<p><strong>Ibuki</strong></p><p>TC8 can be started with a boost combo (close or far HP)</p><p><br></p><p><strong>Dudley</strong></p><p>TC5 and TC7 can be started with boost combos</p><p>TC2 is cancelable into boost combos</p><p>TC6, TC7, and TC8 are cancelable into cross rush</p>
Bryan’s <span style=“font-family: arial, sans, sans-serif; background-color: rgb(239, 239, 239);”>Fisherman’s Slam</span> Lp has Air Crush properties;<div>Dudley’s Jet Upper Mp is only strike invincible;</div><div>Heihachi’s frame data looks almost completely updated, but still lists Dragon Uppercut Ex with vanilla’s startup.</div><div><br></div><div>Very good work so far.</div><div><div><br></div></div>
TY for your input.<br><br>I changed/added what I could, with the exception of Heihachi’s new EX Uppercut start-up (which I cannot test right now)<br>
EX Uppercut has 5F start up.<br><br>Other stuff:<br>EX Hell Axle: Start Up 13F (-1)<br>LP Rajin Stance: Start Up 12F (-1)<br>MP Rajin Stance: Start Up 14F (-1)<br>HP Rajin Stance: Start Up 17F (-1)<br>Rajin’s Wrath: Start Up 15F (+1)<br>Cross Art: Start up 9F (+1)<br><br>
Street11! Working time! Jack-X done.<br>https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&f=true&noheader=false&gid=49<br><br> Next up: Guy<br>
Bug fixes: <br>Akuma:<br>*s.fk second hit only misses against crouching opponents if the first hit whiffs. Second hit connects if first hit is blocked.<br>Blanka:<br>*EX Rolling attack causes wall bounce<br><br><br>
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<div class=“QuoteAuthor”><a href="/profile/11091/viparas">viparas</a> said:</div>
<div class=“QuoteText”>Bug fixes: <br>Akuma:<br>*s.fk second hit only misses against crouching opponents if the first hit whiffs. Second hit connects if first hit is blocked.<br>Blanka:<br>*EX Rolling attack causes wall bounce<br><br><br></div>
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Fixed Akuma, but Blanka already has “wallbounce” for “Ex Rolling Attack”<br>
Could you please check the frame advantage for Cammy’s Cannon Strike and Hwoarang’s EX Dynamite Heel?
The frame data for original roster will be updated after we’re (read: he’s :p) done with DLC characters.<br>
I think I’ve cheked cammy’s frame advantage (at least on hit) for her cannon strikes, but I can’t remember. will do that later tonight.<br><br>@street11 Jack-X is waiting for you :p<br>
xbox says not til tmrw :(<br>
Something you should add/fix for Cody <br><br>LK Ruffian / EX Ruffian Techable Knockdown on air hit.<br><br>A lot of people don’t realize that, but unlike in SF4 the move is techable if used on an airborne opponent. <br>
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<div class=“QuoteAuthor”><a href="/profile/48530/Eternal">Eternal</a> said:</div>
<div class=“QuoteText”>Something you should add/fix for Cody <br><br>LK Ruffian / EX Ruffian Techable Knockdown on air hit.<br><br>A lot of people don’t realize that, but unlike in SF4 the move is techable if used on an airborne opponent. <br></div>
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Done.<br>
For Dudley, isn’t Target Combo 2 (d. LK xx MK) cancelable? If so, it is not listed.
