NKI, couple questions. I’ve started doing some of my own analysis, including documenting the animation frames involved in each move. Does the book denote which speed is being analyzed (I would assume turbo 3, but would like clarification)? Also, is there any information on the “slow down” effect, caused by meaty attacks or certain special moves? In my analysis, doing a shoryuken while this slow down occurs (during an opponent’s hitstun, resulting from a hadouken) produces extra frames. This makes perfect sense, as the “slow down” most likely doubles frames for a certain duration, or something along those lines. I’m sure it is quantifiable,
but am curious if YBH explores this at all.
I would like to quantify the duration of each animation frame, but for now, here is a teaser of what I’m working on. Not quite as graphically nice as YBH, but this is just a start.
‘Hitting attack’ refers to an attack that hits a crouching, non-blocking opponent at close range (obviously, the most opportune attack).
-Startup frames refers to the frames that occur before the attack can hit
-Hitting frames refers to the frames that can hit the opponent (red hit box present, if cross-referrencing YBH)
-Recover frames are those at the end of the attack which have no red hit box present, and the attack is completely vulnerable
-I broke these down within the total frame duration of the attack; i.e. for WW Ryu, the 1st-6th frames are startup, 7th-50th are hitting, and 51st-73rd frame are recovery, with a total duration of 73 video frames (or, 1.2167 seconds).
‘Non-hitting’ attack refers to an attack that does not hit (whiffed attack, practice attack, etc.).
‘Non-hitting with slow-down’ is the attack performed while slow-down is being produced (from a fireball hitting the opponent, in these instances).
WW Ryu jab shoryuken:
http://img168.imageshack.us/img168/7585/wwryujabshoryuken5ml.png
ST Ryu jab shoryuken:
http://img462.imageshack.us/img462/7268/stryujabshoryuken9wu.png
One other thing I’ve noticed: the total number of video frames for a given move is not 100% constant. There appears to be some sort of “frame insertion” or variable animation (specifically defined, I would assume, but nonetheless present) occurring. I have witnessed this with ST Ryu’s jab shoryuken on both turbo 2 and turbo 3, as well as (and most importantly) Ken’s fierce shoryuken. Ryu’s “hitting” turbo 3 jab shoryuken is either 43 (as documented by me) or 44 (as documented in YBH) total video frames. I would be willing to dismiss this as some short coming in my caputre/analysis procedure, however, (and this is why it has proven to be most important in this theory) Ken’s fierce shoryuken, in rare instances, produces 1 startup animation frame. This attack is commonly held as, and documented in YBH as, being a first-frame hitting attack. Roughly 90% of the time it is, but roughly 10% of the time, there is a startup non-hitting frame. While my hardware could certainly be dropping a frame randomly, producing variable results, in no way would it insert a startup frame on a move that is documented in YBH (and again, commonly accepted) as having no startup frames. Seeing this consistently in other moves offers some validity to the existence of a “variable animation” purposely programmed into the game. Any mention of anything like this in YBH, NKI?