You don’t have to do any math on esn’s site.
the math is already done since it’s really easy to do.
startup = time before hitbox generation and after move start.
active = how many frames any kind of hitbox exists for, whether it be just one which doesn’t move or multiple or whatever, as long as the move is ‘hitting’ its active.
recovery = time after active but before another action can be taken by the actor (character).
advantage = time difference between the recovery of the actor and the opponent.
In every other game I’ve looked at, if you’re given startup frames, a +1 difference indicates a 1f links, or if you’re given iframes, a +0 difference indicates a 1f link.
I know the SF4 frame data gives you iframes (i.e., they include the first active frame in the “startup” frames). If you take a look at the SF4 frame data for Ryu, you’ll see that c.MP is +5 on hit, and c.HK is 5f startup. In that game, c.MP, c.HK is a 1f link.
The idea that pushing a button uses up a frame in 3S is making sense to me though. ESN says that ken back+MK is +2 on hit, +3 on crouchers, and that SA3 is 1f startup. Back+MK, SA3 only works on crouchers, right?
For ESN’s website you have to add +1 to the start up data for supers.(+2 if you want to know which frame it’s active.).
For normals and specials it’s just +1 if you want to add the active frame.
@esn whenever you get a chance you should correct the supers since clearly a lot of people that are non-japanese speakers use your site.
You don’t need to add 1 to gigas, ex aegis, or (maybe) ibuki sa2 right?
@isotopez game restaurant has gigas, ex aegis, and ibuki sa2 listed as 1 / 0 / 1
Game restaurant follows the same denotation ESN site is suppose to use (start up frame doesn’t include the active frame)
The answer is ex spinning bird kick invincible frames do not exstend to her first active hit frame of the move so that is why it can get stuffed by moves that stay active longer than ex bird is out on the screen.
No, that is not the correct answer.
Chun’s EX SBK can be hit during the invincible frames by super moves, even the first couple frames when Chun should be invincible. It has nothing to do with active frames and invincible frames, super moves will beat EX moves. Anyway, I don’t really need you to try and explain to me some wrong information about something I figured out over 8 years ago, so here’s a video demonstrating what I already know: https://youtu.be/udwrJBiVJas
No I am correct. It loses to supers because of the box clash protocol in the 3rd strike engine.
Her move is red box with invincibility, but supers are purple box with invincibility.
When red and purple boxes clash they have programed the super to win the exchange.
I was talking about non super scenarios.
And you are hitting during the frames were the body invincibility is gone.
The time ex bird is invincible there are no active hit frames on her leg animation.