Did I send a message saying that? Though it is one of the things I want to know about. Perfect frame c.lk is something I need to know for matchups like Saks and Honda. How do you practice them to get the timing like a combo?
@Mr Annual whoops it was MrMoodyPants lol oops.
I dont use set ups vs high start up reversals like bison and sak with c.LK but and Honda I just safe jump instead but uh…
Basically I look at the start up on their reversals and look at how much room for error I have. I dont even need to use a meaty c.LK to recover in time for ex sakura, but bison and rufus I know I have to hit near meaty to recover in time.
Idk how to explain it any better atm lemme get back to previous post ( o he posted again)
@MrMoodyPants
New page
I’m aboutto test if the uh… 30 frame move hits with f.HP at +4 or +6
It’s +6 f.HK
So so far c.MK
40 Frames = +7 c.LK
28-30 Frames = +6 f.HK
See I’m confused now. f.HK is active 4 frames according to uh srk wiki let me check event hubs
Says 4 frames active too. I don’t get it.
How does a 4 active frame move that’s +4 on hit get 3 frames to get +6? Maybe after the first frame it’s always +6? I’m not even about to check that.
See this is why I take so long I go test something out. Capcom makes no sense with Dudley when it comes to safe jumps, meaties, and OSs. How can you OS with no options?
anyway.
You can base your set ups for all hard knockdowns if you find out the frames (has to be near frame perfect) for a last frame set up on any of the 3/4 moves mentioned.
To test I found out a few months ago a meaty f.HP +8 after fthrow in or near the corner.
Fthrow Jump +normal whiff f.HP
Right before I started posting here I made 4 more set ups for f.HP
fthrow+8 f.HP = (40+4)+10 - 44
dash > HK Duck > f.HP
jump + attack > f.HP
Backdash Fdash
c.LP f.HK > f.HP
This is the part where I stop since I’d have to find out exactly why f.HK can be +6 for more than 2 frames. I’m going to record the set ups real quick now just to do it, I was going to spend tomorrow night recording OSs at 30 fps but. lol delays
waitfortut
If someone can answer before I feel like finding out myself let me know.
I have an idea someone post on Capcom unity and ask how many active frames does f.HK have.
Because Frame data says
f.HP
Start up 13 active 7 - +2 on hit
f.HK
Start up 15 active 4 - +4 on hit
Meaning a +6 f.HK = a +4 at least f.HP
There’s 2 frames according to frame data where a f.HK can be +6 so at most f.HK set ups can make f.HP be +4 or +5
Tell me why some +8 f.HP set ups set up +6 f.HK and some don’t?
Fthrow > whiff jump attack f.HP +8
^^ f.HK whiff
Hard KD f.HK s.LP, whiff jump attack f.HP +8
^^^ f.HK +6
I feel like DSP right now like HUH? I’m done.
Actually someone can just find out the active frames for f.HK with the method i sorta explained.
Actually thinking back, the 32 frame set ups after c.MK would mean f.HK is active 6 frames wouldn’t it?
5 min long video but it’s w/e.
f.HK has 4 active frames according to the game script.

don’t mind the startup & recovery, the script uses a different set of multiplier so it varies.

there’s A LOT of incorrect frame data on srk wiki & eventshub, i’m not sure what kind of method they used to find those information but it sure ain’t accurate.

it says here that dudley’s f.LP has 4 active frames in the game script compared to 2 active frames shown on srk wiki. if you ask me, i have more faith in the game script than some wiki editors who think all of dudley’s target combos have the same startup for some reason.
was this helpful? sorry i skimmed through your posts and didn’t watch the video since i have to wake up in 3 hours to go to work, but i’ll take another quick look at it tonight if i have time (tfw no gf). and oh yeah totally unrelated but hajime no ippo s3 greenlit next season.
I have been summoned.
Anyways, the game script vs the wiki issue is a combination of things. 90% of the time you should go by the wiki NOT the game script. Especially that frame data tool at the bottom that @razor5070 put in. There is a reason there is an asterisk * and the word “aprox” because the thing he added to count the frames of the script isn’t entirely accurate. It is a good aproximate judger but you need to look at the hitbox tables, the speed tables, and calculate them. In addition you are best testing these things on your own.
If you need more proof as to the fallibility of the frame counter I can even point to one in dudley’s scripts that is OBVIOUS:

