probably “Super Art”.

Even I get confused when writing so much data x) thanks for pointing it out.

Added some example tag combos:
[LEFT][298+] Launcher, HK Shredder, HK Shredder xx TAG[/LEFT]
[LEFT][318+] EX Sway, HK Shredder, HK Shredder xx TAG[/LEFT]
[LEFT][335+] cl.hp xx Raze, HK Shredder, HK Shredder xx TAG[/LEFT]
[LEFT][349+] cl.hp, HK Shredder, cl.hp xx HK Shredder xx TAG[/LEFT]
[LEFT][375+] cl.hp, EX Smasher, HK Shredder, HK Shredder xx TAG[/LEFT]
[LEFT][385+] cl.hp xx EX Mortar, HK Shredder, HK Shredder xx TAG[/LEFT]

http://cdn.memegenerator.net/instances/400x/34408126.jpg

I’m dying at the Shredder picture.

I have a question about the frame data in general.
How do u sum up the total amount of frames (animation), is it ‘startup + active + recovery’, or is it ‘startup + recovery - active’ ? Basically I wanna know if recovery frames consist active frames.

start up + active -1 + recovery = whiff duration afaik

Yeah it’s probably like that.
I finally found a move with less recovery frames than active frames.
Cammy her ex spiral arrow; 9 startup, 19 active and 14 recovery.

So it wouldn’t make sense if the recovery consist active frames ^^’

that is why I don’t know how to split recovery and active frames. I can get the whole duration and duration when hitting \ blocking, but I dunno if you can see active frames visually, nor how I could calculate them with he data I can gather.

uhg… the new style is… :X

<b>Paul</b>
s.hp: On Block -7 (-1)
c.hp: On Block -13F (-3)
LK Shredder on Block -4F (+1)
EX Shredder Start Up 6F (-1)
EX Sway Start Up 30F (-1)
EX Smasher Start Up 11F (-1)
EX Mortar Punch Start Up 23F (-1)
Super Art 8F Start Up (+1)
Cross Art 10F Start Up (+1)

not exactly sure about the cross art start up, need to test that via traditional means as well. it’s difficult to determine when the cinematic frames end exactly.

Is it just me me or do other people have a hard time coming to this forum again because of the layout ? :stuck_out_tongue:
I literary need to force myself to check on SRK. I hope they’re gonna change this real quick…

“Agree”

It’s been 2 1/2 days, and there has literally been NOTHING changed except for bb code, smileys, ignore function, and edit time +time stamp.

Priorities someone?

Just so i know… xx before a special move(like raze) means??? And c means crouch? Cl is close, but chp? Im just used to cr for crouch and want to make sure. Had some good wins scrubbing it with paul(cause i am pretty much a week 3 scrub. Dont have as much time to play as before and took months off from the game) and before 2013 i almost always lost with paul. lost almost every game with gief and won more than half with paul.???

There is a “notation glossary” at the beginning of the combo list :wink:

Lazy people being lazy :stuck_out_tongue:

Yay, I could update the combo thread (I don’t even know with what, I copied a local text file).<br><br>I’m curious if we have more viable combos to find out. If we could link c.mp / s.mp xx Mortar after Raze that would be huge. <br>

I had to jump on to say a huge thanks to zUkUu for the first two posts. Amazing work, just what a player new to a character needs and wants, but rarely finds on these forums. I’ve been maining Hwo&Hei for awhile, but since #2013 I’m getting on dat damage bandwagon and adding Paul to my stable. His anti-air and anti-fireball combos are so easy even I can do them, and he hits like a truck.

[676] (ch) EX Smasher, s.HP xx MP Mortar Punch, s.hp xx Super Art

DAT DAMAGE.

So it seems you can combo s.hp xx mortar after an EX Smasher after all. It’s a tight link tho. Gotta update those combos then.

I wish far st.HP would crumple on crouching CH. There would be many more interesting combos if that was the case.

dat 3x EX CADC loop. :stuck_out_tongue:
It’s possible to charge a normal smasher to EX version before he crumples to the ground, but that doesn’t seem to have any use.

You can also charge EX to super for a 1-bar super.

EX Sway has never any sort of invincibility. I get beaten (even by lows) all day long.