RaginStorm X I tried to PM you but your PM box is full apparently.
I’ve been looking into some technical things of SFA2 I’ll give a list of the topics I looked at.
First of all: Throw invincibility. After knockdown, hitstun and blockstun you are invincible to throws for a short period of time. This time is exactly 6 frames in all three cases.
Secondly I’ve been looking at hitstun/blockstun on moves.
Below follows a list of all the data I’ve collected:
Jump light attacks: 15 frames hitstun, 14 frames blockstun, 7 frames hitstop
Jump medium attacks: 15 frames hitstun, 14 frames blockstun, 9 frames hitstop
Jump hard attacks: 15 frames hitstun, 14 frames blockstun, 11 frames hitstop
Light attacks: 14 frames hitstun, 13 frames blockstun, 10 frames hitstop
Medium attacks: 19 frames hitstun, 18 frames blockstun, 12 frames hitstop
Heavy attack: 24 frames hitstun, 22 frames blockstun, 14 frames hitstop
Command normal: 14 frames hitstun, 13 frames blockstun, 12 frames hitstop
Command overheads: Generally work like Medium attacks. Sakura’s overhead is an exception for working like a heavy attack.
Specials: 24 frames hitstun, 22 frames blockstun, variable hitstop
Now, on to calculating frame advantages. This is a bit odd in Alpha2. Let’s take Rose’s cr.mp as an example.
The move has 4 frames startup, 7 active frames, and 6 frames of recovery.
But after the end of this move, Rose goes into a crouching state for 2 frames in which she cannot do anything at all, effectively lengthening the recovery by 2 frames. All moves have this 2 frames of recovery, standing moves go in a standing recovery state, crouching moves go in a crouching recovery state. Visually these look identical to normal neutral stance and crouch. Yet they cannot be canceled by anything, not even block, walk or jump. If anyone finds someway to cancel this recovery, please let me know.
Back to Rose’s cr.mp, which is effectively 4/7/8. It’s a medium attack so it does 19 frames of hitstun. If the move connects on the first active frame, the remaining part of the move is 6+8=14 frames. As the move does 19 frames of hitstun we get a frame advantage of +5 (19-14=5), this is just enough to link it into another cr.mp as it has 4 frames startup and becomes active on the 5th frame (it is therefore a 1 frame link). Obviously the meatier you hit this move, the higher the frame advantage will become. If you hit it on the last possible active frame, the recovery is 8 frames. 19-8=11 So the move at its meatiest is +11.
I was going to ask RagingStorm X for the framedata that I had to PM for, but his inbox is full. I’m not sure if his framedata gives the recovery as 6 or 8 for Rose’s cr.mp. In case of the former, a practical way of checking frame advantages is subtracting 2 frames of all the hit and blockstun. And using that as the hit/blockstun.