Make sure 'Auto Frameskip' is disabled
- Smarter dummy
- Special training modes
- Several new options and displays
- UI redesign
- Blocking system completely rewritten
- Framedata model improved and re-recorded from scratch
- Now uses subpixel positions and velocity based movement for everything.
- Able to parry unblockables, tengu stones, seiei enbu, and other nonsense
- Wakeup prediction - Dummy can now do reversals after loading a savestate.
- Translucent background and readable text!
- Dummy menu reorganized
- Select counterattack by move name and button
- Displays input sequence of special moves
- Option selects can be chosen as counterattacks (Guard jumps now do not require additional setup)
- Guard jumps, guard jumps with parry, crouch tech, block and late tech, down forward, forward down, forward forward
- Button and menu themes
- Japanese language support
- Block after first hit
- Prefer down parry
- Red parry every n attacks
- Counterattack after n attacks
- Counterattack delay
- Mash inputs - get out of stuns and holds
- Auto parry, Universal cancel, Infinite juggle, Infinite projectiles
- Attack Bars: Compact display for comparing the damage/stun of the last two attacks
- Attack Range: Shows the maximum range of the last 1-3 attacks
- Blocking Direction: Shows the input the dummy used to block. Good for ambiguous crossups
- Red Parry Miss Indicator: If you attempted a red parry and failed, red number pops up showing how many frames you were off by.
- Stun Timer: Shows remaining stun time.
- Air Time: Colors the opponent blue when they can no longer be juggled. The coloring is delayed by 2 frames so please use the gauge as the source of truth.
- Parry/Charge
- Appearance tweak
- Tweaked follow player code
- Compact display for parry display
- 360/720 and Denjin displays added
- Animated frame advantage numbers
- Defense
- Jump Ins
- Footsies
- Unblockables
- Geneijin
- Load time improvements: Frame data now loads asynchronously once the game starts; the game window now pops up half a second faster.
- Random Character Select
- Force Stage Select
- Tweaked life/meter/stun refill
- Fixed an issue regarding recording replay consistency. (Screen darkening sometimes occurs 1 frame later, desynchronizing the playback)
- Stun value displayed in attack data now reflects the amount of stun the opponent recovered during the attack.
- Frame advantage calculation now accounts for player movement. (Accurate frame advantage after setups)
- Refactored
- Added memory addresses
- velocity, acceleration, stun state, fractional stun value, graphics mode, 360 charge, air timer, timed sa state, denjin state, tengu state, hit with move type, received hit type/strength, parry state, etc.
- Framedata now uses the following fields:
- animation level: name, frames, hit_frames, idle_frames, loops, pushback, advantage, uses_velocity, air, infinite_loop, max_hits, cooldown, self_chain, exceptions, landing_height
- frame level: hash, boxes, movement, velocity, acceleration, loop, next_anim, optional_anim, wakeup, bypass_freeze, projectile, ignore_motion
- Character Select - Made selection of bosses consistent. Added option to disable selecting bosses and ability to force character selection
- Updated debug menu
- Fixed detection of connected hits/projectiles
- Blocking of various attacks and supers
- The same move performed in frame perfect succession was not blocked
- Jumping attacks that hit behind a cornered opponent were not blocked
- Improved the consistency of reversals for charge/360 moves.
| Paste files into 'fbneo-training-mode' directory, overwriting all files. Click "Training" from fightcade menu to run. |