and technical art. here's my portfolio: wistfulhopes.github.io/ please reach out to me if you're interested.
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If you love fighting games, please consider donating to @WistfulHopes! She's made so many tools that have elevated our understanding of fighting game engines. And she does it all for free! ko-fi.com/wistfulhopes
me apparently. here's your dbfz hitbox viewer for 1.40
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This is not specific to Ken (or Elena). Fireballs don't usually have the "can't hit cross-up" property that most other hitboxes do, so if you land almost exactly on top right as the fireball spawns, this can happen. It also requires the opponent not to use a cross-up air normal
Ken privilege thanks for playing ✌🏼
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In preparation of Alpha Lab 2, here's a bunch of technical tidbits I gathered from Alpha Lab 1! The specific numbers are sure to change (some already have), but the underlying mechanics might still be relevant. Link to video: youtu.be/v-8zHWTOctc
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In preparation of Alpha Lab 2, here's a bunch of technical tidbits I gathered from Alpha Lab 1! The specific numbers are sure to change (some already have), but the underlying mechanics might still be relevant. Link to video: youtu.be/v-8zHWTOctc
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If nothing in this video is relevant to AL2, then at least we'll be able to look back on AL1. As a side note, I don't think I got into Alpha Lab 2... If there's anyone who can help me lab this weekend, I'd greatly appreciate it!
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Real infinites in Guilty Gear Strive? Normally, Ky can only fire one Stun Edge at a time. However, the flag that prevents multiple Stun Edges actually resets in two different ways. With Dragon Install, this can lead to a fullscreen infinite! #GGST_KY
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Psycho Drive 0.5.2! Terry and v24 dumps + some small fixes. github.com/PsychoDrive-Dicta…
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KOF XV for $12 is crazy. Playing this game has been the most fun i've had with a modern fighter in years, and now I go back and apply what I learned to 30 years worth of other KOF games. IT'S NOT TOO LATE. PICK 3 CHARACTERS. LEARN TO SHORT HOP. HIT SOME MAX MODE BS. PLAY KOF.
The King of Fighters sale on Steam bit.ly/4dGMbQP
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The Demon Slayer. 9140 damage! Combo concept inspired by @ojiichan_63mumi! Please check him out! I summon @fighterscafe and @fightelement to top this :)
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I finished up all the SF6 juggle data on the Supercombo wiki. You can find it either on the character's Data page (linked at the bottom of the Navbox) or more conveniently on the Frame Data subpage, under the "Properties" tab.
It's funny how so many fighting games question whether any minor system mechanic might be too confusing the new players while Street Fighter has been rocking the same trash juggle system for decades just like 🤷
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Street Fighter 6 is the first in the franchise to remove cross-ups in the corner... But many say cross-ups still work anyway... Well, it seems that the corner in SF6 has an odd quirk you might not expect. YouTube Short link for higher quality: youtube.com/shorts/kj_rCYMGo…
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Big thanks to @Cnul971 for noticing this strange behavior and providing me the replay in the video! You've always been a tremendous help! As always, I encourage you all to send me lab requests as well! The more eyes we have on fringe scenarios, the more we learn!
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I spent *all day* with the brilliant @DriveDictator working out how Dictator's 214P works. Check it out in the simulator, if you're interested! I hope to make a video explaining the inner workings soon! Stay tuned!
Today was spent understanding the inner workings of the Backfist Combo mine to simulate it accurately in Psycho Drive, with the help of the great @GelatinLab. Auto-detonate setups and safejumps after medium mined Backfist are working now.
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I cannot understate how convoluted these bomb-related moves are. Several of the weird bomb interactions you may have seen on Twitter are likely a byproduct of this complicated implementation.
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Gelatin retweeted
im finally fucking done with this shit. the sf6 supercombo wiki now has true transparent special move images for all pages. go crazy.
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People often try to compare characters’ Drive Rush, but direct comparisons are difficult because numerous factors influence range and momentum. Thanks to @DriveDictator, you can now simulate and compare the range of Drive Rush attacks in his SF6Sim! Give it a try!
Made a few tweaks to Psycho Drive to add a workflow to do comparisons like that.
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Gelatin retweeted
With the help of @nchJoJo , @GelatinLab , and alphaZomega (Nexus Mods), TSH now includes an asset pack with Street Fighter 6 versus screen renders! Needs custom zoom for some overlays. All assets available for download even if not using TSH (link in comments)
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