Final checks are done. Unlike what I had expected, there were a lot of frame changes. I have added in all crush frames and changed invulnerability frames, no matter how useless they may be (Christie’s cl.st.MK lol)
Paul’s Sway was throw inv which is understandable, but Lei’s throw inv Drunk MK made me go wth
He already did. Megaman, Pacman, Toro, Kuro, and Cole all have their frame data in the doc.
EDIT: Reread. Active and recovery frames aren’t listed because, on PS3, there’s no way to really get those. The only reason it’s listed for the other characters is because he’s able to read the files from the PC version, and thus get the active/recovery frames from there.
Actually, I do have the files from PS3. The only problem is that the standard reader doesn’t work on files for PS3 due the console having a different architecture. I either have to read everything one by one in hex editor (which will be extremely time consuming) or make another reader solely for files from consoles. I will do it eventually when I have time.
Active and recovery frames for PS3 characters are done except for that white cat, and it might or might not be done.
Next, I’ll just compare pc files and ps3 files to see if there is any discrepancy between the two. Most likely there will be no more editing afterward.
Hey street is this an error? It says Juri’s M ex Fuhajin is airborne from frame 4-15 and starts up in 16…I tested this with throws and the throws still whiff…wouldn’t they be able to grab Juri anyway since the airborne frames end before the projectile comes out? Or does that mean M ex fuhajin has a start-up of 15?
Does Cammy’s clst.hk cause less hitstun on crouching compared to standing? I swear clst.hk xx jump, Cannon Strike feels harder to do on crouching compared to standing. Can’t tell if it’s a pushbox thing (wider crouching pushbox means that Cammy is further away when going for the cannon strike, thus it hits later), or if it is just less hitstun on crouching.
If it’s the latter then that might be worth noting.
First active frame is not airborne (you trade with a normal and you get grounded hitstun), however, it is also true that you cannot throw her. Maybe projectile hitbox beats throw target attach hitbox?
Advantage is the same on hit. Cammy indeed is further away when cl.st.HK hit crouchers.
After a long thought, I have decided that it would be much more convenient if I abolished link-cancel and just reduced all the recovery by 1f and increasing the advantage by 1f.
Chances are you’ll go for an attack rather than a jump with a move + on block, and you’ll go for a block rather than a jump with a move - on block. It’ll be much easier to calculate links and punishes if I got rid of LC altogether. With the exception of Lei’s Dragon MP (because crouching to cancel his stance does not take advantage of LC, thus making some links impossible), I’ll be doing the process. I’m going to make a backup of a version with LC just in case.
There will be weird cases in which some -1 moves will be punishable by 2f SA… but that exists in SF4 as well (-5 move punishable by 1+5 Super, Dan kicks which is -2 on block punishable by Gouken’s 1+2f Super, etc.) and will not be that much of a problem.
Alright, that’s what I thought. Thanks for the clarification.
I’ve been wondering about that. Is that only the case with supers? Perhaps it has something to do with the way super freeze works and how it affects the frames afterwards?
I do not have 100% guarantee, but I have a theory. It seems to happen in 2 cases:
IASA is not specified
Last multiplier is higher than 1
In case 1, I’m not sure if the frames work in the same way as SFxT, but it cannot be blocked for some reason with the ones with a Super freeze.
In case 2… If the last multiplier before IASA is 2 for example, it gets hit. If it is 1, it can be blocked. I can only guess that the multiplied animation gets screwed up during Super freeze?
Isn’t the lack of an IASA the moves where the link cancel glitch occurs? In which case, the Super Freeze would appear to be “undoing” the link cancel glitch. (I don’t remember exactly what your theory behind the link cancel glitch is, only that it involves IASA frames in some form).
For the 2nd case, I don’t think it’s the animation being “screwed up” per se…perhaps when it’s finding the frame to stop on for the super freeze, it’s rounding down with the multiplier? So you essentially get an extra recovery frame. Something like that.
To be honest, I have nearly zero experience with reading SF4 files (I started with SFxT), so I do not know if link cancel even exists in that game. I wish I knew more about the game’s system.
You might be correct for the 2nd one. It certainly has something to do with the multiplier since all of the weird ones involve multipliers of higher than 1 at the end (except for the ones that do not have IASA)
To be honest I think it is better to leave in the notes saying which moves are link cancelable (as it is now) and put a disclaimer on the misc page saying exactly what link canceling will do to affect punishes, links, etc.
Although I guess it’s dependent on what the data is used for