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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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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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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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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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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Recorded some #StreetFighter6 #SF6 chroma footage of all base roster and S1 character expressions. So if you ever wanted this for a project, check below for YouTube links! Special thanks to @GelatinLab and alphaZomega for being mad scientists.
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The Manon heavy Dégagé change has now been re-re-reverted, so it's back to pre-S2 / S2 hotfix state now with the Dictator patch.
S2 hotfix hotfix dropped tonight. In addition to the Blanka parry drive rush foot missing hurtbox fix (video, left before, right after), the pushboxes on Manon's heavy Dégagé have been reverted to their S2 pre-hotfix state (video, left before, right after).
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Here is the area of Zangief 5MK that's been removed by the Dictator patch. It now has 96.7% of its previous reach.
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Have you been struggling with the Psycho Crusher input more than other horizontal charge moves? Beyond just the 45f charge time, it's because unlike other charge moves, it wants a forward input to be present when the punch is pressed.
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First set ever in kof. I'm so suprised at how intuative the neutral is, it feels like one of those games that's harder to explain than it is to play. Which is a pretty great place to be in imo.
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Akuma is fully added, along with all extensively tested SF6 S2 changes! Thanks to @HatsonFGC @adam_rsf @GelatinLab @TsuguSpabobin for the immense work put in. fullmeter.com/fatonline/#/fr… Slayer is also in GGST, thx to @nchJoJo for his endless efforts! fullmeter.com/fatonline/#/fr…
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This Ryu hurtbox has been adjusted in S2 to come out two frames after the fireball, which means this difference does not impact trade situations. It does impact interaction with armored moves, eg. catching Akuma's fireball with a DI needs much closer range than Ryu.
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Happy to announce that I’ve recently commissioned @WistfulHopes and we’re developing a new art style for Marvel Vs CAPCOM Infinite. We’re in the early stages, with only a couple days of tinkering, but already the results are absolutely incredible.
made some dramatic changes to the cel shader, with a halftone effect and some crazy highlights
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#TEKKEN8 detailed backdash tier list chart (Eddy update) The data shows how much distance every Tekken 8 character travels in the first 16 frames of a single back dash, kinda like a race #TEKKEN #FGC
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My first technical video for Tekken 8! Descent Into Subconscious' floor is a little bit broken, let's try and figure out why the floor behaves the way that it does! ...before it gets patched like what, tomorrow? LOL
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