Commanderoftroy Posted March 3, 2011 Posted March 3, 2011 i was thinking about the question i posted earlier. is there such thing as half a frame? like for example, when i try to tech to do 720 when theres an active atk right on me. im invincible from 1-32 frame and 32.5 frame my 720 comes out so during the 32-32.5 frame, i will get hit out of it. or is 1 frame the absolute smallest denomination for timing? If it ends at 32 then you would get hit, yeah you can break it down to half of frames within those 32 but that wouldn't matter at all. No moves come out in 5.5 frames or are active for 4.5 frames as examples.
FlyingVe Posted March 3, 2011 Posted March 3, 2011 If your newer, I don't recommend thinking too much about the frame data. As you get you stuff more solid, then you ca use it to help you explain/ figure out some situations. Even then, alot of very good players don't use frame or hitbox data. Personally, I love numbers. It makes more sense to me when you quantify a situation.
Manta Posted March 3, 2011 Posted March 3, 2011 Also, to answer your earlier question, every character has a move that is invulnerable from the first frame right up to the first active frame (That is, a reversal move) although sometimes that's limited to supermoves (Jayakou Houtenjin! spirngs to mind) And noel's only true reversal is apparently her astral (Although she has plenty of moves with high or low invulnerability). I'm pretty sure everyone's backdash is invulnerable from the first frame, but then they also have a short vulnerable time where you can't block so don't do it against moves with long active times, Tager's 2D is a great example of a move you don't want to backdash unless it would hit late.
mAc Chaos Posted March 3, 2011 Posted March 3, 2011 Hakumen's backdash has no invulnerability whatsoever.
Chaoschao222 Posted March 3, 2011 Posted March 3, 2011 Hakumen's backdash has no invulnerability whatsoever. Who needs it when he's got dat D... >.> <.<
Chaoschao222 Posted March 3, 2011 Posted March 3, 2011 Moving backwards is a sign of weakness. Going backwards is sequence breaking, now why would wanna go and sequence break a fighting game? Offense ftw!
A.X.I.S. Posted March 3, 2011 Author Posted March 3, 2011 I don't walk I stand still and wait like a giant rock.
Manta Posted March 4, 2011 Posted March 4, 2011 (edited) CSII Forward throw questions: What's the base damage of this move? (I read that it's 1900, Or that it's 1100 and the back throw does 1900.... or something) Is it possible to follow it up without magnetism? If so, does this need the wall or is there some other way? (Like bsledge or a j.C chase) If they're magnetised, what can you pull them back in with? I've seen AC work, but what about things like 6[A], J.D or even astral. Edited March 4, 2011 by Manta
A.X.I.S. Posted March 4, 2011 Author Posted March 4, 2011 I am sure that without corner you only have spark to catch after a normal throw. Normal throw should be 1900 now. If they are in the corner you can do the normal throw combo stuff. 6A will not work the pull doesn't start early enough and won't make them fly in. Could be a interesting way to pull in a magnetized opponent for a meaty but I am doubtful of it. I won't be updating the thread until sunday.
Heroic_Legacy Posted March 5, 2011 Posted March 5, 2011 I don't walk I stand still and wait like a giant rock. IMMOVABLE LIKE THE MOUNTA- *Sees Mu* This mountain better start moving real fast. Yes I'm alive. Too busy not wanting to fight Ara though.
Manta Posted March 5, 2011 Posted March 5, 2011 Not exactly news, but today when Mori was asked how arakune was allowed to have 85% damage from one hit, he responded (without the need for the interpreter). "Ah so you play Tager then?"
