That’s super awesome! Pizza, you’re really a man of many virtues! I’m really glad that SG’s wiki is in your hands!
Beautiful.
I don’t think it’s practical to have every move with pictures like that. This is just about the simplest move you can look at and it gets well beyond a reasonable horizontal width for the table.
This shows there are 6 actual frames of start up between the last standing/neutral frame and the first active/attack box frame. You would need a move with less than 4f of start up to link something after it, or less than 5f if you hit meaty.
The hit stop frames, which are included in both the hit and block stuns, get added in to the first recovery frame of animation with the yellow/orange attack box.
If it’s feasible, sure but that seems like a ton of work.
Yeah I just want to test people’s opinions on how to present frame data and set up a template before the game is out.
The first active frame that makes contact with the opponent, on hit or block. Why isn’t it included in your calculations?
Is this yellow box dealing damage?
That looks ideal, but a lot of work obviously. I hope you can get a lot of help if we end up getting full movesets like that.
I don’t know what it represents on a whiffed move, but on hit the yellow/orange attack box shows an attack box that used up all of the hits already.
Frame 7 (first active frame) is fastest contact with the opponent and frame 8 would be the first hit stun frame. Frame 8 would be the slowest/meatiest first contact and frame 9 would be the first hit stun frame then.
Does Mike Z check this topic? I wonder what Mike would think of making something like the 3S frame data site (not him making it, just his thoughts on it).
I understand that, I’m just wondering why. Why would hit or block stun not start as soon as you get hit and instead start one frame after? Maybe this is a question for Mike Z. lol
so 9th frame would have that harmless orange hitbox even if move was whiffed?
No, the orange hitbox displays a spent hitbox, so it would have had to make contact with the opponent.
But isn’t it turning 9th frame into active then? O_o
Frame data option 2: bars

Would something like this go in its own table or get shoved into the existing move list table?
Why would one 5 be bigger than another 5? Or are you adding in hitstop in that? I wonder if having that precalculated would save work or increase work? I’ve never played a game like this with so much projectiles.
Is there a full list of just the basic frame data already available? How can I crack the frame data day one until the Super Turbo shit hits?
Anything with graphics will probably need its own page.
I think it’s kind of confusing that the hitstop is included in hit stun and block stun but not in the recovery on hit, even though the bar is lengthened to compensate. Would you also include the numerical values like in the last one? It might just be me reading it wrong but the chart makes it appear to be negative on block, which isn’t what was posted earlier.
The bar chart isn’t a picture. It’s wiki code for a template that should work with any browser.
Some of the number for that s.LP didn’t match up right. Check out a corrected version here: