Taking into account execution time with frame data


#1

so say you block a move that gives you +3 frame advantage and you have a super that’s startup is 2 frames, is it possible to throw that super out in that time? or how many leeway frames do you need?


#2

Technically you can do it but, you have to be buffering the super while you’re blocking

I could be wrong


#3

due to hitstop, the huge reversal window, and the fact that being +3 doesn’t mean you have 3 frames to input means you generally have plenty of time to react and throw it out.

I’d just go into training mode, put the dummy on a normal that is -3 and see how early/late you can input the super and see how much leeway you have. It is a lot.

Also no you don’t have to buffer it early or anything.


#4

Doesnt that advantage refer to the time you have before the other player has control again? if you take more than 3 frames to pull out the super can’t they block it?


#5

If you took more than 2 frames after coming out of block stun to pull out the super they could block it(2+2=4). What I’m saying is you don’t have to be sitting there buffering the super during a string or anything, you’ll have plenty of time to confirm it from the last move and you can be sloppy because of all the variables that I mentioned. If you completely input the super before you get out of block stun within a few frames it’ll still come out in SFIV due to how lenient the game is.

You have a pretty big window to get the reversal out really, even with a window that looks very small due to the numbers.