Skullgirls SRK wiki project

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  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    Hey, Pizza! I wonder if you sought it:

    There are all palettes posted ineaster egg thread by shama.shi IIRC. They aren't very clear but until we get better ones I think it won't hurt to post those in the wiki.

    Added a link to that AND frame data for Double's normals and throws.

    http://wiki.shoryuken.com/Skullgirls/Double#Frame_Data
    SRK Skullgirls Wiki: Do it for the children
  • RustyShacklefurdRustyShacklefurd Donkey Kong Engineer Joined: Posts: 594
    No idea about that one.

    Hey, Painwheel normals and throws!

    http://wiki.shoryuken.com/Skullgirls/Painwheel#Frame_Data
    ....I'm glad I'm not the only person who thinks of Hatredcopter when it comes to Painwheel <3 . Oh Painwheel, you and your wonderful amount of active frames to stuff assists. /continuesreading (thanks Pizzarino)
    PSN: RustyShacklefurd
    Steam: Weatherbee
  • Tomo009Tomo009 Joined: Posts: 2,268
    You will most likely die
    By the hands of my arm
    When I come and fly
    And take over your face with the front of my HATREDCOPTER!

    I'm sorry it's so off topic but I had to do it >.<
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    How are you finding out the meter gain? Also, I PM'd Mike Z a while ago about how meter works.

    It's 100 units per level, 500 units total. Units can be fractional.

    For Filia's LP I'm getting 1.375 for her whiff meter gain and 2.5 for her on-hit meter gain, and it looks like the opponent gains 55% of meter gained when hit and 25% when blocked.

    It takes 73 whiffs of Filia's LP to get from 0 to 1 level and it takes 40 hits from Filia's LP to get from level 1 to level 2.

    When you have less than 1 meter, you gain the whiff meter on top of the meter you would gain if you it them, so you gain 155% meter when you combo them while having less than 1 meter, but gain 55% on whiff and gain 0 on whiff after you reach 1 level.
    MikeZ wrote:
    100 units/level, 500 max. Units can be fractional.
    Meter scaling is completely governed by damage scaling, but is different for the attacker and victim.
    For the victim, if the attacker gets 0 meter, the minimum MeterForMove is 1. (Note that if the attacker gets like 1/1000th then the victim will use this value instead of 1. ;^)
    Attacker: (0.8*DamageScalingForMove + 0.2) * MeterForMove

    Victim: (0.5*(1-DamageScalingForMove) + 1.0) * MeterForMove

    So the victim's meter gain goes up over the course of a combo, while the attacker's goes down.
  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    Ah, thanks. I'm listing whiffed meter only for "base" meter for most of this with 100% as 1 full bar.

    Should we use the meter gained on hit with at least 1 meter stocked as base meter?
    SRK Skullgirls Wiki: Do it for the children
  • Jet Set DizzyJet Set Dizzy Night of the Defender Joined: Posts: 2,270
    Does blocked count as whiff or hit when it comes to meter gain?
    "No, that's the extent of my knowledge. I just smash the keyboard with my elbows for a few hours a day and somehow this game happened."- Mike Z
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Blocked is its own category. The attacker gets 75% of the on-hit meter if the victim blocks and the victim gets 25% of the when-hit meter if he blocks.
    Ah, thanks. I'm listing whiffed meter only for "base" meter for most of this with 100% as 1 full bar.

    Should we use the meter gained on hit with at least 1 meter stocked as base meter?

    I think we should be using on-hit meter gain as base meter gain since that is the main way to get meter. People are going to be looking up meter gain values to see how much meter their combos would gain. The whiff value doesn't really come into play. The meter on whiff is an exception because it only lasts until you have 1 meter.
  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    http://wiki.shoryuken.com/Skullgirls/Game_Elements/Dramatic_Tension

    I updated all of this, so tell me if anything is out of line. I still need to update all of the meter gains on the frame data tables, but at least I understand the system now :O
    SRK Skullgirls Wiki: Do it for the children
  • Dan's StudentDan's Student SuperTurboRyan Joined: Posts: 1,044
    Sorry if this is a stupid question---I've been playing fighting games for as long as just about anyone here, and I can read frame data---EXCEPT, I've NEVER heard of hit stop...? I thought it was the SG wiki way of saying hit stun until I noticed hit stun to the right :( So...what is hit stop?
    PSN: Th3_Greench_SRK (Skullgirls, SFxT, SSF2THDR, MK9, SCV, KOFXIII, T6)

    XBL: Th3 Greench (SSF2THDR, SSFIVAE:V2012, UMVC3, MVC2)
  • Tomo009Tomo009 Joined: Posts: 2,268
    Basically when a move lands, the game freezes for a period of time. Helps with hit-confirms. It's why moves last longer on hit and why you see a certain frame very clearly you wouldn't notice on whiff.

