Sako Tick Trainning Script for MAMERR

Born2SPDBorn2SPD SPD FanaticJoined: Posts: 170Registered

I have been working on this for some weeks. It's a simple script that analyses the player's sako tick attempt, and when you do a mistake (you will !), a message will pop on the screen telling you what you did wrong, as well as a suggestion on how to fix it. It also comes with hitbox script and input display integrated in one script file (since you can't run more than one lua script at the same time... I AM NOT THE AUTHOR OF THESE SCRIPTS, CREDITS GOES FOR THE ORIGINAL CREATORS), and since i've put a key to disable the sako tips, if you just want to use the script as a option to hitbox and input display on the same script, here you go.

Here's some screen shots of it, with some of the possible error messages:

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The script expects you to do the sako this way:

Jab (for the tick), then hold strong and fierce right after it and keep them held.

Do the 270, from UP to FORWARD. Anything different than that will produce an error message. The 270 must be complete before THawk's gets out of Jab's recovery, otherwise he will crouch for a bit and you'll lose momentum.

While p2 is on hitstun, THawk must be walking, with the punches held, and with the 270 motion buffered, otherwise a error message will appear on the screen.

Once p2 is not on hitstun, the script will check the punch releases. Fierce must be the first one to be released, Jab the last.

There's more to it, but I forgot all the details now lol. I dont know if i'm checking all the possible mistakes though... probably not.

I'm confident that with the current checks the script is accurate. What i'm not sure is if its lenient enough, so I need more people to test this.

I hope this helps people on learning how to sako tick. Don't deceive yourself though, even with this script, you will still have to train your ass off to learn it. When done from the right distance, the timing proved to be very strict in all aspects. Consider this script just as a little help. At least you will know what you're doing wrong.

Installation process:

Assuming you have the latest MAME RR installed and the 11Mb version of ST rom, you will have to do the following:

1- Extract the original input display script on MAMERR's folder. Link: http://fbarr.googlecode.com/files/ScrollingInputDisplay-v006.zip

2- Extract this zip, containing the sako script on the MAMERR's folder. Choose to overwrite all files that it will ask to. Link: http://www.sendspace.com/file/0zkw4l

3- Run the Sako.bat file to run MAMERR with the script.

Notes on how to use it:

The Lua function keys are:

1. Toggles the sako tips messages.

2. Toggles the Hitbox Display.

3. Toggles the Input Display.

4. Resets the sako tip.

You must be player 1, and only New Hawk is supported. For better results, use it against a dummy... If you want to use save states, it will be even better. Record the save state with Hawk cornered by the opponent, so you can try more sakos without having to reload. Understand that the main use for Sakos is right after you landed a typhoon, when the opponent is waking up. There's a bug on the input display script though, it will sometimes crash when you try to reload. To avoid this, always turn the lua script off before SAVING the state. This way, every time you LOAD them, the script will not crash.

Credits for this piece o' shit:

Input display code: Dammit

Hitbox display code: Dammit, MZ, Felineki

Testing: djfrijoles, PAPERCUT, GigaPower1982.

Everything else: Me

Note for the SAKO experts: I know that its possible to land sakos even though the script may say you did a mistake. Pay attention to what the message says. There's a lot of mistakes which can still produce a sako tick, but if you did that certain aspect different, your execution would be better. Anyway, i believe most will not be able to be perfect at Sako execution. As long that you can land your Jab sakos consistently, its already good enough. BTW, the script is deisgned for sako beginners, if you're already good at it you may not really need it.

Also, PAPERCUT recommends you to actually not get used to blocking after the 270, but learning how to block reversals on reaction, so you will have more walking frames. This is a more advanced technique that may not be possible for everyone.

Constructive criticism is welcome. I hope this can be useful for other people as it's being for me.

I keep reading stuff about ST revival, about bringing this game back to life...
Its nice to see big tourneys happening and old top players giving this game a chance again...
But what we really need is new players... And having a strong scene obviously helps...
But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.


  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,511Registered
    This shit works. I endorse this. 
    Ah shit..    
  • blitzfublitzfu Reversal Shoryuken Joined: Posts: 2,800Registered
    Wow, that's awesome Born2SPD.  I can only dream that Capcom could come up with something half as good as this.  It takes a player to do this, not a designer.  It takes love for the game, which you have plenty of.
  • mrdhalsimmrdhalsim Joined: Posts: 349Registered
    Looks cool!

    I haven't had a chance to take a look but it seems this could be integrated with TRUST.  I'm not sure how specific it is in how it detects inputs for an 360 motion fail vs. success, etc. but maybe if it were packaged into TRUST, maybe it'll make it a little easier for people to test it and check it out.

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