Abel
EX Falling Sky: Start Up 7F (-1)
EX Tornado Throw: Start Up 6F (-1)
EX Change of Direction: Start Up: 17F (-1)
Akuma
EX Goshoryuken: Start Up 3F (-1)
Air Tatsu: On Block +6 (Guide has it as -11F [wrong syntax] [-5F after 1.06])
HK Tatsu: Damage 40,20x3 (instead of 40,20x2)
EX Tatsu: Start Up 12F (-1)
Ex Tatsu: Damage 30x5 (instead of 35x5)
EX Air Hadoken: Start Up 9F (-1)
EX Air Tatsumaki Zankukyaku: Start up 8F (-1)
EX Shakunetsu Hadoken: Start Up 26F (-1)
Misogi: Start Up 22F (-1)
Balrog
c.hk: on block -10F (despite notes saying -9F)
EX Buffalo Head: Start Up 13F (-1)
LP Dash Low Straight: Start Up 13F (-1)
MP Dash Low Straight: Start Up 14F (-1)
HP Dash Low Straight: Start Up 14F (-1)
EX Dash Low Straight: Start Up 14F (-1)
LK Dash Low Smash: Start Up 12F (-1)
MK Dash Low Smash: Start Up 13F (-1)
HK Dash Low Smash: Start Up 13F (-1)
Ex Dash Low Smash: Start Up 12F (-1)
LP Dash Straight: Start Up 4F (-1)
MP Dash Straight: Start Up 7F (-1)
HP Dash Straight: Start Up 7F (-1)
EX Dash Straight: Start Up 8F (-1)
LK Dash Upper: Start Up 5F (-1)
MK Dash Upper: Start Up 7F (-1)
HK Dash Upper: Start Up 5F (-1)
EX Dash Upper: Start Up 8F (-1)
Crazy Buffalo: KKK Start Up 22F (-1); Hold K 20F (-1)
Crazy Buffalo: PPP Start Up 18F (-1); Hold K 15F (-1)
LK: 11
MK: 12
HK: 15
EX: 11
the last start up frame of special step = first start up frame of the follow upe. So his LK follow up has 15F in total start up.
In regards to things being reflectable or not, there’s a difference between projectiles, and moves that have a projectile flagged hitbox. For example, moves like Ogre or Jack’s DP, or Zangief’s green hand are just normal hitboxes that have the projectile flag set to true. This means that the moves trade with projectiles, and are effected by moves that are immune to projectiles, but they can’t be reflected and don’t actually exist as independent projectiles. Another property is if you hit a character, normally all their hitboxes disappear as the hitstun animation starts. If you hit Ogre while he’s doing his DP, the ancient power “projectile” immediately ceases to exist and doesn’t linger. A real projectile, however, would.
Projectiles that can be reflected are separate entities saved in VFX scripts that exist independent of the move. This includes things like Cody’s knife and rocks, and Rolento’s knife. Also moves like Yoga Flame or Yoshi’s breath are not actually projectiles either.
Cool, thanks. I think you should either subtract the startup from the recovery column or write “full animation” in the recovery column because it’s kind of misleading how it’s written now.
Akuma
HP Shakunetsu Hadoken: On Block +3 (-5)
Hyakkishu EX > Hyakki Gojin: On Hit +11 (+10)
Hyakkishu > Hyakki Gojin: On Block +12 (+10)
Hyakkishu EX > Hyakki Gojin: On BLock: +4 (+7)
Checked new characters: Cammy
EX Spin Knuckle: Start Up 34F (35)
Cannon Strike: On hit +15 (+13)
EX Cannon Strike: Start Up 17F (-1)
EX Hooligan Combination, Razor Edge: Damage 120 (100)
EX Spiral Arrow: Start Up 8F (9)
Cannon Spike (All versions): knockdown (instead of hard kd)
Cannon Spike (All normal versions): -37F on block (-39)
EX Cannon Spike: Start Up 4F (5)
EX Cannon Spike: -28F on block (-29)
Cross Art: Start Up 9F (10)
Chun Li
HP Kikoken: On Hit -4 (-2)
HP Kikoken: On Block -9 (-4)
EX Kikoken: Start Up 11F (12)
MK Spinning Bird Kick: On Hit +1 (-1)
MK Spinning Bird Kick: On Block -2 (-4)
EX Spinning Bird Kick: Start Up 7F (8)
EX Hazanshu: Start Up 27F (28)
EX Hazanshu: On Hit 13F (14)
Super Art: Start Up 8F (9)
Dhalsim
s.LK: not rapidfire cancelable.
EX Yoga Flame: Start Up 14F (15 according to patch 1.08)
Guile
c.LK: On Hit +3 (+4 according to patch 1.08)
EX Sonic Boom: Start Up 10F (11)
EX Flash Kick: Start Up 5F (6)
I changed the way I mark the differences. Instead of noting the differences, I note the “old” value.
I also updated the op to make sense out of the mess of HTML cluster fuck it is. bless the new software…
How much so though, I feel like I am getting away with murder, so i was thinking they might be hard to punish based on spacing, and wanted to know the real numbers. Also, the SD on EX lariat.
I’m doing Hugo’s check up the moment we’re speaking, so his specials will be frame checked in an hour or so.
Any chains you’re looking for in particular? Not feeling like doing all of them since some seem like they will be never used.
SD means static difference. The +/- numbers we use are the SD values. Technically speaking, the frame data is stuff like the startup/active/hitstun/guarstun/recovery/etc… and those number combine to create SD on hit or block. Basically SD = frame advantage.