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TEKKENSCRIPT — v2.0.1.0 Update Notes - Tekkenscript

TekkenScript **v2.0.1.0** is a stability and accuracy-focused update for both the engine and bundled Lua scripts. This release fixes long-standing timing and UI issues, expands real-time battle-state access for script authors, and refines defensive automation so Guard, Evasion, and Auto Tool each operate reliably within their own scope.

ENGINE — CORE IMPROVEMENTS

Menu & UI stability

  • Fixed menu flicker during script execution. The in-game script menu no longer flashes or redraws inconsistently while Lua ticks are running, improving readability and configuration reliability mid-match.

Real-time battle state (Lua API)

  • Added complete Lua functions for retrieving both players’ states. Scripts can now read live per-frame battle data instead of relying on stale or snapshot-only values where real-time accuracy matters.
  • Getter coverage aligns with the Character State debug overlay (getLocal* / getOpponent* and related fields), making punish windows, recovery math, and distance checks more dependable across network conditions.

Frame timing accuracy

  • Fixed inaccurate timing with delayFrames and asyncDelayFrames. Blocking and async delays now track game simulation frames more faithfully, reducing drift between scripted input and actual in-game execution.
  • Fixed reversals (parries) above 15 frames sometimes failing to trigger. Long-window punish and reversal logic is now more accurate and consistent; frame math no longer drops valid opportunities at higher frame-advantage tiers.

Defensive behavior

  • Improved defensive behavior logic. Guard and related defensive paths no longer stall or fail silently in edge cases; unresponsive blocking, missed holds, and inconsistent reaction windows have been addressed at the engine level.

SCRIPTS & TOOLS — v2.0.1.0

Evasion S2 — sidestep core refactor

  • Removed cross-script input arbitration with Guard 2.0 and Auto Tool. Evasion no longer yields to other scripts via shared input-claim channels; each script is responsible only for its own behavior.
  • Fixed sidestep logic failing when Guard queued block holds early. Previously, Guard could occupy the input channel up to 14 frames before impact, causing Evasion to skip entire sidestep windows (yield_guard). Evasion now evaluates and executes sidestep geometry independently.
  • Self-contained busy/cooldown handling. Side-step and offense macros use local inputBusyFrames / cooldown state instead of exporting isEvadingMove for external coordination.
  • Updated menu copy. Removed obsolete “Guard co-op” text; footer and help strings now describe frame-math abort behavior instead of Guard fallback.

Guard 2.0 — independent defense

  • Removed Evasion coordination. Guard no longer waits one frame at attack startup or yields when Evasion claims input.
  • Retained internal guard mechanics: macro queue deduplication (blockHoldUntil), reaction window (GUARD_REACT_FRAMES), random delay defense, throw break, and tiered block probability — all scoped to Guard only.

Auto Tool — whiff punish (frame-accurate)

  • Rewrote tryWhiffPunish with rollback snapshot recovery. When live Startup is cleared during recovery or move transitions, the script scans recent getCharacterState(i) history (up to 30 frames) to recover the same move’s Startup / StartupEnd.
  • Whiff validation. If historical frames show the local player in hitstun or punish stun, whiff punish is correctly skipped (opponent did not whiff).
  • Performance guard. History scan runs only when the opponent is still inside recovery hard stun, avoiding unnecessary snapshot reads on neutral.
  • Removed cross-script input claims for whiff punish, butterfly step, side-step macros, recording playback, and movement hotkeys — Auto Tool operates independently.

Tekken Bryan — combo script

  • Added combo configuration to the script menu:
  • One-click WS Shining Wizard (64 dmg) hotkey
  • One-click 64 dmg juggle hotkey
  • Auto Combo toggle (chains 64 dmg after MID +14~+16 punish on b+4 route)
  • Updated i18n menu text (EN / zh-CN / zh-TW / ja / ko / ru): introduction, combo section help, and auto-combo descriptions; removed outdated “no extra combo binds” wording.
  • Legacy config migration from "One Click Combo Key" to new stable keys.

BUG FIXES & STABILITY (SUMMARY)

Area

Fix

In-game menu

Flicker during script tick / draw

Lua timing

delayFrames, asyncDelayFrames accuracy

Reversals / parries

>15f windows failing intermittently

Defense engine

Unresponsive or failed defensive actions

Evasion

Sidestep skipped due to Guard input arbitration

Auto Tool whiff

Missed punishes when live Startup cleared mid-recovery

Script coupling

Guard / Evasion / Auto Tool no longer block each other via shared input owner

UPGRADE NOTES

  1. Update inject.exe and engine.dll together via Check for Updates, or install the full v2.0.1.0 package.
  2. Replace scripts under your script\scripts\ folder with the bundled v2.0.1.0 set (especially Evasion, Guard 2.0, Auto Tool, Tekken Bryan).
  3. Restart the launcher after updating so auto-inject and language settings reload.
  4. If engine.dll is quarantined by antivirus, restore it from quarantine or re-run Check for Updates.

S2-only features (Evasion UE geometry, cloud config, Lua IDE, match automation, developer script licensing) still require an active S2 license. Engine timing and menu fixes in this release benefit S1 and S2 users alike.

RELATED LINKS

TekkenScript v2.0.1.0 — Engine accuracy, script independence, and defensive reliability.