k more questions getting answered ! more conclusions from the convos:
it seems that the trend is that parrying weaker variations or moves adds more parry stun to the other characters, and the amt of freeze time added decreases as the strength increases. so parry/move ratio is inversly proportional. nice
still no answer on whether or not the action of parrying itself has recovery frames,. they do flash blue or red when they parry and that takes at least one frame to do.
henaki - good point on the frame data, that makes sense. that means there are other frame factors that need to be added to calculate what the adv/disadv.s are, and i guess we have to figure out what those differences are. this game is based on some sort of math, just gotta figure out all the variables.
thanks for the answers so far, this has been really helpful.
After some fiddling, I donât think itâs the case that there is any extra parry-freeze for lighter moves. You can test this by setting the training mode dummy to parry all and jumping. Then pick a character of your choice, and mash jab into a falling dummy. Itâs not hard at all to get 10 or more jabs in, but, in the corresponding half second, the dummy should have fallen a bunch more.
I think weird things happen to a characterâs movement vector wafter a mid-air parry. Also that test doesnât compare different strength moves. I canât think of any specific test right now, but according to that older info I linked on the previous page strength of the attack does affect how much the attacker is stunned.
To test this you could use different strength moves with an equal numbers of frames to finish after first hitting, and try to punish it with the same move that would hit in the light move but not the medium strength move.
kk, i guess I have some fiddling to do when i get a chance to, to see how many frames a blue/red flash is, and how fast it is to do a move out of it. from what I can tell, the only real advantage is that u donât enter block stun out of a parry like you do when you block, and thatâs the advantage, otherwise ur still losing frames on the parry, and that is 2 frames, but at best this an estimate. it makes sense, because the other character wil simply act as if they whiffed the attack and finish the hit frame set and enter the recovery frame set. but I have no idea if this is true, its just conjecture from some testing.
Ok Iâve read that 3s runs 60 frames per second.Iâve began playing 3s on an emulator.My monitor is on 75hertz, does that affect the game? does it make it faster than normal?
I couldnât find it here or in the system mechanics thread, so hopefully someone can tell me. When a uoh is performed, on what frame is the character considered airborne? If itâs character specific, I am thinking of Ryu.
Kenâs cr.mk is listed as -3 blocked advantage, which would implyâbased on what youâre sayingâthat Kenâs sa3 could punish it only on reversal, but this is not the case. Am I missing something?
Ken cMK has actually a -4 blocked advantage [different frame data than the other shotos, already tested in the last pages] thatâs why u can see a shyppu punish it with reversal timing and without reversal [Gouki reversal SA1 can punish it too, hit on 4th frame from close distance], also Ken cMK is -3 on hit which means he can still get punished by a reversal shyppu when he connect, maybe capcom tought he deserved some âhandicapâ.