Street Fighter x Tekken v2013 FRAMEDATA (incl. DLC Chars)

You mean you want a st.MP xx LK Senpusha infinite :wink:

I added it. TY for the info.

Wouldn’t be an infinite. You can easily correct that. Just make it so that after the first L senpusha, if another L senpusha is done after st.mp then just have it do more pushback on hit then, she would still be +6 on hit but unable to combo since they would be pushed to far back. I know that’s easily possible, and then you wouldn’t have an infinite. I’m sure the game can register that quite easily.

Actually it wouldn’t be possible, unless you add another version of LK Senpusha with enough pushback that unless LK Senpusha was done raw you cannot link with any normal at all. The situation of “+6 but cannot link on hit” itself is easy, but if you add the condition “after the first LK Senpusha” it suddenly becomes such a hassle.

What? Ridiculous. I don’t believe that. that sounds like it would be an easy thing to do. If chun can’t do an infinite with her LL in SF4 I can’t it being a problem here. There would just be no looping. It can’t be that hard to code in.

If you try to prevent the loop with st.MP, it’s either she gets no loop at all or she gets around 3-4 or more loops with a normal that’s not st.MP and has a small pushback, such as st.LK.

Then 3-4 loops it is then.

ok now detail the hitboxes.

@FengShuiEnergy what makes a block string true in terms of frame data? Is it the start up of the special move which indicates whether it will be a true block string of not?

For cancels, it’s dependent on how much blockstun the move before has alongside the start-up of the move you’re cancelling into. For “links,” it’s similar to how you see if a link will combo.

Ryu’s cr.mp, for example. It has 16 frames of blockstun. If you cancel it into Hadoken, it will be a true blockstring, as the hadoken will connect before the opponent’s blockstun ends (16 frames of blockstun vs 13 frames of start-up).

Ryu’s cr.mp, cr.lp would also be a true blockstring, though the timing would be that of a one frame link. Cr.mp is +3 on block, cr.lp has 3 frame start-up.

Basically what Lwdubya said. Also note that true auto guard (aka leaving the stick in neutral) won’t give TBS (true block strings) to low attacks since you have to manually block them I believe.

Maybe I’m being dumb, but how do you calculate blockstun?

Short version:

(Active Frames - 1) + Recovery Frames + Frame Advantage = Hitstun or Blockstun

One of my posts in the thread goes into more detail.

Unstickying this from the site-wide stickies for now. :tup:

Errr… I know I’m super late to the party but, what’s the minimum height for air normals in this game? On what frame of the jump is the earliest you can start an attack?