Extremely.
I always find myself tossing up between Ultras when it comes to the projectile characters, it’s always just my luck that I get someone who doesn’t throw fireballs that much when I use U2.
Extremely.
I always find myself tossing up between Ultras when it comes to the projectile characters, it’s always just my luck that I get someone who doesn’t throw fireballs that much when I use U2.
Do you know what the buffer for ex electricity is? I think it is the same as lp.
Nice to have exact numbers.
in the moves section it has thunder1 listed as it’s input motion, so you must be right. Same as lp.
Interestingly, moves that i can only deem to be the ‘extension’ of electricity when you mash more afterwards, have different buffers, usually one step up from the move or in ex’s case, two steps up.
so lp buffer is 15, mashing for more hits the buffer is 12
mp 12, mash buffer 9
hp 9, mash buffer 9
ex 15, mash buffer 9.
themoreyouknow
Yeah that sounds correct to me, I always knew it was harder to mash elec than it was to do it initially.
I think I have a good feel for this stuff
Another mostly useless thing i thought was kinda interesting. The charge time for shout of earth is only 42 frames. All his other charge moves are 55.
Yeah this I knew already, it makes it good for option selects.
you can do sweep, whiff jump attack, meaty cr.lk xx electricity os u2 pretty easily.
What’s the input for that OS? I heard it mentioned before as being pretty good on dhalsim. Do you just input cr.lk elec then do u2? or do you buffer the motion inside the cr.lk then just hit 3buttons post-piano
yup
Actually I have no idea about this… how did you find out?
is it for both his AA and ground version?
-LAU
Here’s a question…what is the method of inputting electricity you guys use? Piano or slide?
I’ve recently switched to sliding because I feel like I can’t piano consistently enough in a real match to make it worth it…I can get it in training mode, but never in a real match. With sliding I can hit it a lot more often. The problem is getting it to consistently end with HP for HP electricity, more often than not I screw it up and get Medium. It got frustrating so I took a break from it and will probably grind it out some more this weekend. Reminds me of when I initially learned how to piano, couldn’t do it for the longest time and then magically I could.
I slide, though I can do both. Pianoing fatigues my hand and after a few games my hand hurts.
When you slide what order do you do?
I do lp,mp,hp,mp,hp
I used to do lp,mp,lp,mp,hp
try both ways and see what you are more consistent in ending hp in. Remember you control your hand, the motion is a controlled motion.
the framedata for that is know since the release of ssf4
afaik ves, fox or ilitirit mentioned somewhere.
hm… really? which frame data are you using because before i posted my post I went on both eventhubs.com and srk wiki and they listed the charge time for all the other moves as 55f except ultra 2 they left it blank…
-LAU
SRK wiki data is my data, I just didn’t fill out the U2 stuff because I forgot to. I’ll fix that later, lol.
yeah trying to get used to the 42 frame charge time… now i know i guess it’ll be easier to use the AA
-LAU
Yeah both versions. Charge time is listed in the BCM file, read with Ono.
I want to say unknown 2 is how long you can “store” your charge for.
hm… this information gave me an idea…
will test it out and report it back when i get a chance…
-LAU
I’ve just been trying to get a better understanding of all these numbers in this program and how to translate it into meaningful info. It’s harder than I thought, but is giving some pretty awesome insight into just how the game works technically.
Been trying to decipher total frames properly because the numbers given didn’t make any sense to me (cr lk total duration 33? whaaa?) but it turns out the way it’s built is the animations are much longer than they are played for in the game, and only certain segments are used and are multiplied in speed in order to get to the frame data we all know and love. Helps you understand things like the slow animations going on during super freeze etc.
In order to make sure im getting it right I just translated a couple of moves I know the total frames for to see if i ended up with the same value.(shout outs to blanka labwork thread page 1.) the frames turned out to be fairly well divided into the different ‘frame data’ esque sections of the attack.
far st.lp
actual frames: 32
frames before fully recovered (interruptible): 30
0-5 6f x3 = 2f (startup)
6-8 3f x1 = 3f (active +1?)
9-28 20f x3 = 6.7f (bulk of recovery played at high speed)
29-30 2f x1 = 2f (end of recovery slowed down to x1 speed.)
total frames =13.7
cr.lk
actual frames: 33
frames before fully recovered (interruptible): 25
0-5 6f x2 = 3f (startup)
6-9 4f x1 = 4f (active+1)
10-20 11f x6 = 1.8f (recovery)
21-25 5f x1 = 5f (end of recovery)
total frames = 13.8
Obviously .8 and .7 of a frame are never seen, never dealt with by the code and therefore don’t really exist. Which gives us the 13f totals.
This is all worthless information in terms of playing the game but I personally find all this stuff really cool haha. Apologies if you saw numbers and read it all expecting something exciting
Also despite that ambiguous possible extra pixel of range b.throw looks like it has in those hitbox images, from what I can discern this shouldn’t be true. Both throws use the exact same hitbox data.
The only difference ive found between the two is that b.throw has a height of 0.7 and f.throw has a height of 0.699999(exact.)