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<div class=“QuoteAuthor”><a href="/profile/59565/Links">Links</a> said:</div>
<div class=“QuoteText”>For Dudley, isn’t Target Combo 2 (d. LK xx MK) cancelable? If so, it is not listed.</div>
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you’re right. fixed<br><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/16448/Dr.%20Grammar”>Dr. Grammar</a> said:</div>
<div class=“QuoteText”>Could you please check the frame advantage for Cammy’s Cannon Strike and Hwoarang’s EX Dynamite Heel?</div>
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<br>Cannon Strike: On hit +15 (+2) <br>The rest of the values are correct.<br><br>Fixed dynamic heel. (it’s -11) thanks.<br><br><br>
<div>Very good thread. Two things that I noticed so far that was inconsistent are:</div><div><br></div>Vega’s cr lk doesn’t force stand on hit.<div><br></div><div>Lei’s st lk is a low attack.</div><div><br></div><div>However I have two questions. Why are some of Lei’s moves lacking the startup like his overhead from drunken stance? Some of them I can understand not being important such as the strings, but his overhead startup is also not listed. </div><div><br></div><div>Also why is the block advantage for his overhead in drunken stance not a number but the word “dead.”</div><div>Is it so negative that you will die if you get blocked?</div><div><br></div><div><br></div>
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<div class=“QuoteAuthor”><a href="/profile/16572/alexlkd">alexlkd</a> said:</div>
<div class=“QuoteText”><div>Very good thread. Two things that I noticed so far that was inconsistent are:</div><div><br></div>Vega’s cr lk doesn’t force stand on hit.<div><br></div><div>Lei’s st lk is a low attack.</div><div><br></div><div>However I have two questions. Why are some of Lei’s moves lacking the startup like his overhead from drunken stance? Some of them I can understand not being important such as the strings, but his overhead startup is also not listed. </div><div><br></div><div>Also why is the block advantage for his overhead in drunken stance not a number but the word “dead.”</div><div>Is it so negative that you will die if you get blocked?</div><div><br></div><div><br></div></div>
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Lei’s data was done way earlier by Street11. He has a different means of doing frame data, that is limited in some instances tho, that is why it’s blank. We added the data so people have the majority of it at hand already. After we’ve done the other 3 characters (Guy - will be done NOW; +Christie and Elena), I’ll do Lei’s data and fill in the missing information and reconfirm the rest.<br><br>Edit: You misread that I think. Cl.HP forces standing. c.LK note’s section is empty.<br>
@alexlkd<br><br>Changed cr.LK forces standing to cr.HP forces standing. Thank you for notifying.<br><br>I mostly copy-pasted the Lei one from my own doc (btw I forgot to change st.LK block to L so I fixed that. ty) and I didn’t have tools to measure start-ups of string attacks. I did list his overhead start-up however (Drunken MP). If you’re talking about Drunken Rapid Fists, the second hit isn’t an overhead and it always combos after Drunken MP except in the very absolute max range.<br>While it IS true that they’re very negative on block, I just put “dead” because I wasn’t able to figure out the frame disadvantage on block (there are some complications due to him not being able to block right away since he transitions to Play Dead), and he goes into Play Dead afterward. Hopefully zUkUu would be able to figure it out.<br>Lei’s frame data actually haven’t “started” yet, and he will likely be done as the last DLC character.<br>
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<div class=“QuoteAuthor”><a href="/profile/16564/street11">street11</a> wrote: <a href="/discussion/comment/8010602#Comment_8010602" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”><a href="/profile/alexlkd">@alexlkd</a><br /><br>
<br /><br>
Changed cr.LK forces standing to cr.HP forces standing. Thank you for notifying.<br /><br>
<br /><br>
I mostly copy-pasted the Lei one from my own doc (btw I forgot to change st.LK block to L so I fixed that. ty) and I didn’t have tools to measure start-ups of string attacks. I did list his overhead start-up however (Drunken MP). If you’re talking about Drunken Rapid Fists, the second hit isn’t an overhead and it always combos after Drunken MP except in the very absolute max range.<br /><br>
While it IS true that they’re very negative on block, I just put “dead” because I wasn’t able to figure out the frame disadvantage on block (there are some complications due to him not being able to block right away since he transitions to Play Dead), and he goes into Play Dead afterward. Hopefully zUkUu would be able to figure it out.<br /><br>
Lei’s frame data actually haven’t “started” yet, and he will likely be done as the last DLC character.</div>
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Ah that makes sense.
<div><br></div><div>As for the overhead startup that wasn’t listed, I was talking about drunken fall which is F+PP. </div>
@alexlkd<br><br>I had since added f+PP and b+PP start-up. TY.<br>