Block stun / hit stun?

How do you use the frame data in the yoga book hyper without knowing how much advantage / disadvantage there is on hit / block?

E.G. just because a standing close HP has 28 recovery frames, that doesnt actually guarantee 2 free MPs on block, right?

I am not at home so I don’t have the yoaga book hyper in front of me. However, IIRC hit stun on Feirce/Roundhouse is 20 frames, Strong/Forward is 16 frames, Jab/Short is 11 frames, Specials are 20 frames.

I will correct this as soon as I get back if there are any errors. I hope this helps for now.:wgrin:

Where in the book is that info listed? Granted, I just got it + havent read it cover to cover, but I didn’t notice it . . .

Edit: Now I see that it’s on page 173 . . .

oh shit nice, I was looking for that info thanks.

God Bless The Yoga Book Hyper.

Ok, so my japanese isn’t so great - I see 3 boxes on p. 173;

Upper left: hit stop time, a single line that says 14 frames

Lower left: guard character time, with a list of 11 to 20 frames depending on move

right: hit character ?knockback? time, with the same list w/ same values, except that it gives jumping its own line for some reason.

I’m a bit confused by this - is it saying that hit stun and block stun are the same for a given move? What’s the hit stop time = 14 frames, then?

I am out of town and don’t have The Bible with me now, so I’m not exactly sure what you’re talking about, but “hit stop” is the slowdown that happens when a character is hit.

Yeah, “hit stop” is the short time during which both the attacking character and the hit character freeze in place JUST as the hit connects. The hit character’s sprite “jitters” back and forth a little during this period. After the hit stop ends is when the hit character goes into hit/block stun/knockback, and the attacking character goes into the recovery of their move (or another move if they canceled into something).

Jumping has its own line because jumping normals behave somewhat differently from standing normals. They do the same amount of block stun as their standing counterparts, but if they hit a standing opponent, they all do the amount of hit stun that a jab or short would normally do. This is why jump-ins against standing characters have such strict timing. However, if a jumping normal hits a crouching opponent, then it does the amount of hit stun that is normal for its strength.

So, when hit stop occurs, is that additional 14 video frames considered one frame of the hitting frames? I.E. let’s say an attack has 8 startup frames, 5 hitting frames and 7 recovery frames. If the move connects on the 3rd hitting frame, is it essentially 2 hitting frames, 14 frames (of hit stop) when the actual hit occurs, then the final 2 hitting frames, followed by the recovery frames?

Also, just to throw some general hyper yoga translation info out there (probably the most easily discerned in the book, even for those of us who don’t know Japanese), or a slightly different way of thinking about how the green/red/blue color scheme is applied. The coloring scheme is as follows: green>red>blue. Greens will cancel each other (i.e. fireballs), and beat both red and blue. Reds will lose to green, whiff another red, and beat blue. Blue loses to red and green, and will whiff each other.

With this in mind, any interest in starting a Yoga Book Hyper translation/information sharing thread?

Good idea. :tup:

http://forums.shoryuken.com/showthread.php?p=3551837

Done and done.