3rd Strike Frame Data

we need some diaperbomb in here

You’re right, gonna have a quick look to all startup values, others data seems ok.
Thx!

Ok, found something weird for jump moves.
Doing a move on the earliest frame possible will add 1 or 2 startup frames, depending if it’s vertical or diagonal jump.
If you do the move on the 2nd earliest frame, you’ll have respectively 0 and 1 added startup frames for vert and diag and 0 on 3rd+ frames for both.
For example with Dud’s j.lk:

  • move done on earliest frame of the jump: startup will be 4 for vert jump and 5 for diagonal jump
  • move done on 2nd earliest frame of the jump: startup will be 3 for vert jump and 4 for diagonal jump
  • move done on 3rd (or >) frame of jump: startup will be 3 for vert jump and 3 for diagonal jump
    Also true for j.xP.
    Happens for all chars (but not by the same amount of frames) except Alex.

I can’t remember exactly how i’ve collected j.x moves, but i probably tried to do moves on first frames of jump, so i have to do those again i guess…

So you can’t do/start an action til the 3rd airborne frame but you can buffer inputs?

Interesting!

I love the recurrence of 3 theme! OMG

Not sure to understand what you mean, but you can input something as soon as you’re airborne, just the move will actually hit at the same frame as if you’ve inputting at the 2nd or 3rd airborne frame (depending on char and move).
Input buffering (normals) doesn’t work as far as i can tell.

Oh it buffers for sure. I don’t know the specifics about it but I was only ever able to learn how to do short short short super by realizing that the shorts were buffered, allowing me more time to input my super motions.

I believe we both just said the same thing but through different cognitive dialects, OMG. ESN, I love you. No homo

I should get some sleep.

Twelve’s data on Air Axe (jab) and (strong) are the same on the site

but Strong starts up in 11 frames according to the hitbox data

Hit/Blk data for Mp were Lp ones. Fixed it.
Thx nica!

ESN, you said once that for the first 2 or 3 frames of Gouki’s unthrowable overhead he is vulnerable to throws. Could you give me the exact number of frames please? Also what are the minimum/maximum amount of frames that are added to demon by the f+mp kara?

http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=14&sMoveType=fd_normals&sAction=w&iMove=27

there you go.

You can see this directly on my site by checking, on the frame view, when does the green (throwable) hitbox disappear.
1~3 are throwable, 4~29 are not, 9 more throwable frames.
Demon can cancel any normal at any frame, so is f.mp.
Except you don’t want to cancel it after it hits :d
edit: Lightning Tebbo!

Wanted to get used to hit confirming off cr.mk into lp srk with Ken and was wondering if it was reasonable for cl.mp (4 frames isn’t much) then saw this mystery. What are the two purple question mark boxes in frame 7 and 8 of cl.mp in the cancel properties window? Excuse me if you’ve already answered this.

In this case, it allows MP to be cancelled by another normal (HP here) --> allows Ken’s target combos.
Though this definition is not true for all moves/char, but i never found a universal one…
Same goes for brown ‘??’, related to special cancelled by another special, but can’t clearly define it…

Oh of course. Thanks man.
What are some examples of specials canceled into specials?

I just saw the post about the ibuki far fierce and saw it had the ??..if you are referring to the hitbox that appears on her elbow briefly, it can be cancelled two different ways. Into special/super and into itself as a target combo. Press fierce again as her elbow is out and even on wiff she will throw out a backhand from the elbow, which makes it different than the other target combos in this game that I know of…Hope that helps

You mean you can cancel to special/super even after frame 25?
The backhand ‘target’ is possible at frame 26+.
Though you may be right about the unique “cancellable even on whiff” properties, which seems to also be true for other brown cancellable moves.
This would in fact mean brown cancellable frames doesn’t need the move to actually hit to be able to cancel to something else (or at least to self or something related).
Good find!
Gonna test by adding this property on 14/15 of Ibuki far HP, she should be able to super cancel on whiff if you’re right!

nomorefunland > Yang’s slash, Gouki Hyakki xxx, Elena spinning crap.
And then Ibuki far HP :d

that’s how the far mk moves work ESN. you can cancel those frames without hitting, and not just into the same move. like you can cancel into super.
so yeah that may be what it is.

Well, if i understand correctly, the whiff thing only works with brown cancel propertie, not with purple one, so it should be an only Ibuki feature (for normals).
if not, then you should be able to do a whiffed target combo with Ken or Urien for example. You can’t, right? (end of work day, overthinking, i’m not even sure of this :d)

oh right, i forgot what color you had designated for what. my bad.

Yo ESN,
Ever going to add ‘on hit’ framedata for special moves?