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Posted

I've amassed quite a collection of frame data and I figure I should put it in a single, nonvolatile place, rather than in Tweets and Discord chat.

Frame advantage on ... > 2D > Card:

https://drive.google.com/open?id=1WoiLLuDBMvbslKJCqjf_2XC_xrleG0aKMYf8pUdKi3M
This JP wiki says to use うつ伏せ起き上がり (facedown wakeup) timing from http://mayjunkie.web.fc2.com/system_REVELATOR_0401.pdf and subtract 40 from it, but it doesn't take into account the different amount of airborne frames after 2D varying on weight, so my data is correct here. Doing ... > 2D > Card > YRC adds 13f more advantage.

 

Parry Input Window:

https://drive.google.com/open?id=1eduMfu_uvGwkeodSMjyoGCwHLawRisH3t_KKUPGrwTo
TL;DR: You have an 11 frame window after inputting 4 to input a 6 and get a parry. As in, if frame 1 is when the 4 is input, inputting 6 on frame 12 or earlier will result in a parry, and any later will not. During this window, any 1/2/3 input will not allow you to parry with that 4 input anymore.

 

Gekirin Numbers:

Gekirin's listed startup does not tell the whole story, as it does not generally connect with the opponent on the first active frame. Particularly, when the opponent is crouching, the effective startup will increase by a few frames.
Gekirin numbers: https://drive.google.com/open?id=10e-AxVDgdfo9Dpq3fUZ3IF0oDhidB5iE_i0_r7j8wsY
Bakushuu~Ashibarai > Gekirin numbers: https://drive.google.com/open?id=1EhUBU_BZW4TXt_0r84aM5aC_IhNrExERQzj5vDv9tU0
Bakushuu~Ashibarai (kara) > Gekirin numbers: https://drive.google.com/open?id=1cqrIofyALF7PRHBUraukSrhEeAtLERPoOH-Rbe_KIbw

 

Window for Ashibarai (kara) > Gekirin:

By inputting any special kick quick enough, you can cancel Ashibarai before it becomes active. While this is applicable with any kick (236K, 623K, 214K), Gekirin is cool because it feints low and goes high:
https://drive.google.com/open?id=1hmctkDZ6dgLhwfJ4ezLnPUjKRmgwpdKrkqQ94AJSLSY
TL;DR: Ashibarai has 8f startup and inputting 214K on frames 6-8 (3f window) will Gekirin before Ashibarai can come out. I don't think any inputs before then will actually count.

 

IAD Kick Windows:

Jam's 3 kick specials have special properties when done during an airdash. Essentially every kick goes more down than up. There are more subtleties, but I don't feel them worth particularly explaining here because I assume most people reading this already have a decent understanding of IAD kicks. Note that the airdash does not need to be an instant airdash; we just use IAD because it's less letters, as far as I can tell.
Jam has 3 frames of jump startup, and can't act on the first airborne frame. She can't airdash until the 3rd airborne frame and can't act out of airdash until the 6th airdash frame.

On forward airdash, if the first airdash frame is frame 1, Kenroukaku must be input by frame 12 to get the IAD version. Gekirin and Ryuujin must be input by frame 17.
On air backdash, if the first air backdahs frame is frame 1, Kenroukaku must be input by frame 9. Gekirin and Ryuujin must be input by frame 13.

IAD DP is like -12 on block btw

 

Gekirin Frame (Dis)Advantage:

Numbers here are done on Sol.

214K: -9
c.214K: -6
2147K: -10
c.2147K: -11
IAD 214K: -1
IAD c.214K: -3
236SK > 214K: -10
236SK > c.214K: -6

 

46P Followup Frame Gap:

I don't remember when I tested this because the numbers don't add up for me but...
46PP leaves a 1f gap (5f when 46P is IBed)
46PK leaves a 14f gap

 

And with that, I think I have posted every piece of mildly valuable information I know on Dustloop.

  • 3 weeks later...
Posted

Dear everyone,

1.03 is out and Jam has had a few changes. I'll be working on updating all of these soon, but here are some rough things:

2D > Card has one more frame of advantage than before (2D floats a bit higher)
I don't know about how much more advantage is gotten from 2D > Card > YRC. IIRC, the bottleneck in the operation was the opponent's wakeup to allow YRC, so I'm not actually sure if there'll be a difference here

Grounded Carded Ryuujin has invul from frame 10-16 (it's active on the 16th frame)
Air Carded Ryuujin has invul from frame 1-8 (it's active on the 8th frame)

There were no listed changes to anything involving parry, but I will look into it

Normal card: 41f card get; 56f total (unchanged)
Max charge: 41f card get (new; before no card was gotten); 66f max card get; 77f total

Stuff involving DP and throw invul. I'll lab the frames later

Posted

2D > Card and 2D > Card > YRC changes:

https://docs.google.com/spreadsheets/d/1LG-4mnxUcjD2059AoVIOe8CHeZivEbDvEu-g_LyUId8/edit?usp=sharing

TL;DR: 2D > Card gets 1 more frame of advantage. 2D > Card > YRC is the same advantage

 

... > 6H > 22[K]:

https://docs.google.com/spreadsheets/d/1l8Fk2mtSx1qqmfByjc69mEtO3E8oUoo9UCUofzkTV-I/edit?usp=sharing

This is a bit more practical in 1.03 because of the reduction to max charge time. You range from slightly negative to slightly positive. This was tested in the corner. Unsure if YRC makes a difference here or not

 

Grounded Carded Ryuujin has invul from frame 10-16 (it's active on the 16th frame)
Air Carded Ryuujin has invul from frame 1-8 (it's active on the 8th frame)

Air Max Ryuujin now has strike invul through landing recovery. This means it is unpunishable with strike and must be thrown.

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