    EDIT: When I say game, I really just mean the characters
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    Sorry if this is a stupid question---I've been playing fighting games for as long as just about anyone here, and I can read frame data---EXCEPT, I've NEVER heard of hit stop...? I thought it was the SG wiki way of saying hit stun until I noticed hit stun to the right :( So...what is hit stop?
    When an attack makes contact, hit or block, the players get frozen in animation for a moment. That is hitstop. (Or hitfreeze, hitpause, etc) This is commonly used to make moves appear to hit HARD. You can see this a lot with Painwheel's attacks. For most games, it's something like sub 5 frames, most people don't realize it's there.

    I can really only talk about how hitstop works in GG, so I will. You don't hear much about hitstop because it mostly doesn't matter. Hitstop occurs between the attacking entity and the defending entity. For most situations this would be one character and another character, both characters get frozen for the same amount of time, and so the hitstop doesn't matter. In cases where the attacking entity is a projectile and the defender is character, that's when it matters. The projectile and the blocking/getting-hit character will experience hitstop, but the third party (the guy how launched the projectile) won't. That's when hitstop matters. Ky's combos work because his projectiles inflict hitstop.

    I think in ST, hitstop always applies over the entire game. Making knowing hitstop pretty irrelevant.

    If Skullgirls' hitstop works like in GG, then hitstop would matter alot, with all these assists and projectiles being lobbed all over the place.
    You did not go back in time, this is how the forums look.
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  • Tomo009Tomo009 Joined: Posts: 2,268
    It always matters doesn't it? Adds more frames so you can hit confirm easier?
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Hitstop doesn't really matter. It's hitstun/blockstun that matters.

    For the new tension info:
    There's no mention of the opponent getting 55% tension from getting hit.
    Whiffing moves does not generate tension on the first active frame, it generates tension BEFORE the hit. Around the first frame of startup.
    Whiffed tension is not the same as base tension gained on hit, it's approximately 55% of the tension you would gain if you were to hit.
    Each Tension level size is 100 units, not 100%, but I guess since they're the same number it doesn't really matter that much, but it would help the number not have to take up so much space by removing the "%" sign.
  • lol im badlol im bad Joined: Posts: 147
    i could have sworn reading once upon a time that skullgirls has a input buffer like blazblue where a button can be held up to 5f and have an action be registered. i could also have sworn that said buffer is 3f in skullgirls. this doesn't seem to be the case in practice but since i don't have a programmable controller or similar gadget i can't tell for sure whether my memory's full of shit or not (strongly suspecting the former atm).

    couldn't find anything in the literature. can someone confirm/deny?
  • Dan's StudentDan's Student SuperTurboRyan Joined: Posts: 1,044
    Ah thanks guys! I know what it's referring to now, as it's in every fighter (Not as pronounced as skullgirls though, perhaps). Funny though, I think it's the first frame data table I've seen with hit stop info on it.
    PSN: Th3_Greench_SRK (Skullgirls, SFxT, SSF2THDR, MK9, SCV, KOFXIII, T6)

    XBL: Th3 Greench (SSF2THDR, SSFIVAE:V2012, UMVC3, MVC2)
  • ReioumuReioumu Play Arcana Heart Joined: Posts: 292
    Something I noticed a few weeks ago (didn't see this thread until now)

    I have a few different numbers for Valentine ground normal startup frame data than the wiki. I made a 60fps recording of the normals and counted each frame for the normals until they were active. These numbers are when the red boxes are out. Wondering if you can double check the wiki numbers?
    5LP active on 6f
    5MP active on 13f
    5HP active on 20f
    2LP active on 6f
    2MP active on 14f
    2HP active on 13f

    5LK active on 11f
    5MK active on 18f
    5HK active on 16f
    2LK active on 7f
    2MK active on 14f
    2HK active on 14f
    krost89: why play ST when i can mash xfactor
  • c_nulc_nul C'est cool Joined: Posts: 540
    Pizaarino answered about this on the previous page.
    "There is a default 9f of frame skip, meaning every 9th frame will not appear on screen. This effectively gives Skullgirls 66.7 fps and a 11.1% chance for skip on any individual frame."