A.X.I.S. Posted March 16, 2011 Author Posted March 16, 2011 From Veteru of PNW I present you this: C Inferno Divider Active 2(4)12 -> 2(4)6 Recovery 18F+19F -> 24F+19F Invincible 1~21 -> 1~18 Cancel into followup on hit from 13~ -> 13~36 CH hitstop 14F Gauge 173,190 C Inferno Divider (Air) Initial proration 70 -> 85 Active 2(4)12 -> 2(4)6 Invincible 1~19 -> 1~16 Cancel into followup on hit from 11~ -> 11~34 CH hitstop 14F ??? Gauge 173,190 D Inferno Divider Damage 440,440 -> 600,600 Startup 9F -> 7F Invincible 6~17 REMOVED Airborn 12F~ -> 10F~ Cancel into followup on hit from 15~ -> 13~36 CH hitstop 14F Gauge 248,248 D Inferno Divider (Air): Damage 440,440 -> 600,600 Active 2(4)12 -> 2(3)12 Counterhit state 51F -> 50F Invincible 5~15 REMOVED Cancel into followup on hit from 13~ -> 12~35 CH hitstop 14F Gauge 248,248 We can backdash ID...do it do it a lot!
Manta Posted March 16, 2011 Posted March 16, 2011 D divider is no longer a reversal? Well goddamn, that's pretty good to know.
Osuna Posted March 16, 2011 Posted March 16, 2011 D divider was never a reversal. The invincibility nerf on isn't very meaningful. I'm C divider is easier to backdash now though. Nothing feels sadder than baiting the divider but screwing up the timing just enough to get hit anyway.
lolokoa Posted March 16, 2011 Posted March 16, 2011 ...or messing up 360/720 punish lol might just opt to 2C FC I wonder if divider would still against MTW?
Nini Heart Posted March 16, 2011 Posted March 16, 2011 ...or messing up 360/720 punish lol might just opt to 2C FC I wonder if divider would still against MTW? Any frame 1 invincible DP beats MTW. All you have to do is keep mashing DP after the initial clash.
A.X.I.S. Posted March 17, 2011 Author Posted March 17, 2011 (edited) You can backdash ID at max range. Also I peeped at the mook scans...yeah the only difference in data I noticed so far is that A sledge is -4 now. Which is a nerf seeing how it was -3 in CS1. I'll edit this post if I see anything new. Oh ok a couple of differences. 5A: P1/p2 90/82->86/80 Untech time 12>14 6A: p1/p2 100/89->80/89 Base damage 800->700 startup 21F->19F Frame advantage -19->-27 CH stun 41->42 5B: p1/p2 100/86->80/86 2B: p1/p2 100/89->85/89 6B: p1/p2 85/92->70/92 Base damage 700->960 5C: base damage 980->910 p1/p2 90/92->100/92 3C: p1/p2 80/75->90/88 Level 3->4 Block stun -8->-6 6C: p1/p2 100/80->90/80 Base damage 1050->1100 J.B: p1/p2 80/89->90/89 J.C: Untech time 19->24 Forward throw: Base damage 1140->1900 Untech time 60->100 Back throw: Base damage 1140->1200 Untech time 60-100 Air throw Base damage 1649->1900 AC: Base damage 1850->1600 Hammer (follow up to sledge): Start up 24->21 Gadget finger: Base damage 0->100 Can be held down 1-39->1-40 Counter assualt: Block stun -25->-20 I'll update this later enjoy this. Edited March 17, 2011 by A.X.I.S.
Osuna Posted March 17, 2011 Posted March 17, 2011 Wait, they put a proration nerf on 5A? the move that lead to no damage Before the collider nerf? That's just weird. Asledge is still a free punish on IB, that's so sad. And 6A is only 2 frames faster? That's interesting, I would have thought it was more. I guess my concept of time is just wonky as usual. Interesting stuff though.
Manta Posted March 17, 2011 Posted March 17, 2011 6A may be two frames faster but that's a frame advantage so bad that it warrants taunting.
Nini Heart Posted March 17, 2011 Posted March 17, 2011 Doesn't it gatling into something making the frame advantage not really relevant? I know trying to punish 6A gets me 4D'D most of the time right now.
natearistata Posted March 17, 2011 Posted March 17, 2011 shouldn't gatling into 5C, unless I haven't been paying attention. I believe just 2C and 3C, both of which are unsafe anyway (though 3C isn't nearly as bad)
Manta Posted March 17, 2011 Posted March 17, 2011 (edited) And 6A's jump cancel went too, so boo. Nice to see 5C getting 100% P1 though. 3C > 2B > 2C > 623C... might actually give reasonable damage too. Edited March 17, 2011 by Manta
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