I’m not certain exactly how it is defined. Here is the thing, against certain airborne moves it works (For example you can hit Cody out of the airborne frames of his LK Ruffian using cr.MK) however for strictly JUMPING attacks I couldn’t get it to work no matter how much I tried. Even just jumping without attack I’d pass through the opponent or I’d hit them once they are grounded but never in the air.
Something that has me confused. In Vanilla SFxT Cody’s overhead was already -6F on block (I could punish it with a s.MK/MP from Cody which I knew were 6F startup. However in SFxT they removed the 2nd hit when blocked which should have increased the negative frame count when blocked, yet it’s still -6F. Could you test pre-2013 vs 2013?
(cross posting from SFxT general thread so it’s easy to find in the future)
Hey guys,
So some of you may remember me talking about making an app for phones for SFxT frame data. I’m taking a run at it in my spare time. My end goal is to have frame data for every fighting game that has data available, so it can be a one-stop shop for all your frame data needs (and maybe let you take notes per move/character), but we’ll see if it gets that far. I have some ideas for how I’ll display the data in ways better than current apps.
Anyway, as a stepping stone to that app, I made a database of all the SFxT frame data and built a quick and dirty Windows application to view it. The phone app won’t look anything like this (hopefully a lot sexier), but I figured since I made this little test program for myself, I might as well share it with the community in case you want a bit faster way to browse SFxT frame data.
This doesn’t really do anything the google doc spreadsheet doesn’t already do, so it’s nothing overly amazing, but if you want to have a faster (or offline) way to view the data, feel free to grab this program. Thanks to Zukuu for letting me use the data.
His special step backdash (or “sway” as it’d probably be referred to in Tekken) is 14 frames. So yes, it’s quite fast. Don’t know about any invincibility though.
I did some of my own testing and got the same result. In addition, I found that there’s a minimum delay of 2 frames before you can cancel Special Step with the backdash. It’s possible to reversal out of the gap in Kazuya’s LP>MP>MP string, but it’s not possible to reversal out of Asuka’s MP>LP string. This means that an instant SS backdash is 16 frames total, and it has the same startup vulnerability window as Power Stance.
this is spot on im wanting to look into frame data to improve my game this will make the difference.
but i was wondering how do people implement all of this into their game. also is every ones jab the same amount of frames.
CADCing forward will always be quicker, dash is 28 frames recovery, his forward dash is 17 frames.
That said, how do I find what this leaves me ‘on block’ after CADCing from a normal? Do I add the recovery of the normal and take away the frames of the forward dash in the frame data? For example his high kick combo (mk, mk, hk) leaves you at -6 on block, -3 on hit, it has 24 frames recovery, and his dash is 17 frames forward, so I would be +1 on block and +4 on hit if I CADC forward ‘perfectly’ after high kick combo… am I correct with this assumption?
Frame advantage + active -1 + recovery = hit advantage, then you subtract the CADC from it. Take note that CADC has a inherent delay before you can dash cancel tho. The doc has the data on it too.
Sweet, thanks guys, I figured it was something like that except that I didnt take that one away in the calculation. Also all the stuff you have in the how wrong page grammar is gna be useful when learning him so thanks for that!
Julia’s dash is cancelable into Party Crasher because of the move’s input (f,f+MP). The combo works by canceling cr.HP into super charge, canceled into dash, canceled into Party Crasher. Since there’s a 13 frame delay on her charge cancel, and the first frame of her dash has to come out to cancel it into Party Crasher, its effective impact frame in this case becomes 13+1+8=22, which combos from cr.HP’s 25 hitstun.
Hey there you frame data monsters,
is there a general rule of thumb do determine the frame data on boost combos, how much - they get?
For e.g. Ryan Hunter uses Steve’s cr.jab, cr.mp or Julia’s cr.forward, fierce pretty often.
I’d just like to check up on a few combos like that.
Not really. If there is, it would be only for a very small portion of the moves. Tho, ~crouching tends to be a lot worse then ~cl most of the time.
If you want a specific chain tested, tell me which and I’ll look into it. Please no “all of Steve’s” or something but if you think one is (close to) safe, it’s worth to know exactly.