    About Hitstop, it matter a lot, That hitstop which make option select possible. Without Hitstop, no option select !
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  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    Ah thanks guys! I know what it's referring to now, as it's in every fighter (Not as pronounced as skullgirls though, perhaps). Funny though, I think it's the first frame data table I've seen with hit stop info on it.

    Hit stop is also important in SG because it's bound to unblockabale protection. As long as you're in hit stop you don't have to change guard directions.
    Something I noticed a few weeks ago (didn't see this thread until now)

    I have a few different numbers for Valentine ground normal startup frame data than the wiki. I made a 60fps recording of the normals and counted each frame for the normals until they were active. These numbers are when the red boxes are out. Wondering if you can double check the wiki numbers?

    Just double checked all of these. You're right on s.LP, c.LP, and c.LK, so I those get corrected. Thanks!
    Hitstop doesn't really matter. It's hitstun/blockstun that matters.

    For the new tension info:
    There's no mention of the opponent getting 55% tension from getting hit.
    Whiffing moves does not generate tension on the first active frame, it generates tension BEFORE the hit. Around the first frame of startup.
    Whiffed tension is not the same as base tension gained on hit, it's approximately 55% of the tension you would gain if you were to hit.
    Each Tension level size is 100 units, not 100%, but I guess since they're the same number it doesn't really matter that much, but it would help the number not have to take up so much space by removing the "%" sign.

    So how does the game actually get meter gain?

    Let's agree on some vocabulary first:

    Tension value = number actually in the script.
    Base meter gain = meter the attacking team gets for an individual hit, with no scaling effects.

    Every normal has a whiffed tension value, which is usually standard for button strength. 100/72 for lights, 100/24 for mediums, and 100/18 for heavies. They're scored by the game as fractions, letting you easily figure them out by whiffing the move and seeing how many reps it takes to get to 100%.

    When you whiff something under 1 meter, you get the whiff value. So for a MP it's 100/24 = 4.17%.

    After that the normal has separate tension value per hit, also stored as a fraction. For a single hit normal, the tension value for the hit is exactly the same as the whiff value. For multi hit normals the individual hits have smaller fractions that add up to appropriate meter gain for the button strength. When you hit with something while over 1 meter you get base meter gain for the move. The base meter gain doesn't exist anywhere in the script for the move. Teams get meter gain per hit from the tension value plugged into the appropriate equation. A single hit MP hitting outside of a combo under normal conditions gives 1.8*(.8*1+.2)*(100/24) = 7.50%. The whiff meter gain is about 55% of the base meter gain.

    When hit, the defending player under the same conditions would get (.5*(1-1)+1)*(100/24) = 4.17%. The same as the whiffed value and about 55% of the base meter gain.

    What happens if you have a multi hit move? Fortune's MP has 100/80 tension values for all the hits, which almost add up to what a single hit MP would give. Scaling hits these sort of attacks pretty hard. The whiff value is still 100/24.

    Hitting with a move while under 1 meter gives the whiff value up front on the first frame of start up, then gives (.8*1+.2)*(100/24) = 4.17%, the same as the whiffed value again. Both portions together give 4.17%+4.17% = 8.34% for the standard, single hit MP. This is double the tension and 111% of the base meter gain, but again only for 1 hit normal moves.

    Blocking gives meter according to the on hit tension values, not the base meter again. So .75*(100/24) = 3.13% for the attacking team and .25*(100/24) = 1.04%.

    Special moves have whiffed meter gain that you always get unscaled. The tension value will give on hit and block meter gain with scaling just like with normal moves.

    So what does this all actually mean for a data table? We want to see the base meter gain as we understand it as a player. I think normals want to have their unscaled, on hit meter gain. Whiffed meter doesn't belong here. Specials want to get listed something like "(20%), 15% x3", with the parenthesis showing the whiffed meter gain and the rest showing the meter gain on hit that is subject to scaling.
    SRK Skullgirls Wiki: Do it for the children
  • c_nulc_nul C'est cool Joined: Posts: 540
    Hit stop is also important in SG because it's bound to unblockabale protection. As long as you're in hit stop you don't have to change guard directions.

