3rd Strike Frame Data

is this page ps2 data or arcade and is it right.

edit. unverified genei data nvm dont care if its right ps2 or arcade thou?

Where can i find frames for dashes?

^ here and here

Thanks man very appreciated.

how can you use frame knowledge as an advantage in an actual game, and can somebody please give an example, this stuff is very complex

Punishing shit on block.

Easy example:

Alex’s Slash Elbow is -2 frames for the LK one and -6 frames for the EX one.

Ken’s SA3 is 3 frame startup.

If Ken blocks the LK Slash he can’t do anything guaranteed. If he blocks the EX one he gets a free Shippu every time.

I hope this has been enlightening.

thats pretty interesting, how does the math work on that? if you can punish an ex one which is negative 6 frames? -6?? and kens sa3 is a 3 frame start up so since its a positive number is that why it can punish that move or what, sorry i just wonna understand

Negative 6 means that Alex is vulnerable for those 6 frames.

Ken’s super take 3 frames to hit. Which is fast enough to hit Alex during that 6 frame window where he can’t do shit.

Thanks, but what about blockstun? Isn’t ken in some sort of stun while the -6 EX slash is taking effect? or is that already calculated?

does anyone know the frame data on teching a grab? does the player that grabs get frame advantage while the person that techs is left at a disadvantage? there was this one time i was messing around and i teched a cpu makoto’s grab and she followed up with her SAI (2 frame start-up?) and i swear i couldn’t block it.

noob question

damn umm i forgot how to read frame data is there any tutorial or is just common sense

listen to the gootecks podcast with edma and ken I about street fighter 4 frame data. they do a huge explanation of it, how to read it and how to implement it. they also reference 3s examples tons.

Go to this website to get all the frame data: http://web.archive.org/web/20040413081525/www.karathrow.com/ :smile:

universal or have to learn

do the frame rates of every charicter universal meaning that frame on that page work the same when fighting any charicter or do they change when fighting other charicters

It’s universal, the entire game is assumed to run at a constant 30 FPS scale based on that data. Don’t overcomplicate it, it’s just the number of frames (a unit of time) it takes for stuff to happen in the game.

Silly Moe, 3S runs at 60fps :wgrin:

any guy can give me a list of who char fall fast and who fall slow…please

and other question see this vid …why this work??

[media=youtube]pAx7B53Bios[/media]

The frame data that was on http://ensabahnur.free.fr has been down for a little while. That was the resource I used. Are there any plans to put it back up? Because all this time I thought it was agreed that the karathrow data was inaccurate or something (DC version?).

Well with emulators now it isn’t too difficult to check on things manually.

I’d also recommend checking the Japanese wiki if it’s for something simple. You don’t really need to be able to read Japanese in order to figure out things like normals and specials. You just need to know the commonly used frame table layouts.

Funny you should bring that up, because I recently found out that it’s likely that the Karathrow data was accurate but uses a different notation. If you look at the wiki link Xenozip posted and put it next to the Karathrow data you’ll notice that in the Karathrow data the startup of each normal is 1 higher and active frames are 1 lower than the Game Restaurant data. The notation counts the first hitting frame as part of the startup value. It’s a notation that’s been used for stuff like Virtue Fighter data (apparently) and much more recently… the SF4 Master Guide data.