What I mean by that is, if you look at this link: ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=16&sMoveType=fd_normals&sAction=h&iMove=020, and click the Cancel button at the top right, it shows the initial 13 frames she can cancel into either a special or super, then three frames of nothing, then two frames again which occur after the move is already done animating and she’s back in her crouch state. It doesn’t sound like a bug though it is weird the move has that property.
Oh I see. That’s the frame data on whiff. You need to click on “hit” to see why you have all day to confirm it.
That is the frame data for on hit. On whiff only has four initial frames.
I gotcha now. I didn’t look at the hit boxes earlier cuz I only had my phone. After looking at the hit boxes though, I see what you’re talking about.
I looked at a few other moves, and all the ones I looked at are only cancelable when they’re active, which makes me think chun’s extra cancel window is a glitch. Can’t say for sure though.
Don’t know what you mean exactly here but those two more cancellable frames are just on the same “state” as previous ones, ie. during hit/blk stun. She has no more her leg extended but is still in recovery. What happens visually doesn’t matter on a frame level.
Being an unique behavior in the game doesn’t make it a glitch IMO, it doesn’t break any game mechanic.
I’m not quite sure what you mean by what you said either, so you mean that since she’s in recovery she can’t cancel into anything anyway? In any case I agree it doesn’t seem like a glitch and doesn’t break the game so it should be fine to keep if 3s were ever rebalanced.
Glitch isn’t the right word, but its uniqueness makes me think it wasn’t intentionally added by the developers. Or maybe one of them was a chun player and went rogue
It wasn’t intentionnal , and was fixed in version B of the game , like b.MK -> SA with Ken and Gouki invincible overhead .
No that’s not true. Version b only fixes ub and game crashing glitches.
can we get a confirm on either of these statements? ESN?
I remember doing overhead-SAIII and beating grabs with Akuma’s overhead in the American version, so I’m 100% sure you’re wrong about this.
let Oro use both arms
actually I read that wrong. I’m pretty sure back mk sa link is still legit. The grab invincibility was indeed taken out though.
Necropost:
Make Chun SA2 only one bar.
Make Genei-Jin’s bar slightly longer, requiring more meter for activation.
Buff Twelve’s health slightly, buff his stun output to promote more offense.
Buff Remy’s stun bar.
Improve Q’s back+MP hitbox to give him a more consistent anti-air, allow it to be cancelable.
Lower Makoto’s stun output slightly.
Give Sean less recovery for his specials on hit, make his MP, HK target combo cancelable, decrease start up for close standing strong.
I’d basically slightly nerf the top tiers and buff the mid- and low tiers. I’m only commenting on the characters I know anything about though:
Chun: SA2 stocks reduced from 2 to 1, SA1 stocks increased from 1 to 2
Yun: Genei Jin bar longer, depletes at the same rate
Ken: SA3 stocks reduced from 3 to 2
Makoto: Fukiage stun output reduced (which means she loses her 100% stun combos)
Oro: cl.MP-combos work on everyone. Gets a forward throw
Remy: Has more health and more stun. c.MK made safe on block and hit (probably something more as well)
I think Dudley, Yang, Akuma and Urien are pretty much fine, so no nerfs/buffs for them. I’d buff Ryu slightly, but I’m not sure how. The rest of the cast I don’t know well enough to say how I’d buff.
i missed the chun cmk discussion:
I think it was intentional (the total amount of cancellable time). to me it looks like something they probably tweaked back and forth over time. i feel like the little cancel gap is irrelevant and could just have been a little mistake someone made when entering values late one night. no one noticed it feeling weird due to that playtesting and it found its way into the game like that. the actual length of the cancel window, not a mistake imo. cancel frames after an animation looks complete isn’t that weird, in action it doesn’t look strange or anything anyway.
I’d knock chun’s legs down by about 20lbs and up Ibuki’s legs by about 60lbs and then take all the chest hair off the men (including makoto). Elena is fine where she is. Twelve would probably need a scarf to bring him up to everyone else’s level, but that’s about all I can think of.
I don’t really know if making the Genei Jin bar longer solves the problem. I feel like leaving him in Genei Jin longer creates more of a problem. Even if the the bar is longer. It doesn’t solve that he can run away and build meter.
I’m not sure if reducing Ken’s stock from 3 to 2 does much considering that, in many instances, Ken players are usually burning EX to hold a consistent stock and a half.
Let Makoto be deadly. SA2 is already hard enough to land and the execution on double fukiage is worth the difficulty and damage you get (I’m totally biased btw)
Oro… Fuck that shit.
Remy does need some TLC but I’d increase his damage output before increasing stun or health. Maybe make LOV’s do more damage. Give him Twins health and I’m happy. I didn’t know his c.MK wasn’t safe… Interesting. Leave it the way it is. A lot of characters MK’s aren’t safe on block or hit.
One thing I’d like to add to a character is decreasing Chun’s damage on SA2, giving her 2 bars on SA1 and decreasing the amount of hit stun on back fierce… Quite easily the easiest hit confirm of ALL TIME
@Topic title: By reducing all damage by 1/2 and having chain combos on by default instead of through unlockable menu
It’s just so much more fun~
That’s a whole different called “Super Strike”