we need some diaperbomb in here
Youâre 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 itâs vertical or diagonal jump.
If you do the move on the 2nd earliest frame, youâll have respectively 0 and 1 added startup frames for vert and diag and 0 on 3rd+ frames for both.
For example with Dudâs 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 canât remember exactly how iâve collected j.x moves, but i probably tried to do moves on first frames of jump, so i have to do those again i guessâŚ
So you canât 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 youâre airborne, just the move will actually hit at the same frame as if youâve inputting at the 2nd or 3rd airborne frame (depending on char and move).
Input buffering (normals) doesnât work as far as i can tell.
Oh it buffers for sure. I donât 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.
Twelveâs 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 Goukiâs 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?
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 donât 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 isnât 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 youâve already answered this.
In this case, it allows MP to be cancelled by another normal (HP here) --> allows Kenâs target combos.
Though this definition is not true for all moves/char, but i never found a universal oneâŚ
Same goes for brown â??â, related to special cancelled by another special, but canât clearly define itâŚ
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 ofâŚHope that helps
You mean you can cancel to special/super even after frame 25?
The backhand âtargetâ is possible at frame 26+.
Though you may be right about the unique âcancellable even on whiffâ properties, which seems to also be true for other brown cancellable moves.
This would in fact mean brown cancellable frames doesnât 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 youâre right!
nomorefunland > Yangâs slash, Gouki Hyakki xxx, Elena spinning crap.
And then Ibuki far HP :d
thatâs 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 canât, right? (end of work day, overthinking, iâm 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 âon hitâ framedata for special moves?