The System Mechanics Thread

Whoa cool info. Explains why cbk is weird for people and requires pretty tight timing, so if its well spaced most just opt to block.

Sorry if this has already been mentioned!

Messing about in Training mode and it seems everyones wake up time is roughly the same (or maybe exactly) apart from Makoto and Urien (slower) and 12 (much faster) looked at frame data and it seems to contradict this totally (unless i’m misreading it) can someone shed some light?

It could be that there are different knockdown lengths depending on how you were knocked down. there could be inconsistency in the data on ESN’s site too.

also how it looks visually in real time and how the game sees things aren’t the same. so you may feel a character is done standing when they aren’t or vice versa.
for example visually, twelve is down for 40 from being in knockdown to eventually moving to get up. urien is down for 53. it takes 20 for twelve to get up and 23 for urien to get up.
similarly makoto is down for 49 and takes 22 to stand up.

so overall urien is slower but the big difference is in how long he stays down which i think really makes it stand out visually. 13 frames is around 33% of twelve’s time from knockdown. that’s considerable and definitely something you’d notice. but otherwise it’s mostly a matter of 5-10 frames here or there which i don’t think often makes a huge difference when waiting to see what’s going to happen so it wouldn’t be surprising if it didn’t feel that different (which it usually doesn’t in my experience).

Have you ever thought that maybe it’s just you that sucks at english and not everyone else?OMG I SWEAR ITS SO DIFFICULT WITH YOU SOMETIMES

“封印時間 (seal/stamp time) for the 4 types of parries (not including red parries). assuming this means time you have to input that parry attempt again? Someone please correct me if im wrong. these are the frame times:”

I understood what he meant but it was unclear at first. Seemed like he was identifying a period in which another parry could be had but obviously that doesn’t make sense. Saying “assuming this means time you have until you can input that parry attempt again,” would make more sense for the intended meaning.

@Dander , anyway why you trying to pick on my English when Mr. YoYo has pooped on yours before!? I was just adding clarity to a statement.

Pictures with misspelled words and extra long chins are trouble! Habit forming even!! Stop rabble rousing you!!!

Just fucking call it parry recovery, goddammit

OK basically i wasnt going by visuals, i was testing out a safe jump setup after Corkscrew (thanks Yuuki) which is f+mk, super jump HK. This pretty much works on all the cast apart from Urien/Makoto (wake up too slow) 12 (wakeup too quickly) and Q (seems to wake up at the right time but i jump straight over him) so yeah :confused:

I think characters fall at different rates (Alex?) and just move in reaction to knockdowns a bit differently. Which means they’d start their wakeup at different times. You’d really have to analyze the whole sequence step by step to see what’s going on I think. Lots of moving parts in this specific situation.

There are two different fall downs/wakeups at least I know for sure.

One is big, from supers and specials that knockdown i think.

It also seems to depend on how they were hit a bit more. Like with Ryu vs Makoto. If you do shoryu to her, she will fall flat onto her chest. If you do tatsu she will twirl and bounce. If you do both of those to Chun she will do her exaggerated bouncing fall, if you sweep her she will do a ‘normal’ fall. If you sweep makoto she will do the normal fall onto her chest with no flopping around.

But just looking at them (I’m playing at like 40% normal speed watching and comparing) they look right for the ‘big’ knockdowns which a super would be. It could just be that some characters treat some moves differently. Not really sure. But that + how quickly they land from the move would definitely change things significantly.

First time I’ve readily agreed with one of your lengthier posts. Other times I think you’re over-complicating it unnecessarily.

Either which way, I’m da bess.

@deemo

You sure it works on twins and dud? id imagine they get up too fast so you wouldn’t bother wiffing the toward mk. I haven’t tested it but it’s more useful obviously against characters that do reversal moves on wake up like shotos.

Against other characters like Urien you could probably wiff a different normal? I dunno I don’t have OE to test right now.

Edit: you mentioned twelve. Kinetix once told me that for some reason you cannot Meaty rose twelve after cork in the corner. not sure if it was a training mode glitch or in a regular game too. This shouldn’t even be the case cause I don’t think he has the quickest wake up in the game?

I was gonna mention that video Kinetix posted. Always wondered what’s up with that.

@deemo @ryan.

Kinetix video

Yeah that’s like the same style knockdown as from a sweep, not what a super usually does which is much more exaggerated (legs over head big bounce/bend).

12 most definetly has the quickest wake up in the game, i know this because my friend mains 12 and he’s constantly back dashing out of wake up pressure or throwing me on wakeup because i’m timing meaties too late D: (also he says himself that it’s faster than usual)

@ Yuuki it works on the majority of the cast (wether its super meaty or not is a different question, but it’s more or less meaty) apart from 12, Urien, Makoto and Q. yeah it’s more useful against reversals, but it’s also pretty good to time/space meaty empty jump from mid screen

^ That’s what makes Twelve so gdlk online.

twelve does have a fast wakeup but so does dudley, yun and yang.
you’re confusing wakeup animation with everything else that’s part of knockdown. and since we only have data on hard slam type knockdowns…
the data isn’t wrong. you’re just looking at a portion of possibly relevant data and using it incorrectly.

twelve’s backdash is also pretty much the best backdash in the game. has nothing to do with his wakeup. if on his wakeup you timed a throw like you would for ken/ryu you would whiff vs twelve.

go watch all of that guys videos. you’ll see the corkscrew videos are consistently weird, he has to pretty much throw a rose immediately. he also has rocket upper videos same situation, but in those he has plenty of time for a number of reasons, including the characters having a different knockdown animation.

so what we can say is twelve’s sweep type knockdown animation is maybe the fastest in the game. his slam type knockdown is not though, but you’re not seeing it in that video because corkscrew doesn’t use that knockdown.

and that info is all that’s on ESN’s site, slam type knockdown wakeup.

Smells like Turkey

Doesn’t Necro also have a faster than usual wake-up?

The only data available is for slam type knockdowns. of that type of knockdown, the fastest are dudley, yang, twelve and necro.

^ Hence Artayes’ style wakeup throw/electricity yomi.