This information is rarely found anywhere else, even though it could be acquired via video captures. It might be useful for top players trying to work out whether a move is likely to be hit confirmable or not, although that would often be achievable by feel anyway. Moves such as Nash’s d+MP,f+MP where it won’t combo if input too late are interesting as well. It will become even more valuable once other frame data is established, like initiation and total frames.
The format is simple, the initial move is done on F0 (frame 0) and then the subsequent moves input window is shown.
This was done on the PC beta version, using my own stick. There is a possibility that the data may be a touch off, given it’s a beta, frame rate may not be entirely stable (am on 780ti though, so should be close) and I haven’t tested my stick as much as previous iterations. The likelihood is though that it would be off by a frame or so at worst. If people have autoit and know how to use it they could confirm these results.
HP HK 7-27 (all inclusive)
b+MP HK 2-22
MK,HK,MP+MK 2-22 23*-54
MP,HK,MP+MK 3-23 25-49
HP,HP,MP+MK 2-32 34-61
MP,LK,HP 2-18, 20-43
MK,HK,f+MK 3-21 28-47
d+MP,f+MP 5-20, 21-22 don’t combo
*note, where there are three inputs or more, I have recorded the third input window where the second input was as late as possible. For example with Necalli, his third input
can be input from F23-54 when the second input is late, however if the second input was done earlier, the third input can only be done on F21-52
I’ve done something similar to this in Tekken, where using a programmable stick I look at the input windows for certain moves. http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=126224