The fastest move is a snapback at 2 frames but grabs are 1 frame. But nobody is going to make 1 frame reactions so... what is the minimum block advantage for a move that it is unpunishable by a decent player?
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0 • Off Topic Disagree Agree LikePSABR Main: Raiden
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1 • Off Topic Disagree 1Agree LikeUMVC3: Main: Amaterasu (Cold Star), Frank West (Shopping Cart), Dante (Jam Session)
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0 • Off Topic Disagree Agree LikeAnd you don't need 1 frame reactions to punish a move that is -1 on block, you just need to mash throw when you see that move is blocked.
And something that is -1 on block can be unsafe or unsafe depending on your spacing, if you do it super meaty and deep, you're eating a throw, if you have a sword normal and do it at max range, theres nothing thats really going to reliably punish you. Same goes for things that are -2,-3,-4,-5 or whatever on block.
I'd worry less about the frame data because its very deceiving and hard to reliably read at times if you just take it at face value. See what common pressure strings people are using, use them, and see if theres any holes in them.
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0 • Off Topic Disagree Agree LikeMarvel is a game where you "navigate" frames and hit boxes rather than go by the book so much. That's why I like it because the creativity is more so through what you create as far as chemistry rather than just doing footsies and going by the book of frames.
Frames are important to know so you can get an idea of where you will win or lose in certain footsie or block situations, but generally it depends on a lot of things.
As long as the person has meter to blow or an XF cancel you can't ever truly know if something is punishable sometimes. The better idea is just to keep doing things that you know are safe and then bait it out from them.
Pretty much anything that is negative on block is no longer negative on block once you call an assist on top of it. The frame advantage you can get from an assist varies depending on the assist. Even without assists the amount of block stun you do can vary on whether they pushblock or not. If they pushblock then an additional 21 frames of block stun are added to whatever they just blocked. Meaning although they pushblocked you they are technically further in a negative situation.
Basically anytime you block an assist or the opponent is sitting on a lot of meter, you more so have to navigate through what they are doing than worry about the frames.
It's only when you get to like anchor vs. anchor (more so without XF) situations where crunching frame data numbers is of a huge importance.
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0 • Off Topic Disagree Agree LikeIf it leaves you a short distance away, -3 is generally safe. It depends on the character you're facing really. Ammy can punish in 3 frames, but most characters punish in 5 or 6 and some can't even punish in 8.
If it's a long distance away, like more than the length of a normal move, then -8 is usually safe-ish. Again, it really varies by matchup.
Anything that can be canceled into something that's safe is safe. She-hulk's lamppost is -47 or some odd number like that, but it cancels into stance so it's totally safe. Nobody really uses She-hulk though, so yay for useless knowledge!
With X-Factor cancels considered, nothing is truly safe.
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0 • Off Topic Disagree Agree LikeAlso, you need to remember to add hitstop into the equation Cougar gave above me, but I don't have any handy reference material to how much hitstop each attack causes.
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0 • Off Topic Disagree Agree LikeAh, that's right. Hitstop causes 4-12 frames of nothingness when an attack makes contact with a character. This depends on the attack. Many projectiles cause little or no hitstop by nature, but the average normal triggers about 7-11 frames hitstop. That's even more time for you to react :)
Isn't it funny how it's such a slow game on paper, but everything happens so fast?
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0 • Off Topic Disagree Agree LikeSmiles and Positivity, God is Love:) and if you have the elder sister, and the little sister, who are above 18, tell em add me yo!
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2 • Off Topic Disagree Agree 2LikeJust because it's safe on normal block, doesn't mean it's safe on AG/when the oppotent XFC/crosscounters.
Something being -l doesn't matter if you can x-factor cancel it, or grab it when the oppotent is to close. However with assists, unsafe becomes safe because assist protects the point.
something being -17 doesn't mean that you can punish if the pushback pushes the oppotent to far to punish, or the recovery is too fast or your character can't punish.
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0 • Off Topic Disagree Agree LikeAs was said, snapbacks are usually 2 frames, and can have various ranges.
There are plenty of supers that can full screen punish with the right DHC or Team Hyper Combo starter.
Iron Fist is 3 frames
Magneto is 4 with tempest (need hyper grav assist)
Haggar is 5.
Then most beam supers or Hail, Okami Shuffle, or Gimlet will hit in 1 frame.
So it's basically a 4-6 frame punish.
Also meter expensive is a Cross Counter Canceled into an air super.
Problem is most moves can be canceled into something, unless it's a launcher or something.
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1 • Off Topic Disagree Agree 1LikeUMvC3: Zero/Dante/Hiryu (main team) and Wright/Akuma/Hiryu (casual team)
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4 • Off Topic Disagree Agree 4LikeIt's therefore worth taking the height of your opponent into account if they're in the air, as otherwise completely safe blockstrings can be countered by chicken blocking. (The reason this applies especially to moves leaving you close is that this makes grabs viable, and given that grabs are one frame, you can chicken block punish all sorts of things if they're close)
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1 • Off Topic Disagree Agree 1LikeSide Team = Team 3 Assists = Man of Iron (Spirit Blast) / Mr.Dr.Doom (Undercover Missiles) / Akuma (Kotatsu)
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3 • Off Topic Disagree Agree 3LikeSo Bionic Arm on point+ Hail is a 5 Frame full screen punish.
If it was 0 frames, you can punish wesker's launcher (-1) You can't do that.
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0 • Off Topic 1Disagree Agree LikeBionic Arm is actually 0 frame, but it HAS to be point-blank for that to be the case. I've only ever seen Dormammu's level 3 beat it or trade point blank (which is pretty much instant point-blank).
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