3rd Strike Frame Data

I believe I read somewhere that Messatsu go Hadou was actually a 2 frame startup but that the size of the fireballs hitbox changed and grew bigger on the 3rd and 4th frame (IB4 that’s what she said) which is why it combos with close forward kick. If only we could get the frame by frame hitboxes. Can someone dig them up from the GGPO rom file? (im aware of my ignorance and that something like that may be insanely hard to do so sorry in advance)

Makoto reacts very strangely to meaties that hit high only, such as Dudley’s s.mp and Urien’s s.mp.

Dudley does meaty s.mp
Makoto holds up = s.mp meaties
Makoto holds downback = s.mp meaties
Makoto holds back = s.mp meaties
Makoto does nothing = s.mp whiffs

Urien does meaty s.mp
Makoto holds back = s.mp meaties
Makoto holds downback = s.mp meaties
Makoto presses nothing = s.mp meaties
Makoto holds any up direction = s.mp whiffs

For both Urien and Dudley’s meaty s.mps, I tested Makoto actions in parry training versus a single recording. I may post a video of this tomorrow, so you don’t have to take my word for it. : )

EDIT
Here’s a video demonstrating Makoto’s weird meaty properties.

oh word?! thats pretty interesting.

i remember seeing rx vs shiroitachi in grand finals of tougeki 07. at the very end rx goes for meaty st strong but shiroitachi does wake up cr short and the st strong misses.

i wonder if the st strong wiffed because makoto was mashing cr short on wake up or what.

[media=youtube]WQwLoSqvC_0[/media]

6:57ish

^ same instance i was thinking of when i read chocobo’s tests. i tried recording urien in that setup and quickrising with makoto into rapid-fire c.lk (to get it on the first frame), and it seemed inconsistent in that sometimes i’d get meatied, and other times makoto would hit urien. are you guys getting something else? my theory now is that there’s probably some discrepancy in the wakeup timing depending on when exactly your down for the quickrise gets registered, so i’ll have to redo the tests from the other perspective, ie. recording makoto empty quickrising to guarantee the same timing, and manually doing the meaty setup with urien.

also, i wonder if that karate stance animation that makoto does when recovering from a crouch/knockdown/numerous other things has anything to do with some of her wakeup properties.

I was able to occasionally c.lp, c.mp, c.hp, c.lk, and c.mk out of meaty s.mp. I was also able to jump cancel specials/supers. For example, reversal Karakusa gets stuffed but [hcb, ub, lk] makes s.mp whiff and Makoto command grabs Urien.

more makoto bullshit!

Are frames to crouch, stand, and block all 1? I don’t see any movement frame data except dashes and jumps.

wheres the frame data for dashes and jumps?

- page=“tables” -

It doesn’t seem to like all browsers which is understandable because browsers are remarkably inconsistent (I’m looking at you IE) but the info is there. It’s nice visually if your browser displays it properly.

that version doesn’t seem to have the coloured bars for the dashes. at least not in my browser. esn’s older version has served me well. good thing he keeps both available. thanks esn!

TABLES

makes me wonder if its better to regular jump air parry out of the corner or to super jump air parry out of the corner since regular jumps are faster.

also maybe its just in my head but i feel like chun lands faster than a lot of characters?

Ah yeah thanks gaijin i was looking for that version of the page but couldn’t find it.

Are the parentheses referring to move cancelling the recovery of the dash? It isn’t listed there what the number in parentheses is referring to but this is what I’m assuming.

idk man, regular jump is faster but u can more easily input option selects into the super jumps…

Actually, this is the only version i recommend, others are just tests i forgot to delete ^^

Thanks for all that. It’s quite nice.

I asked just a few posts up but in case you missed it: what are the parentheses in the dashes referring to? Are those the recovery frames being cancelled by a move?

I honestly don’t really know as i just took infos from karathrow.com but i think you’re right. Seems quite obvious with Makoto in fact.

Alright. I assumed that (for the same reason you did) so I’ll take our agreement on that as reasonable conjecture. Thanks.

where can I get the arcade framedata?

Hmm, links not working for me. Good idea putting this together though. I’ll try again later.

I found this one I’m a begginer so I’ll let you guys confirm if that frame data is correct.

http://ensabahnur.free.fr/Baston/index.php?page=gameChars&gameNum=20&gameName=Street%20Fighter%20III%20Third%20Strike