3rd Strike Frame Data

Upon reading this thread, I wondered, has anyone found out Uriens pixel range on a kara throw? He’s the only one who I’ve never found. The SRK Wiki doesn’t have it, either.

go to ESN site:
http://ensabahnur.free.fr/BastonNew/index.php

yun’s c.hk really adds 0 range? so kara command grab has no purpose besides style points?

Kara zenpo is only for when you’re in geneijin. That’s what I’ve been told anyway.

I don’t know where you got this, and because I have no proof of it otherwise, I can’t believe this.

As Yuuki and GaijinBlaze said, cr.HK adds 0 range but it adds +8 during GeneiJin.

telesniper > iirc, it’s 3 frames (time for Gouki to be able to do something after he’s on the ground (y=0)), but this value is not that interesting IMO, and you can be hit before those frames anyway, depending of the move used. To me, the real “interesting” data would be time between demon flip (empty) cancel with K button to Gouki being able to do something, but it’s a range of values and not a single precise value.

dander go in training mode. Do cr rh without genei Jin and do it while in genei Jin. yun hella moves forward when he does it in genei jin lol.

So this is really stupid but if delaying attacks clearly beat guard jump/parry jump, the best way to beat that is just fucking block yea? lol

Beat in what way? And do you mean as the defender or the one trying to counter the guard jump?

Thinking about it I would say it is too situational to really give one specific answer (things like back dashing may work depending in the situation)

I meant as the one trying to defend. if you’re trying to counter the guard jump then you delay your attack so it hits them on the start up of their jump frames where they’re still grounded so they don’t get hit in the air/ reset or you try to hit them when they already jump (mak fukiage, ken ex tatsu etc)

Besides obviously blocking I was thinking if there’s specific ways to try beating people who delay attacks. I guess besides back dash, wake up throw, and doing a wake up normal move would be just some ways to beat it(?)

Haven’t played against anyone in a month so I think I’m confusing myself :x

I see what you are asking and those options are all valid although which one is the correct one will very depening on your character and the character that has you knocked down.

A wakeup normal could work depending in what they are trying to stop your guard jump with. More startup frames of that attack equals a smaller window which that can cover with parry before it. This in theory would work pretty well against slower anti guard jump normals (mak’s strong/fp) then faster ones (ken’s cl strong or chun’s cl rh).

Ken could also use cr fwd instead to beat guard jump and back dash although it would give him a much smaller window to cover it with parry making a quick wakeup poke/throw more viable.

You could also wakeup tap down, tap forward (or vise versa) depending on there options.

pure theory fighter or course

I have never tried it in genei jin, I only tried it normal mode and I remember hearing the HOO and landing a grab I couldn’t before.

how strange.

Dander: The twins have a fast walk speed. it can give the illusion that their throw/zenpo range is further than it is.

mami: went in training mode, recorded yang doing delay low forward or st strong on kens wake up. wake up quick normals like close strong, throw, and back dash won. St strong and low forward would hit but slash wouldn’t combo if ken back dashed. also I tried inputting toward parry —> low parry and visa versa on wake up. While risky and definitely a guess, I wonder if this wouldn’t be something to use every now and then when trying to get high risk-high return? Probably overanalyzing this but just trying to get an idea of what the counters are to people who delay their attack.

Just do a delayed parry in the correct direction because you guessed right because you’re awesome.

I’m just trying to look deeper into the use of his demon flip to do ambiguous crossups.
Played around with the standard post SA1 setup (Ken), mp - dash - hk demon flip - empty cancel K - cl.mk or cr.lkx2
Think I’m doing the normal/s too slow after the empty demon flip because throw was beating me. On the other hand a reversal srk was blocked on cr.lkx2.

Is the time after landing but before you can act with a demon flip kick the same as when its empty canceled (3 frames)?

Yup, 3 frames too.

