One thing I would like is if St.MK had more + frames on hit and counter hit. I hit people with this move the most while playing footsies.
Alright. Are my calculations off, or is something in the frame data incorrect? If so, do you know what that would be?
Please, no, it’s good to have characters that aren’t heavily link-based, even with the input buffer.
Agree on the stumpy normals but I doubt that will change at this point.
I don’t know how to do the math lol but if we cancelling the 1st active frame on hit to the dash. Which is frame 6. That means we cacnel 15 frames of the animation. The dash is what 21 frames? Now how did you get 18 frames of block stun?
Because it’s +3 on block, which means that they’re in block stun for 3f after the animation ends.
edit: Right, I’m a moron. The blockstun starts on frame 6 so you subtract 5 from the total, not 6, and add the frame advantage to get blockstun. Which would leave St.mp xx f v-skill at -2 on block.
I see well that means the block stun is more or the dash is less because it definitely safe from any normal in the game
Na, it checks out. Math is just too hard for my old ass.
Every time you respond I imagine your avi saying it. It kills me every time.
Wait if CH s.MK combos into super, then what about CH c.MP? Are you too far out?
The thing is even at -1 or -2 it’s not something you can rely on.
It’s not something as remotely reliable as Abels step kick.
Frame advantage after cancelling to v-skill, should be correct:
Block Hit CH
stand LP -8 -7 -5
stand MP -2 -1 +1
stand HP -2 +2 CC
stand LK -6 -5 -3
stand MK -4 -1 +1
crouch LP -10 -8 -6
crouch MP -3 -1 +1
crouch HP -2 +2 +4
crouch LK -13 -9 -7
crouch MK -6 -5 -3
I don’t really get the design here. It’s almost always negative so the idea seems to be that you’re supposed to play footsies and then throw it out when they got something else to think about, but her walk speed is meh and her buttons are either stubby or slow, so she’s not particularly good at either poking or whiff punishing. If they happen to whiff something she’s pretty good at capitalizing but baiting a whiff is a lot rougher. You have to be a lot better at footsies than your opponent to get going, but if that’s the case why would you want to play Laura instead of Chun, Vega or Karin?
On the other hand, if it were 0 on block it would be too good I think. While Abel is 0 on block, and his dash is significantly faster than forward v-skill, it’s still a lot more telegraphed as he can only do it from one button. It also means that there’s only one button to balance around the fact. I do think it would be fair if she had a single button that would leave her at 0 on block and like +3 on hit, because then people would look out for that button more and it’d be easier to sneak in a dash cancel from other normals. I think that is a fair balance compared to Abel. He has a faster dash, better reward on hit and forces a mix up on block, while she gets more cancels and would be able to link cr.mp on CH from whatever that buffed button would be. I dunno, she might already be secretly great. It doesn’t seem like it be sometimes things fly under the radar.
She’ll probably get among the most post-release changes just because her character archetype benefits so greatly from unfamiliar opponents that it’s hard to gauge how real a lot of her stuff is from just a few days of playing.
edit: Though, I’m super excited about the fact that Laura vs. Dhalsim looks to be an even more disgusting match up for Sim than Abel was. EX elbow fucks his shit the same way EX CoD and focus dash does, but covers more distance quicker. Fuck Sim.
It makes sense that it’s negative on block. She can cancel into fb, vskill overhead, dash and elbow. These are all things that your opp has to look for. Making it 0 or giving advantage would be too strong imo.
I feel like meter use going to be mostly spent on EX fireball. Gives you a small juggle combo into an air reset, is an auto frame trap, leaves you at +3 and right in front of their face. I should have been using this move more now that i think about it.
Depends on the matchup I guess. Versus really defensive Ryu players, it seems better to spend the meter for EX elbow at the right moment.
@noosetester why is there 3 different type of frame ratings?
I never had a problem with Dhalsim. If he teleports all the time St.MP takes care of that lol.
When Dhalsim plays straight keep away it becomes a problem
@noosetester why is there 3 different type of frame ratings?
I never had a problem with Dhalsim. If he teleports all the time St.MP takes care of that lol.
When Dhalsim plays straight keep away it becomes a problem
From left to right, it’s advantage on block, hit and on counterhit.
It makes sense that it’s negative on block. She can cancel into fb, vskill overhead, dash and elbow. These are all things that your opp has to look for. Making it 0 or giving advantage would be too strong imo.
They could make it so it’s 0 on block from st.mk as that button isn’t special cancellable. If they increase the recovery and hit/block stun by 4 frames it would keep the same frame advantage if you don’t cancel, but cancelling into dash would be 0 on block, +3 on hit and +5 on ch. I don’t think it’s unreasonable if that’s her only button that gives her that kind of advantage.
so CH cr.hp xx avante, super should work?
It should, yes.
Is the hit stop on CC longer than regular hit? It would be good if you could confirm or OS st.hp cancel into v-skill on CC so you’d always be in range for max damage.
https://www.youtube.com/watch?v=uu6yh7SJF9c
yeah hitstop is longer. you can definitely os v-skill from a CC s.HP, probably one of the first things i checked in training.