Speaking about Gill, his hitboxes are great but less broken than I thought they would be lol
3f cr.MK is retarded though lol
Yeah, i’m surpised by this too.
His HK is stupid too!
ESN, thanks for all your hard work. Seeing all the cancel properties is great!
The purple cancels are definitely target combos, only allowing you to cancel into specific moves. The brown cancels are weird. There is never a brown cancel without a purple cancel. The only moves with brown cancel properties are Akuma demon flip, Yang slashes, Elena spin scythe and Ibuki far HP. Some theories:
- Purple cancels are only on hit/block, brown cancels are on whiff. (Does this include demon flip? And then why is Makoto’s st. LK xx st. MK not a brown cancel?)
- Brown cancels are for special move > special move cancels. (Demon flip throw could fall under here, but then why is Ibuki far HP x HP a brown cancel?)
Some more weird and interesting things:
Shoto LP/LKs are purple cancels, meaning stuff like cr.LP, st.LP and cr. LK, cr. LP, cr. LK are actually “target combos” as opposed to general chain/self cancels.
Why does Ryu far MK have purple cancel frames? Does this mean you can cancel it slightly early into some other normal?
Why does Dudley’s backswing blow have purple cancel frames?
Why does Ibuki’s DP have SJC frames?
In general, it’s interesting to see a lot of moves are chain cancellable – you can do combos like Ibuki cr. LK, LP, MP, f+LK.
Thx, interesting and pretty much my current conclusions.
I can give a few more thoughts.
I don’t think whiff/hit/blk states imply anything special, as you can see on the hit state hitboxes.
Purple = ‘cancellable to another normal/special’, but a given one (maybe more), not like if it was ‘Normal cancellable’ (brighter green one) where you can cancel to whatever normal you want.
Typically target combos, but also things not supposed to be target combos like Mak f.HP cancellable to HP, or more surprising, Ken’s MK last frames which is cancellable (strictly only) by HK. Same for Ryu far MK, but it is also cancellable by itself).
Ibuki far fierce still remains a total mystery about the brown cancel meaning as the purple cancel should already give it what it needs to cancel to HP. (it’s the only follow-up possible, right?)
Same for purple cancel of Dudley SSB as nothing but SA can be done after it.
Ibuki’s DP superjump possibility is funny: it doesn’t work of course but it cause she’s already off the ground when it becomes available. If i force her to stricly stay at Y=0, she is indeed able to superjump out of it.
Weed is probably involved for the design choice of this one, or maybe it originally comes in some way from 2nd Impact.
Is Chun airborne during her forward dash? or is that makoto…or am I thinking of something totally different?
Some of the head scratching stuff could simply be leftovers from development couldn’t they?
party over heeeeeeeeeeeerreeeeee
Depends your definition of airborne.
If you mean she’s not at y=0 (don’t know how to say it differently), then yes, but she’s still throwable.
But, with my definition of ‘airborne’ which is ‘not throwable anymore except with air throw’, then she’s not.
Actually, from all chars dashes, Ibuki’s dash backward is the only case where airborne state exists.
Yeah, probably, i was kidding.
Though, this may explain Sean actually ^^
Really? I thought Twelve and Hugo’s backdashes left them airborne too.
Me too for Hugo, but : http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?iChar=6&sMoveType=dashBackward
…man, this game’s goofy. lol
so even tho she is still throwable, is that why like in chun mirrors you can dash through each other?
I am pretty sure Alex is airborned during his dash…maybe that was backdash. Also cool stuff with the normal cancels, Imma see how they play out this wednesday.
whatever dude i dashed through yun far fierce today with remy. everything is maghical.
ESN: not sure if you were aware but your website has a lot of normals/specials/supers 1 frame faster or slower start up than game restaurant. not everything but so far ive noticed a lot.
edit: just checked the old version of your site. looks accurate so far. not sure if you knew though. sorry im getting pretty confused as to which version and which website is more accurate. should i just assume that game restaurant is correct and i should use that as the primary resource for frame data?
MOV has told me before its 6 frames. wikiwiki.jp and other player blogs also has it as 6 frames. this makes more sense since wake up normals that are quicker than 6 frames will beat the opponents throw on wake up (ie: kens cr mp 5 frames works, kens cr mk 6 frames does not work)
Edit: I’ll have to check various websites again but it might also be 6 frames after blockstun as well. Hope my previous post didn’t come across wrong. really respect you for your effort. Sorry theshend, but I’d buy ESN a beer before you haha.
Yeah, don’t remember how i checked this time but i failed lol
Also, i just remembered about this, a few weeks ago, where we talked about this: The System Mechanics Thread
Any example so i can check?
I can’t pretend everything is accurate, but as data come from emul hex code, without any “human process” part for 99%, it should be ok for the most part.
Maybe those diff are due to a different definition of startup, ala SF4?
Edit1:
For example, Q SA1 startup is the number of frames after superfreeze and before any red hitboxes: http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=18&sMoveType=fd_supers&sAction=w&iMove=46
So, 5 frames, where GR says it’s 6.
Funny thing: they give 6/10/10/10/13, the 6 uses the SF4 notation, next three 10 use not, and then the 13 is 1 frame off (or 2 depending of the notation)
I find 5/10/10/10/11.
Though, using google translate for most of the stuff, i may miss important definition throughout the site.
Edit2: after comparing Ken’s SA, it’s pretty obvious this is a definition difference. Phew!
Off the top of my head from what I remember, you have Dudley’s jump lk,mk,rh a frame slower than game restraunt, and then have his dartshot the same # of frames so it’s not consistent on the new version of your site.