Yea. I’m basically checking it move by move, and doing it fast like before will leave the spreadsheet with many errors.
Take yer time.
Street, I can’t remember but…did you say that if a move is cancelable and LC…that they lose the LC? So say if Cammy CADC’s her st.mp which is also LC…does she still get the LC?
If you cancel the move into anything, you lose LC. LC is only applicable if you go up to the last recovery frame of the move. Canceling transitions to another move.
Alright. Thanks. But except Juri’s dash.
Yes. Only because her dash itself is LC, and you cannot cancel dash into anything else.
Alright that makes sense. Thanks.
Y’know how before we were talking about speed gems and what not? and how I was incorrect on the frames for jumps? Does that also apply to KD and rolls? Like it takes 50 frames ( 49 for ogre and 61 for kaz if he’s on his stomach) to rise and 51 frames from a downed state to a complete roll. So you couldn’t calculate the percentage like I did with jumps could you?
TBH I do not know as I didn’t find out whether the speed gems work on the wake-up motion.
They do. Well…the animations are sped up that’s for sure.
Then it applies I believe. It probably differs for every character, depending on how their animation is multiplied.
Really? But wouldn’t it not matter since everyone save for ogre gets up and rolls at the same speed?
That’s what I would have to check separately. Wake-up animation is separated for every character, and there is a possibility that multipliers are different yet the total duration is the same. They’re all possibility, so there still is a chance it’s the same for almost everyone.
I’m not sure about roll tbh. It might be a common thing as every character rolls at the same speed without exception (Ogre rolls in 31f too iirc)
Yeah EVERYONE rolls at the same frames 31. There is no exception there. Just wake-up in place. In which case ogre and kaz. Kaz gets up 11 slower on his stomach and ogre gets up 1f earlier on his back and stomach.
It’s interesting that Ibuki, Rolento and Rufus’ launchers only crush crouching attacks until right before active frame. So basically you can trade crouching attacks with the launcher using those characters.
Forever Freebuki? :sad:
That makes sense as that happens to me all day with rolento
Use that to your advantage. Do a solo launcher combo after you activate Pandora
Street question. If Juri counters a meaty move on the last active frame like say Bison’s cl.hp. active for 3 frames and recovery of 18. So if Bison meatied it on the last frame that would make him +1 advantage right? But add in the hitstop…would Bison gain 1 more frame sine he goes through hitstop? Thus making him at the 0 neutral position?
Actually it would technically be +1, after gaining 1 more frame. I do think I had told you back then, but I was 1f off in cancelable frame for her counter. She can cancel into moves at the 20th frame, and the move starts coming out at the 21st (so 4f move would take 20+4=24 frames). It would be 20-18 = +2 for Bison, but since Juri ignores 1f of hitstop it becomes +1 for Bison.