From when you reset someone to when they land and are out of the reset how many frames is it? and is it character dependant?
4 frames.
Are you trying to imply that all resets are juggles? What do you mean by “when they land” and not all resets have the exact same amount of recovery frames unless you are asking for a specific reset.
Please explain a little more so we can help.
It depends on the height that the opponent was hit out of their juggle-state. There’s no way to get an exact number because the height is a big variable. There should be a theoretical “minimum” for recovery from a reset (reset as close to the ground as possible), but I don’t know what it is.
Well to explain in more detail from the time you hit someone and reset them to the time they land how many frames will it take before they are able to block, SRK ect ect so the total ammount of frames from point of reset to when they land (i understand it will vary depending on how high they are) so if you perform any more while they are standing on the ground eg. Gens cr.lk in Crane or after akumas cross up air tatsu.
Quoting for preservation. :lol:
@CantPlay: I’m sorry dude no disrespect but I think you are a little confused to what a little a reset is. I’m sure you know what you are asking about and I’m guessing is for a specific scenario, but I really doubt you are going to get the answer you are looking for given that there are multiple, multiple answer per character.
Lastly if you are talking about an air reset, just like Krackatoa said the height is a big variable.
It’s impossible to tell you what you want to know. All I can specify is that they can block/reversal/etc as soon as they recover. For all intents and purposes, an air reset state is treated as if they were getting up from a knockdown.
i cant see of what use this information could possibly be to you
So i can gauge how many frames I have to get a counter hit set up.
To get character spesific.
Reseting after akumas lk tatsu with cr mp into demon flip how many frames will it take after the mp for them to recover from the reset.
why don’t you just play around with it until you find the right timing for a CH? this thread is likely a lost hope for you…
what is this “play” you speak of?
Basic human faculties should allow you to time it on the fly. Look at the opponent as they fall, and through practice in, say training mode, make the normal as meaty as possible without whiffing. If you can’t time it by eye, you’ve got brain damage and I apologize profusely.
You don’t need to know the number of frames. You just need to know what works and what doesn’t
Please never post anything ever again.
jfc why the fuck are you still on here? i’ve never seen you post anything even remotely useful or interesting.
OP:
tl;dr: You don?t need to know the frame data for the reset. Go to training mode and try to figure out setups that always result in the same conclusion and work from there.
Longer version:
You should generally try to be as specific as possible with your questions. Don’t forget basic info like the game you’re talking about. Also note that the term reset can refer to several different things.
In terms of an “aerial” reset (ie. a move that causes the an aerial opponent to flip onto their feet):
As people have mentioned before, height is a big factor. Unless you’re talking about the number of frames the total “flip” animation lasts for, but that info is basically useless on its own. Furthermore, the attack used to reset the opponent also plays a role in terms of knockback and recovery time. In fact, there is no guarantee that two attacks will cause the opponent to react in the same way. eg. Even though two different jabs might cause a standing opponent to reel in the same way, they may cause completely different reactions on crouching/block/aerial opponents.
You also have to take into account whether your own position at the time of the reset. eg. Were you grounded? Did you reset while ascending or descending? Did you reset them with a special move? And you have to take into account your chars own jumping properties (speed, arc) because you have to judge the opponent’s recovery relative to yours.
Also, things can get technical when resets involving projectiles are used because some games don’t factor projectile impact freeze on the opponent into your own recovery (in other words, the opponent freezes but you don’t).
At best, all you can do is try to figure out a setup that will cause the opponent to always react in the same way. eg. If your char has a move that launches or juggles the opponent, you can try to following up with different moves to achieve a certain effect. Common techniques are to use “filler” moves like dashing or whiffed normals to achieve the correct timing. Once you have the timing you want, it makes it easier to reason about the situation e.g. If you know that doing an immediate whiffed normal after launch and then holding u/f + lk gives the correct reset timing/height for a particular reset, you can check the frame data and then play with different whiffed normals to give different effects. e.g. If doing whiffed st.mp allows for a late meaty on the opponent’s recovery with a normal with two active frames, then doing a whiffed normal with 1 less frame in total should allow for a late meaty with a normal that has 3 active frames, provided the startup is the same (a meaty will result in counter-hit if the opponent does a non-invincible move on recovery) etc etc. This is usually the only time the frame data would be useful. Note that this has nothing to do with the “reset frames”.
Your particular example about Akuma’s lk tatsu into cr.mp should be very easy to test in training mode. Record the dummy doing it on you with different follow-ups until you achieve the desired effect. You don’t need to know the frame data for the reset.
How long is a piece of string?