文章详情

TEKKENSCRIPT — Update Notes – Feature Enhancements & Residual Bug Fixes (v2.1.5) - Tekkenscript

This update focuses on feature enhancements and secondary fixes for residual bugs, including a second-pass optimization of hit/block handling that fully restores original game mechanics – Guard 2.0 now auto-blocks during opponent attacks while allowing manual punish input to avoid replay detection, two new LUA functions (getLocalFramesUntilActable and getOpponentFramesUntilActable) for precise frame-data logic, fixed opponent character name display bugs, corrected Bob script frame data (no longer attempting 16f punish on -15f), resolved network fetch/request issues, and includes the latest code merge.

Overview

This update focuses primarily on feature enhancements and secondary fixes for residual bugs left over from previous updates. Stability, playability, and script reliability have all been improved.


Major Updates & Improvements

1. Hit/Block Handling Optimization (Second Pass)

A secondary optimization has been applied to the game's hit and block handling, fully restoring original game mechanics for better script compatibility.


The Guard 2.0 script now supports the following behavior:

  • Auto-block during opponent attacks: When the opponent attacks automatically, the script will handle blocking. You only need to repeatedly press 1 (punch) to secure wins — the rest is managed by the Guard protection script.
  • Whiff-punish script scope: The whiff-punish script is designed solely for whiff punishment. If you prefer not to use it, you can manually input whiff punishes. This prevents the opponent from detecting script usage during replay recordings.
  • Summary philosophy: When a punish is not available, the script auto-defends. When a punish is available, you only need to manually input the punish or combo. This greatly enhances playability and reduces detectable automation patterns.


2. New LUA Built-in Library Functions

Two new functions have been added to the LUA built-in library to enable more precise frame-data-based decision making:


-- Frames until you are actionable (for pre-input after blocking)
local wait = getLocalFramesUntilActable()
if wait <= 4 then
    -- Enter input buffer window; you can pre-input a punish
end
-- Opponent's remaining recovery frames (whiff penalty)
local oppWait = getOpponentFramesUntilActable()
if oppWait >= 13 then
    -- Sufficient recovery to land df+1
end

These functions allow script authors to implement more intelligent punish timing and whiff recognition logic.


3. Display Bug Fixes

Fixed display bugs including opponent character names — now properly shown unless the opponent's information is not yet available in the database. Once server data is fully returned, the display will always appear correctly.


4. Bob Script Frame Data Correction

Fixed an issue where the Bob script attempted to punish a -15 frame disadvantage with a 16-frame move. The script now correctly selects appropriate punish moves based on accurate frame data.


5. Network Request Fixes

Fixed various network-related fetch/request issues caused by certain network conditions. These fixes improve overall connectivity and data retrieval stability.


6. New Merge Included

The latest code merge has been included in this update, incorporating all relevant improvements and changes into the main branch.


Upgrade Notes


  • Please update via the in-app "Check for Updates" function, or download the full v2.1.5 package from the official website.
  • After updating, restart the launcher to ensure all settings and features load correctly.
  • If your antivirus software falsely flags any files, restore them from quarantine or add them to your exception list, then re-run the update.