User blog:AtomicDropped/Technical knowhow on walkspeed

I just wanted to share something, The Walk Speed article I did actually is the most editing I have done to show examples on any page since I started here, wanted to explain to y'all how I did this.

First, the SFIV and SFV ones were moderately easy yet not as effective. This is due to the training stage having a consistent strong grey in SFIV and a whitegrayish hue in SFV, I had to be very specific with chroma and mess with gamma and transparency. I slowed down the footage to better show the speed difference also.

Street Fighter X Tekken was the hardest to set up but had the best results. In this game the PC version there is an individual "stage setting" option. High is what consoles are set to in default and can't be lowered in consoles, but "low" should really be "none" as it only shows a black screen. A black screen is horrible to play on but it was a godsend for the walk speed comparison.

I recorded many characters, I made a note to record both the fastest forward walking and the slowest. With the black background in my video editor I just set chroma key, transparency was used in this example solely for visibility and no "fixing" purposes. I didn't even have to slow this down because of the clear contrast and general clarity compared to the IV and V examples. I am proud of how the X Tekken example came out.

Also to make sure there was so subjective error in each example I pushed the opponent character to the corner, then I backdashed back to reach the "edge" of the screen, then neutral jumped and started seeing exactly when the charcter started moving forward frame by frame. For the end placement I then looked frame by frame the exact frame that the walking character stopped moving forward when coliding to the opponent (this helped with big bodied characters, as there is a good amount of room for subjective error when comparing someone like Zangief to a small character like Ibuki). I took the overall time of the slowest character then with all other characters I filled the end time with a still picture of when they "made it" to the opponent and had that picture on the screen while slower characters made it to the same point. Lastly to lower margins for error all examples were recorded at 60FPS (the highest I know SF games run in)