i think hitstop matters (as do blockstun and hitstun) primarily as a way to see how much total “stun time” any particular move has AS AN ASSIST. since assists that actually hit all pretty much are projectiles in that they are independent of the point character. and since skullgirls has custom assists, it pertains even more.
the only other place ive really needed to know hitstop is when doing obscure frame based calculations on other games for things such as charge time and whatnot.
I didn’t check for SkullGirls yet but in others games i know that assist doesnt input hitstop.
In MVC3/UMVC3 or the super of Yang in SSF4AE(yeah it’s like an assist ^^)
One of the underated purpose of hitstop i learned recently is for trade
You pick stand lp of Cerebella with 7 frames of hitstop and 16 frames of hitstun
You pick Stand hp of Valentine with 14 frames of hitstop and 29 frames of hitstun
You manage to create a trade between this two moves
Result is Valentine is put in 7 frames of hitstop + 16 frames of hitstun (23 frames) whereas Cerebella is put in 17 frames of hitstop and 29 frames of histun (46 frames).
So with the help of those numbers you know now that Cerebella is at a huge disadvantage in this particular situation ( Minus 23 frames !!!)
Knowing those value of hitstop matter a lot if you want to know what happen during a trade
It’s works also in Streeet Fighter 4, King Of Fighter XIII, Blazblue, etc
The thing is we are not used to have this information before but times change and we can hope more games will feature those value next. So again huge thanks for Pizzarino to take the time to provide them !!
Combo from a trade is not a tale ^^
It’s funny to realise that when Valentine hit with her st HP she is at +2, same on counter hit but if she trade with st lp of Cerebella she end up at +23 in theory ! It’s work only with a trade with st lp (each trade need his count ) but it’s not useless
there is definitely hitstop for assists in this game… atleast for mulithit moves. just wiff a multihit like painwheels cr.mp or cerebellas cerecopter then do the same on block/hit… takes longer to finish there animations… thats hitstop.
Painwheel’s wheel moves have a slow down effect for the wheel instead of a complete freeze during hit stop for the illusion of a high RPM spin.
I updated everyone’s frame data table to have correct on hit/no scaling/at least 1 bar already stocked meter gain. My description of meter gain still sucks.
It doesn’t really matter what the hidden values are, what matters is what happens when you do something in the game. Most of the game is played with 1+ bars of meter. Therefore the base meter gain from moves should be that value. Whiffing to gain meter is an exception because it only happens when you don’t have 1+ bars of meter AND you still get the same meter from hitting the opponent ON TOP OF the meter you get from whiffing.
That’s why I consider on-hit, 1+ bars meter gain to be base meter gain.
So when you updated Valentine’s frame data did you add one frame of start-up to Reioumu’s results because he was getting them 1 frame early because of frame skip? Because his results were about the frame the attack first became active and your frame data (based on what you said before) is true start-up. So you saying that it has 6f of start-up means it’s active on the 7th and not on the 6th like Reioumu said. Also, you said he was correct about c.LK, you currently have the start-up stated as 11 frames but Reioumu has his at active on the 7th, is one of these a mistake?
Ah, well I brought it up because Reioumu had it listed as 6f including the first active and if it translated to the wiki it would be 5f because you don’t include, but you had it listed as 6f so I wasn’t sure if you just took his number or not (well, now I know it’s not).
Since it’s the norm to include the first active frame in frame data you might want to include “Note: start-up does not include the first active frame” (or something) at the top of the frame data section. That way people who haven’t been reading this thread don’t get confused, I know I would lol.
What are the numbers in (parenthesese) for the frame data? And you should make a note somewhere that says how much and what type of invincibility a move has if it has it.
If you talk about active frames parenthese means frames not active during active frames. It’s like recovery frames during active frames because your move has multiple hit
I did Filia’s specials a few days ago with the whiffed (guaranteed/unscaled) meter in parenthesis. Not sure if I want it to stay that way I’ll figure it out when I have time to add more. Sorry about slacking
hey, what do the moves in parenthesis on painwheels ground normals startup mean? i know in the sf4 frame data they meant the in between time of multi hit moves… but you have them for single hit moves as well… also in multi hit moves of say 4 hits like pains cr.mp you only have 1 or 2 numbers in parenthesis, but on a 4 hit move shouldnt there be three?
clarification would be nice as pain has charge moves, single hit moves,multihit moves and multihit charge moves.
mostly what i want to know is the startup of all the moves and what frames armor start on and what frame they end on… i know that may be asking to much, but i guess maybe you already have some of those in there i just dont know how to make sense of them at this time.