worldjem7, post: 6736521, member: 8433 wrote:
How can you be in recovery and startup at the same time?
worldjem7, post: 6737074, member: 8433 wrote:
Ah. Shouldn't it be listed as its own move, then? The box for the bars is getting pretty big putting the move and its followup in the same thing. It looks more confusing to have multiple moves and their hitstun/blockstun bars all in one table.
freeAM, post: 6761117, member: 16097 wrote:
Oh, I didn't noticed. But ok, already removed it from the article.
I hope, Hidan wouldn't be upset because of this:3
not so saint, post: 6761141, member: 55966 wrote:
If you have something you want to find on SRK about Skullgirls feel free to ask me - I'm lurking here since september.
freeAM, post: 6756061, member: 16097 wrote:
You shouldn't summarize recovery frames and hitstop when calculating hit/block advantage.
HA = +4 from to +5 - that's not right. Actually, HA = +11 to +12.
Mr. X, post: 6765956, member: 7367 wrote:
Are you guys talking about hitstun and blockstun?
Pizzarino, post: 6765923, member: 3344 wrote:
The move is really 19f of hit stun by that formula. It's +4 on hit.
Thank you for looking at these examples in such detail. Hit stop is not mentioned in that Dustloop post, and gets ignored in every chart I've seen. I think it's pretty important to define hit stop and list it in Skullgirls, but maybe I'm wrong. Does anyone else care?
freeAM, post: 6766076, member: 16097 wrote:
If you have correct numbers then why not? I would like it.
Btw, where did you get these numbers for Poke move? Was it an official source?
Mr. X, post: 6766180, member: 7367 wrote:
Ok since hitstop isn't an alternerative name for hitstun as I first thought, what is hitstop?
not so saint, post: 6766347, member: 55966 wrote:
He have build actually. AFAIK he is just counting them. Hitboxes can be turned on in-game btw.
Pizzarino, post: 6768903, member: 3344 wrote:
Yes. Much like "outtake" for "snap out", "blockbuster" and "ensemble" are the Skullgirls official names for "super move" and "assist".
That's actually a really good, easy thing I can update right now...
JakeWasHere, post: 6770813, member: 57342 wrote:
If it's not too presumptuous of me, I advise you to strive for clarity. I know there are Japanese users reading the wiki -- I saw them discussing it on the 2ch Skullgirls thread a little earlier and they were trying to figure out what the hell all the terminology meant.
Pizzarino, post: 6771044, member: 3344 wrote:
They came up with awesome stuff like "throw reject miss" and "flying screen deterioration". I think they can hang.
Official game lingo update from Ravidrath. These are all used in the tutorials/training mode:
Super = Blockbuster
DHC = Blockbuster Sequel (recently changed from Co-Star Combo!)
Super Meter = Dramatic Tension
Assist = Ensemble
Snap Out = Outtake
not so saint, post: 6772630, member: 55966 wrote:
So sequels are legit after all? I thought Ravi was trolling =]
worldjem7, post: 6795690, member: 8433 wrote:
I have to ask, is this true startup or "time-to-hit"?
Pizzarino, post: 6797455, member: 3344 wrote:
True start up. It's how the game is actually scripted @_@
Mike_Z, post: 6805952, member: 504 wrote:
"Combo Stage" in the info box is useful for all this, btw.
1 = (optional) jump-in section (free)
2 = ground series (free)
3 = first air combo or 2nd ground series (watched)
4 = special case if they land before you do (watched)
5 = limited (watched, and if you start a chain with something you hit with at all during a watched section = infinite)
In your example cr.HP = stage 2, j.LK->MK->HK = stage 3, ground chain to cr.HP = stage 4, j.LK = stage 5 and a repeat of the j.LK you used in stage 3.
There's at least one reported bug of a move triggering stage 5 early, but this isn't it. :^)