    There is something i don't really understand.

    For multi hit air normals, the first hit that contacts the opponent must be blocked high. Any additional hits are considered mid
    +
    I noticed that vs Filia people tend to block low the first hit or her cr mk and just after they stood up and block the others hit of cr mk standing !!

    Is that two situations are the results of the unblockable protection ?

    Unblockable protection letting you crouch guard multi hit air normal as soon as you block stand the first hit and same with multi hit low on the ground ?
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  • DimeDime Wasting time Joined: Posts: 10,234
    i think hitstop matters (as do blockstun and hitstun) primarily as a way to see how much total "stun time" any particular move has AS AN ASSIST. since assists that actually hit all pretty much are projectiles in that they are independent of the point character. and since skullgirls has custom assists, it pertains even more.


    the only other place ive really needed to know hitstop is when doing obscure frame based calculations on other games for things such as charge time and whatnot.


    -dime
    Gettin' my derp on.
  • c_nulc_nul C'est cool Joined: Posts: 540
    I didn't check for SkullGirls yet :/ but in others games i know that assist doesnt input hitstop.
    In MVC3/UMVC3 or the super of Yang in SSF4AE(yeah it's like an assist ^^)

    One of the underated purpose of hitstop i learned recently is for trade

    You pick stand lp of Cerebella with 7 frames of hitstop and 16 frames of hitstun
    You pick Stand hp of Valentine with 14 frames of hitstop and 29 frames of hitstun
    You manage to create a trade between this two moves
    Result is Valentine is put in 7 frames of hitstop + 16 frames of hitstun (23 frames) whereas Cerebella is put in 17 frames of hitstop and 29 frames of histun (46 frames).

    So with the help of those numbers you know now that Cerebella is at a huge disadvantage in this particular situation ( Minus 23 frames !!!)
    Knowing those value of hitstop matter a lot if you want to know what happen during a trade

    It's works also in Streeet Fighter 4, King Of Fighter XIII, Blazblue, etc

    The thing is we are not used to have this information before but times change and we can hope more games will feature those value next. So again huge thanks for Pizzarino to take the time to provide them !!

    Combo from a trade is not a tale ^^

    It's funny to realise that when Valentine hit with her st HP she is at +2, same on counter hit but if she trade with st lp of Cerebella she end up at +23 in theory ! It's work only with a trade with st lp (each trade need his count ) but it's not useless

    PS : I have wrote something about Hitstop but in French ^^;; http://www.hitcombo.com/1news/cest-quoi-le-hitstop/
    Plan to wrote also about trade one day xD
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  • DimeDime Wasting time Joined: Posts: 10,234
    there is definitely hitstop for assists in this game... atleast for mulithit moves. just wiff a multihit like painwheels cr.mp or cerebellas cerecopter then do the same on block/hit... takes longer to finish there animations... thats hitstop.



    -dime
    Gettin' my derp on.
  • stickystainesstickystaines Joined: Posts: 835
    Doesn't Painwheel have hit stop on her blade moves anyway. I thought they did that to make the attack more impactful?
  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    Painwheel's wheel moves have a slow down effect for the wheel instead of a complete freeze during hit stop for the illusion of a high RPM spin.

    I updated everyone's frame data table to have correct on hit/no scaling/at least 1 bar already stocked meter gain. My description of meter gain still sucks.
    SRK Skullgirls Wiki: Do it for the children
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    It doesn't really matter what the hidden values are, what matters is what happens when you do something in the game. Most of the game is played with 1+ bars of meter. Therefore the base meter gain from moves should be that value. Whiffing to gain meter is an exception because it only happens when you don't have 1+ bars of meter AND you still get the same meter from hitting the opponent ON TOP OF the meter you get from whiffing.

    That's why I consider on-hit, 1+ bars meter gain to be base meter gain.
  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    It doesn't really matter what the hidden values are, what matters is what happens when you do something in the game. Most of the game is played with 1+ bars of meter. Therefore the base meter gain from moves should be that value. Whiffing to gain meter is an exception because it only happens when you don't have 1+ bars of meter AND you still get the same meter from hitting the opponent ON TOP OF the meter you get from whiffing.

