Remix Frame Data

Red Hadoken:
B4 16 41
B4 16 49
B4 16 59

Values for the strong one were incorrect b/c of projectile slowdown.

Correct value for strong Red is
B4 16 49

Strong Blue
B4 10 39

No, they’re not supposed to be different. Although you can do HCF instead of QCF, or HCB instead of QCB, they should be the same. Same for the Flame Hadoken.

http://www.sirlin.net/articles/sf-hd-remix-complete-change-list.html

“Red fireball command is now qcb+p rather than hcf+p.”

“Blue fireballs have more startup and recovery. Now same startup as Ryu’s fireball and slightly better recovery than Ryu’s. Akuma’s jab/strong/fierce blue fireball recovery times are 40,40,40 compared to Ryu’s 41,42,43, frames.”

Yeah, I was confusing myself with projectile slowdown:sweat:

Excellent. Thank you sir. :karate:

Jab Hadoken <4 10 39> = 53
(11?40) = 51
Strong Hadoken <4 10 39> = 53
(11?41) = 52
Fierce Hadoken <4 10 39> = 53
(11?42) = 53
Jab Flame Hadoken <4 16 41> = 61
(16?41) = 57
Strong Flame Hadoken <4 16 49> = 69
(16?49) = 65
Fierce Flame Hadoken <4 16 59> = 79
(16?59) = 75

Edit: I updated the 1st post and the only attacks missing are Blanka’s Super recovery, Dictator’s Devil’s Reverse recovery and the throw ranges and damage.

Blanka has a 0 frame recovery if the super whiffs.

Ah ok, thanks. I updated the 1st post.

thanks for all the frame data. I’ve long lamented guile’s old CE cr.medium kick, but just wanted to know if anybody knows for sure what capcom actually did to it to nerf it from CE till now

The hitting part of the move was trimmed so that it doesn’t have as much reach or ‘priority’ as it did before… How’s your Google-fu?

Take once, salt optional:

Rufus, thanks alot for that, its exactly what I was looking for. Nobody can say that guile hasnt been ‘abused’ since hyper fighting

Thanks for that Rufus. I had read that article a year ago, and was banging my head against the wall trying to google it. You got some awesome google-fu skills! = )

It’s a great article, and shows how much Guile’s cr Forward has progressed through the versions of SF2. It’s really amazing how a little tweaking on the hitboxes and 1 frame of additional recovery can change an attack so much.

Also thanks to Derek Daniels for posting it. I *definitely *bookmarked it this time! = D

Thanks Rufus. I have never read this before. It’s a good read.

Rufus, do you know if the game skips hitting frames or completely invincible frames? I think someone mentioned that the game will only skip non hitting frames, or something like that.

I suspec that the frame-skipping is display-only - so the hitting stuff is still there. I was talking to Sirlin about it, and he mentioned that there was an issue with Guile’s Short Flash Kick which has a single hitting frame, which will hit, even if it doesn’t show on the display.

Aaaah ok. So it’s only the display that skips and not the actual frames, they continue running in the background. That’s awesome, thanks Rufus. It’s good to know that no hitting frame or invincible frame is skipped.

That’s just a hypothesis. It’s testable, but the best ways I can think of involve two people and hitbox mode.

Also, a rough cut:
http://www.pedantic.org/~nate/HDR/

Didn’t ganelon mention something about akiba’s data being based on the arcade ST. That there’s some kind of timing issues depending on characters/stages?

I’m wondering if we should bother comparing to T.akiba’s data or just take the data for HDR as pure data?

Did the issue with cammy’s thrust kicks get resolved? I got sucked into the projectile talks.

I’m just collecting HDR data. I’m not aware of any stage-related timing issues in HDR.

Moar plz! That was probably the first time I’ve seen what the second hitting frame of Honda’s jab headbutt looked like.

Here’s two more…(Be aware that they’re probably going to get moved somewhere else…)
http://www.pedantic.org/~nate/HDR/

Its in the arcade version that T. Akiba’s data was orginally based on. Or something to that effect according to Ganelon.

HDR’s unaffected, but there may be some differences just because of that.