You mean you want a st.MP xx LK Senpusha infinite
I added it. TY for the info.
You mean you want a st.MP xx LK Senpusha infinite
I added it. TY for the info.
Wouldnât 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 thatâs easily possible, and then you wouldnât have an infinite. Iâm sure the game can register that quite easily.
Actually it wouldnât 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 â+6 but cannot link on hitâ itself is easy, but if you add the condition âafter the first LK Senpushaâ it suddenly becomes such a hassle.
What? Ridiculous. I donât believe that. that sounds like it would be an easy thing to do. If chun canât do an infinite with her LL in SF4 I canât it being a problem here. There would just be no looping. It canât be that hard to code in.
If you try to prevent the loop with st.MP, itâs either she gets no loop at all or she gets around 3-4 or more loops with a normal thatâs 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, itâs dependent on how much blockstun the move before has alongside the start-up of the move youâre cancelling into. For âlinks,â itâs similar to how you see if a link will combo.
Ryuâs 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 opponentâs blockstun ends (16 frames of blockstun vs 13 frames of start-up).
Ryuâs 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) wonât give TBS (true block strings) to low attacks since you have to manually block them I believe.
Maybe Iâm being dumb, but how do you calculate blockstun?
Maybe Iâm 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.
Your math is off. When calculating the hitstun/blockstun, itâs as follows:
(Active Frames - 1) + Recovery Frames + Frame Advantage = Hitstun or Blockstun
So, for G-Clef Cannon 3rd Hit, itâd be (2 - 1) + 30 + 2, which is 33 frames of hitstun. Then you subtract 16 frames for a cancelled Hunting Stance to get the total + frames, which would be +17. Likewise, for the blockstun:
(2 - 1) + 30 - 15 - 16, which is 0. So itâs +17/0, not +23/+6.
As for B + HP, I mentioned it in the Frame Data thread, and street11 figured out that Kuma cancels into Hunting Stance 8 frames late from the overhead, itâs not exactly a unique cancel. So itâd be calculated as if it were 24 frames for the hunting stance cancel. So, for that one:
Hitstun: (3-1) + 21 + 2 = 25 frames of hitstun. 25 - 24 = +1 for a Hunting Stance Cancel.
Blockstun: (3-1) + 21 - 2 = 21 frames of blockstun. 21 - 24 = -3 for a Hunting Stance Cancel.
Unstickying this from the site-wide stickies for now. :tup:
Errr⌠I know Iâm super late to the party but, whatâs the minimum height for air normals in this game? On what frame of the jump is the earliest you can start an attack?