Desov2, post: 6814343, member: 66175 wrote:
I appreciate the Fillia frame data, I now see why I am getting stomped so hard when I finish a blockstring with c.mk. Good god -10 is bad. I also now see that I should be using s.mp more, to end blockstrings. +5 on block is damn good for a standing normal that isn't a light.
A typical normal throw has a 5f start up with a 8f tech window starting 2f before the throw hits and ending 6f after it hits. Characters with slower normal throws have additional frames of start up before the same active frames and 8f tech window.
freeAM, post: 6816915, member: 16097 wrote:
I can't understand next thing (http://wiki.shoryuken.com/Skullgirls/Game_Systems/Basic_Attacks#Normal_Throws):
I think that all the tech-frames must be after throw connects.
At least I thought so.
Mr. X, post: 6816931, member: 7367 wrote:
It means you're allowed to be 2 frames early on your throw break attempt.
if you are Throw out of the startup frames of your Throw, you will automatically Tech the Throw
freeAM, post: 6816959, member: 16097 wrote:
What do you mean? The auto-tech throw?
A typical normal throw has a 5f start up with a tech window ending 6f after it hits
Valentine has a reasonably fast 6f IAD
IAD lockouts (longest to shortest): Peacock (8f) = Valentine > Ms. Fortune (6f) > Filia (5f)
Mike_Z, post: 6793446, member: 504 wrote:
For whoever posted that MMCafe weight vs boobs tier list, I fixed it for in-game weights (but did not adjust it for boobiness).
All forward and backward air dashes cover approximately the same distance at the same speed
Pizzarino, post: 6840131, member: 3344 wrote:
I edited that section to make more sense. I wrote it when there were only 5 characters in the game :O
Filia and Fortune all have the same forward air dash speeds. Valentine is upward angled but still about the same. Peacock is the only slow air dasher because of the start up frames.
I don't think it's very useful to rank the air dashes fast to slow. Minimum IAD height is much more important.
c_nul, post: 6859703, member: 9621 wrote:
Hi Pizzarino, i checked the pushblock data and i found most of the time 23 frames of animation (sometimes 22 frames) but i'm not 100% sure (i use an HDPVR + laptop +Avidemux)
About the blockstun, you said pushblock reduce it by 25 % but Mike Z said several times it cut off the blockstun by half. So i checked it too and it's look like it's 50 % and not 25 %
worldjem7, post: 6857237, member: 8433 wrote:
Cerebella's Showstopper super has 0 frames of afterflash startup. Superflash lasts until recovery begins.
c_nul, post: 6863382, member: 9621 wrote:
Thanks for your answer ! It makes sense now . Does that mean that i cannot calculate frame data with my tools ? :(
I notice something strange, when i pushblock and i hold on UP to see when the pushblock animation actually end, i can jump as soon as the pushblock finish only if i do UP. But if i do up back, my character stays on the ground and comeback in normal blockstun animation for 6 frames (?) after the end of the pushblock.
shamash.phi, post: 6808369, member: 66192 wrote:
Direct Link (separate img)
not so saint, post: 6873383, member: 55966 wrote:
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.
Pizzarino, post: 6873323, member: 3344 wrote:
No idea about that one.
Hey, Painwheel normals and throws!
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.
Pizzarino, post: 6883749, member: 3344 wrote:
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?
Dan's Student, post: 6898144, member: 3310 wrote:
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?
4r5, post: 6766359, member: 3202 wrote:
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.
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
Dan's Student, post: 6898857, member: 3310 wrote:
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.
Reioumu, post: 6898995, member: 9697 wrote:
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?
worldjem7, post: 6898423, member: 8433 wrote:
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.
Pizzarino, post: 6902210, member: 3344 wrote:
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.
For multi hit air normals, the first hit that contacts the opponent must be blocked high. Any additional hits are considered mid