    That's why I consider on-hit, 1+ bars meter gain to be base meter gain.

    Yeah, I totally agree. The problem comes in when trying to describe meter gain on whiff and meter gain scaling in a simple way.

    I don't like it when I go to the TF2 wiki to look up a weapon and they talk about rate of fire in "hammer units"
    SRK Skullgirls Wiki: Do it for the children
  • DeathologyDeathology Joined: Posts: 501
    So when you updated Valentine's frame data did you add one frame of start-up to Reioumu's results because he was getting them 1 frame early because of frame skip? Because his results were about the frame the attack first became active and your frame data (based on what you said before) is true start-up. So you saying that it has 6f of start-up means it's active on the 7th and not on the 6th like Reioumu said. Also, you said he was correct about c.LK, you currently have the start-up stated as 11 frames but Reioumu has his at active on the 7th, is one of these a mistake?
  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    I have no idea. I just double checked everything he posted about. Wiki is listing start up and not a start up +1 "frames to hit".

    I checked Val's c.LK has 9f start up :O

    Double checking everything on the wiki comes highly recommended.
    SRK Skullgirls Wiki: Do it for the children
  • DimeDime Wasting time Joined: Posts: 10,234
    I have no idea. I just double checked everything he posted about. Wiki is listing start up and not a start up +1 "frames to hit".

    I checked Val's c.LK has 9f start up :O

    Double checking everything on the wiki comes highly recommended.

    are there any plans to do frames for specials and blockbusters?


    -dime
    Gettin' my derp on.
  • DeathologyDeathology Joined: Posts: 501
    Ah, well I brought it up because Reioumu had it listed as 6f including the first active and if it translated to the wiki it would be 5f because you don't include, but you had it listed as 6f so I wasn't sure if you just took his number or not (well, now I know it's not).

    Since it's the norm to include the first active frame in frame data you might want to include "Note: start-up does not include the first active frame" (or something) at the top of the frame data section. That way people who haven't been reading this thread don't get confused, I know I would lol.
  • ShatterShatter Joined: Posts: 1
    I found a minor error on the wiki:

    The Voice Director for the game and voice of Cerebella is "Cristina Vee," not "Christina Vee." No "h."
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    What are the numbers in (parenthesese) for the frame data? And you should make a note somewhere that says how much and what type of invincibility a move has if it has it.
  • c_nulc_nul C'est cool Joined: Posts: 540
    What are the numbers in (parenthesese) for the frame data? And you should make a note somewhere that says how much and what type of invincibility a move has if it has it.

    If you talk about active frames parenthese means frames not active during active frames. It's like recovery frames during active frames because your move has multiple hit
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  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Sorry, I should have been clearer. I meant for the meter gain values. Some values also have a number in parentheses.
  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    I did Filia's specials a few days ago with the whiffed (guaranteed/unscaled) meter in parenthesis. Not sure if I want it to stay that way I'll figure it out when I have time to add more. Sorry about slacking :O
    SRK Skullgirls Wiki: Do it for the children
  • DimeDime Wasting time Joined: Posts: 10,234
    I did Filia's specials a few days ago with the whiffed (guaranteed/unscaled) meter in parenthesis. Not sure if I want it to stay that way I'll figure it out when I have time to add more. Sorry about slacking :O


    AWESOME!

    hey, what do the moves in parenthesis on painwheels ground normals startup mean? i know in the sf4 frame data they meant the in between time of multi hit moves... but you have them for single hit moves as well... also in multi hit moves of say 4 hits like pains cr.mp you only have 1 or 2 numbers in parenthesis, but on a 4 hit move shouldnt there be three?

    clarification would be nice as pain has charge moves, single hit moves,multihit moves and multihit charge moves.

    mostly what i want to know is the startup of all the moves and what frames armor start on and what frame they end on... i know that may be asking to much, but i guess maybe you already have some of those in there i just dont know how to make sense of them at this time.

    also GREAT work man, its REALLY appreciated :)