Last I checked, Dudley’s crouching MP doesn’t have a 1F startup.
Also to answer your confusion:
Dudley’s f+LP is 2F active. If you look at the hitbox values the hitbox is active 9-13F before speed values take into account.
Checking the speed values, starting on 9F the script runs at 2x speed. So
13-9 = 4F
4F / 2 = 2F
I think s.hk should be 1 fram
Could you clarify this or what’s up with f.hk?
The frame data is correct. I dunno if the SETUPS are correct though, are you sure that after a f. throw - whiff jump - f.HP is actually +8 and not +9? Because that would explain it.
15F startup + 4F active on fHK = 19F
13F startup + 7F active on fHP = 20F
That means that there is 1F where F.HP can hit but f.HK would whiff.
my bad and thanks for clarifying that out, i thought the 6LP was a new script like DUCKING_L_aer that the developers didn’t officially mention as part of their “hidden changes”. it turns out i didn’t know any better, but is it safe to assume most active frames that’s displayed in the Scripts are accurate? if i remember right only the 6LP and 9LP had different active frames compared to srk wiki, the rest were displayed “as it is”.
by the way since you’re here, can you show me how to make a special move throw invincible or completely remove a character’s throw hurtbox for a certain period of time? it’s one of the few things that i can’t seem to get it right no matter how many times i try. granted i recently picked up onotool again, so for the most part i’ve been going through trial & error route if there was no current info on the onotool.wikispaces (or maybe there is but i’m too retarded to find it?).

what i’m trying to do is to make short swing blow throw invincible until the active frames end, but dudley still gets grabbed even when i add THROW flag in the invincibility section and check everything in location. does this have to do something with the hurtbox section? because i tried completely removing his hurtbox yet he still gets grabbed on his way back. basically this is what i want youtu.be/68lt2WqiLqI?t=4m25s oh and i’ll pm you from now on (if that’s cool with you) regarding the onotool if i have some other questions (if i can’t figure it out myself), don’t want to derail/clutter this thread any further.
sorry didn’t see your previous posts (i’m blind).
To make a move throw invincible for certain frames you want to check everything you want to be VULNERABLE rather than everything you want to be INVINCIBLE I know it seems counter intuitive but that is how it works:
http://onotool.wikispaces.com/Invincibility
So if you want something throw invincible you have to have the location set to “none” just as that 2nd screen shot indicates with 0-17 throw locations “none”
If you have further questions you can ask here:
@Thirtyfour
The wiki has the frame data listed correctly for f+HK; it has 4 active frames. The f+HP data is also fine.
However, you mention that the frame advantage for a meaty f+HK would be capped at +6. This is not the case; it follows the standard rules and goes up to +7 (allowing an f+MP link). I’m having trouble following some of the posts here, but hopefully that removed the confusion.
wait whoa what
my brain just exploded
thanks for the help eternal, i’ll start posting there from now on instead of spending hours trying to figure something out myself.
oh and following shodan’s post, in case it wasn’t clear enough.

just to be sure, TgtAnimTime is what determines the frame advantage on hit, counter-hit, block, and unknown state right?
Wow it does work (lmao) f.HK caps at +7 then since it doesn’t gain frame advantage from counter hit.
This is new to me, but it makes sense since it gets all the advantage it should on block.
Thanks @Reewind @SHODAN @Eternal @otori
Now I can makes sense of everything.
tut
To make meaty set ups and safe jumps with the tut.
Take the frames of advantage from above (so far f.throw)
Subtract start up of a move you want to be meaty.
Equal that amount to whiff data
???
tut
Example
whiffs only because of fthrow’s reverse hitbox when it does
I’m doing it.
I’m making it happen.
What would be the best way to sort out the meaty set ups?
by normal?
or by knockdown?