You guys should look into learning circuit boards and reading them so that we can then get some more insight into how the code works. I’ve gone as low level as I’m going to go for a while.

by reading them, I mean analyzing them and knowing what kind of procedures function best on this kind of hardware sos we can assume a coding style and finally start rebuilding the thing for real. None of this oe bullshit.

I will work on this for the rest of my life, if I have to.

Imagine us, 30 years from now, I’m just finishing native implementation of arcade training mode and ad hoc play with a nearby machine when suddenly all the television news casters and talk show hosts barrage my door, followed by burt reynolds, jay leno(still alive), the guy that sells tvs at best buy and the mac guy. They start breaking the windows, the shards are scratching away their skin, and I think the mac guy is missing an ear. Somebody’s a fraud. They must have taken the ear and tied it to their necklace but forgot to rekill the zombie.

Fucking scruburbia

Dander whenever I see you post, I pretty much think you’re Dilbert.

[media=youtube]l8AUPSfgk18[/media]

ESN

I just found out about Final Burn RR and the hitbox data available. I decided to rip them all and was halfway through Ryu’s arsenal when I found out that you have done everyone but TG. Nice work! I have a few observations.

The frames for some of your super arts seem to be inconsistent. For example:

Urien’s EX Aegis Reflector is the only SA in the game available to the player that cannot be blocked on reaction. You give this a speed of -2. You gave Tyrant Punish a 0. But you gave Seraphic Wing a 1, which cannot be blocked on reaction. By your nomenclature, shouldn’t Seraphic Wing be at least -1?

Also, how did you decide when to start counting frames for Super Arts? With normals and specials it is easy, but with SAs it seems like the opponent is sometimes frozen while your guy is moving around… you may have n frames of extraneous movement yet the opponent cannot block or do anything (see Urien EX Aegis).

Ryu’s Shinshoryuken can hit the opponent before any red hitbox appears, do you know why this is?

Guess I could always do New Generation or Second Impact. Are you already working on those?

Thx for all the remarks!

You’re right for Seraphic wings, according to this, it’s -2. Well, -1 actually as it’s a projectile, same as Ex Aegis, have to change it too. That negative data means it hits while still in superfreeze, and to answer second question, that superfreeze status (a precise address in FBA RAM, going from 0 to 2 then 1 when P1 super is activated and going back to 0 when screen is no more dark) is the reference i used.

The global view window in link above shows this pretty nicely i think. I never took time to make a legend to explain all lines, so here it is:
1- frame number…
2- superfreeze status: go blue and then darker blue when P1 activate super. The first 5 frames of blue are the ones where P2 is still able to do and commit action which will execute right after superfreeze (except against Ex Aegis and Seraphic Wing :d)…
3- (grey circle) P1 status: if dark, P1 is free to do anything he want, if whiter (is this word exist?), P1 can’t, meaning he committed to an attack or block/has been hit…
4- (grey circle) P2 status: same as above…
5- (yellow circle) P1 invulnerability status: when yellow, P1 is fully invulnerable to attacks (but not necessarily throws)…
6- (red circle) P1 active hitboxes: active attack here…
7- (dark red circle) P1 projectiles active hitboxes…
8- (orange circle) P1 active throw hitbox…
Now i think about it, a line to show if unthrowable/ground throwable/air throwable, may be nice too…

Sometimes opponent is able to move during the first superfreeze frame or in some other cases too but it looks to me more of a glitch happening from time to time than a proper game mechanic. Or at least, there is no clear explanation of this. So i don’t bother with it and just gathered data about the more common situations.

For Shinsho, it’s cause of emulation itself not showing active hitboxes sometimes when they hit. I’ve spent a lot of time to find data somewhere else in RAM whithout success…

No plan for NG/2nd even though i thought about it, but no real motivation to be honest. And as 3S is now back in the local arcade, well, you know :d
I don’t know if they work perfectly with those games, but, as i spent a lot of time to make LUA/PHP scripts already, i can give you them if you’re interested. They make things a looot easier!