Whoops! Looks like that didn’t make it into my to-do list before. I just added it so it will for sure be fixed today.
VFrames stores its data locally. It only tries to get new data when you tell it to. Even when you tell it to, the data model we use is only 500kb. You could update over 2000 times and never use a gigabyte of data.
A windows 7 application is pretty unlikely, but we will have to write a web front-end for some of the features we have planned. That may evolve into a responsive page for any mobile device. Nothing beats a native app, but I can’t imagine writing a native Windows app for this project when we enough features planned to take several more months’ worth of dev cycles.
Really glad you think so! That said I learned a lot about iOS while the app was in review so I’m really looking forward to applying that knowledge to make VFrames better on both platforms.
Check out that tweet for a peek at things to come tomorrow! The app is already released with those features, so we’ll be adding more recommended videos on the backend tomorrow. It’s in a staged rollout to only 20% of the population so we can iron out any bugs before dialing it up to 100%.
I guess it’s time for me to give the iOS app the same love
Awesome update! Combo section came in handy last night. I was trying to collect tiles for each of the characters and needed some ranked wins. Really helped out
I was wondering if you can add knockdown, jump, and dash frames? That would be super helpful for putting together a higher level gameplan. This video about snake eyes recent tourney wins shows how handy it is to know…
No problem at all! Sorry the featureset isn’t up to par with Android yet. Android is a little easier to release + test on, so we’ll typically release features there and then get back to iOS. In this case, work is beginning tonight on getting iOS to parity
i think a explanation of the terms in the bnb combo category would be a nice thing to add.
i know what it means but some new people might have issues with it.
or you show them with your movelist icons which of course takes then up much more space, at least when you cant shrink them.
There are a lot of possibilities here with including explanations for complete beginners. Those ideas are lower priority than adding features that will help existing fighting game players, but I’d be surprised if they didn’t eventually make it in.
@AndyG, nice BnB Combo section! However, there are errors for Vega’s BnBs.
In the Intermediate Combos section, the description for the combos are all for Chun-Li combos.
Also, minor pet peeve. Switch Claw has been renamed to Switching Claw from like beta #4 onwards. Maybe be more consistent with what you capitalize. Eh.
Here’s an idea. In the BnB Combos section, you could use the V-Trigger (or stance for Vega) button to separate regular and V-Trigger (and claw/hand combos for Vega) combos from each other and possibly fit more combos in. However, this may be a bit more complicated for users to keep track of. Let me know what you think.
We’ll get these fixed on Android ASAP. Sorry about that oversight. Luckily, the first pass of BnBs will be the last time lots of characters get entered at the same time, so that will most likely be the last time such errors get past QA.
The V-Trigger/stance change button will be making its way out of the action bar and into the actual frame data fragment very soon, so we’ll consider other ways to separate combos. Right now it’s not a problem but that BnB section may well grow and other characters may have more stance-based variation in their combos.
I found a few mistakes in Vega’s frame data on the iOS version.
It says claw on st.hp xx stance switch is -3 on block. 3 frame moves can’t punish it. According to the srk Vega forum it’s -2 on block.
It says claw off st.hp xx stance switch is -1 on block and +4 on hit. St.lk is 3 frames and on block trades with 3 frame moves so it’s 0 on block. Claw on cr.mp is 6 frames but they combo. Cr.mk is 7 frames and won’t combo so it should be +6 on hit.
Flying Barcelona Attack and it’s follow ups are a little confusing because the in game move list only names the follow ups and not the actual wall dive. The Vega forum tends to call the the part that leaps to the wall Flying Barcelona Attack and the punch follow up FBA swipes. The app doesn’t show the punch follow up in the move list at all. Anyway Ex fba has 9 frame startup. Fba swipes has a 3 frame startup an ex has 9 frame startup. You should also put that claw on fba swipes knock down on hit into a juggle state, but claw off swipes leave the opponent standing. Claw off swipes are +7 on hit.
Also while I was going back and forth from the app to my phone’s browser the claw on and off data got reversed for some weird reason. It even stayed that way after I closed the app and restarted it.
Anyway thanks for this app. I can’t wait to see it finished.
Hey all! New versions have been released for Android and iOS.
The iOS update brings all the features from Android to iOS: BnB combos, recommended videos for each character, and a list of current streamers. It does so in a very natural iOS-y feel, replacing the sliding pages with a tabbed navigation controller.
The Android update brings a Character Comparison page, brought up by long-pressing one character and then tapping another. This is where we’ll add more features like a Move Punisher, etc. Check out the video on this Twitter post.
Thank you for your work on this app Andy. Truly, this is the type of app that is S+ material. No ads, no bullshit, just the things we need. I use it every day. Thank you!