    -dime
    Gettin' my derp on.
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Some mutli-hit moves have no in-between frames. So, I guess it could be listed as 1(0)1(0)1(0)1
  • Master_MindMaster_Mind Minette Z Joined: Posts: 300
    I... think the damage listed for Val's EKG super is way off. It says the damage is 100 x13, but I'm pretty sure it should be 275 x12, 1848.
    GT: MasterMind34
  • VulpesVulpes No. Joined: Posts: 3,678
    How do I edit stuff on the wiki? Just create an account and go to some editing page? Or is it forbidden or something?
    Why.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    I'm waiting for my wiki account to be approved atm
    You did not go back in time, this is how the forums look.
    "You are all just as bad as the people you hate. You're only interested in characters based on tears." - Since1717
    NO STREAM = DEAD GAME
    PSN: X_the_Genius | GGPO: Mr X | Skype: MisterEcks
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Updated the Basic Defense section with Absolute Guard and Unblockable Protection.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    Updated the Basic Defense section with Absolute Guard and Unblockable Protection.
    Aww I wanted to do that and pushblock "guard cancels" for the advanced strategy section. Oh well.
    You did not go back in time, this is how the forums look.
    "You are all just as bad as the people you hate. You're only interested in characters based on tears." - Since1717
    NO STREAM = DEAD GAME
    PSN: X_the_Genius | GGPO: Mr X | Skype: MisterEcks
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    You could probably go more in depth with guard cancels, I just put a little blurb about it in basic defense.
  • PizzarinoPizzarino Pikachu gave his life for science Joined: Posts: 420
    ...and mammals emerge to feast on the corpse of a dinosaur.

    Yeah, please continue to update this stuff. I sort of hit a wall when patch details started to come out and I wasn't even done with the frame data for normals yet @_@
    SRK Skullgirls Wiki: Do it for the children
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    The thing about trying to take frame data from SkullGirls is that it's different every time because of frame skip.

    For example: Filia's j.HK

    I recorded 2 different instances of the move (listed as startup - active - recov)
    1) 12 - 1 - 23
    2) 11 - 2 - 22

    What am I to make of this? Which version of the frame data do I use?

    This has happened before when I was taking down Fortune's data, pre-patch, and the Filia data above is post patch.

    Mike Z please see this.
  • DimeDime Wasting time Joined: Posts: 10,234
    The thing about trying to take frame data from SkullGirls is that it's different every time because of frame skip.

    For example: Filia's j.HK

    I recorded 2 different instances of the move (listed as startup - active - recov)
    1) 12 - 1 - 23
    2) 11 - 2 - 22

    What am I to make of this? Which version of the frame data do I use?

    This has happened before when I was taking down Fortune's data, pre-patch, and the Filia data above is post patch.

    Mike Z please see this.



    Use the version with the highest amount of frames since frameskip cant ADD frames... This should mean the version with the smaller amount of frames is the skipped version and therefor more likely to be inaccurate.


    At least thats what i would do...if you record enough times the startup frames are likely to change as well right?
    Gettin' my derp on.
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    That's a good point about looking for the versions that have more frames, but that doesn't happen all the time.

    Another example:

    Filia j.HP (startup - active - recov)

    1) 9 - 7 - 13
    2) 8 - 7 - 14

    Most of the time it's the same number of frames but the frames are swapped in places like the example above.

    I think what I'll have to do is just record data for each move multiple times and use the one that occurs the most as the true frame data.

    In the case of the above example, I recoded 8 instances of that move and 6 were 9f startup and 2 were 8f startup.
    The funny thing is that it occured in a pattern:

    9 - 7 - 13
    9 - 7 - 13
    9 - 7 - 13
    8 - 7 - 14
    9 - 7 - 13
    9 - 7 - 13
    9 - 7 - 13
    8 - 7 - 14
  • DimeDime Wasting time Joined: Posts: 10,234
    Thats just straight up weird...


    Maybe use both versions of the frame data? Seems like more of a pain than its worth but it would at least be concise.
    Gettin' my derp on.
  • VulpesVulpes No. Joined: Posts: 3,678
    Uh, I'd read from that that the frameskip occurs at different spots, so the real frame data would be 9-7-14.
    Why.
  • c_wraithc_wraith Joined: Posts: 36
    Frame skip is exactly every 7th frame. (In the patch. It was every 9th frame in the original release.) It's done independently of the moves being executed. This, and collecting a few data points, should be enough to figure actual numbers out from observed numbers.
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