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Temjiin

www.mkxframedata.com
My numbers should be pretty accurate. Some stuff might be off by 1 frame at the most.

I just finished doing Metallic's frame data last night as well. Unfortunately I don't have anything for Aftershock and I'm not sure if I will bother because it's a lot of work and I'm not interested in that variation.

@smokey
 

smokey

EX Ovi should launch
My numbers should be pretty accurate. Some stuff might be off by 1 frame at the most.

I just finished doing Metallic's frame data last night as well. Unfortunately I don't have anything for Aftershock and I'm not sure if I will bother because it's a lot of work and I'm not interested in that variation.
Thanks will have a look at the data when i next get to sit down on my pc and look to add this to the document. How did you test the block/hit advantage?
 

iamShorteh

"Vengeance will be mine!"
You're more than welcome for the help.
I try my best to make the MKX community grow in all kinds of ways (streaming, making YouTube vids, going to local tournaments,...), and by helping you guys I wanted to contribute some more to this great community.
If everyone does a bit here, a bit there ... before you know it we're all still playing MKX some years down the road with an amazing group of people.

You lot had already invested a lot of time into this project too so... kudos to everyone!
Keep it :u
 

smokey

EX Ovi should launch
Apparently, Close Ferra Toss is +6 on block, not -1 as the game says.
If you can show me where this got tested, just a link to the post or tag me in the discussion. Am happy to get any errors out of the frame data, but need to see that its been tested reasonably well first :)
 

SUGATA

Noob
My numbers should be pretty accurate. Some stuff might be off by 1 frame at the most.

I just finished doing Metallic's frame data last night as well. Unfortunately I don't have anything for Aftershock and I'm not sure if I will bother because it's a lot of work and I'm not interested in that variation.

1) Please explain how do you make this frame data tests?

2) What does RKD (SKD - string knock down) , Restands, and L in one cell with KD (Launcher + Knock down?) means?
 
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Prinz

watch?v=a8PEVV6tt14
Some minor errors to Kano's sheet:
Kombat boots - M,H
Delinquent - M,L
Wood chiper - M,M,H
And 112 listed as H,M,M is a disgrace. This string needs to be fixed.
 

infamy23

FireBeard
1) Please explain how do you make this frame data tests?

2) What does RKD (SKD - string knock down) , Restands, and L in one cell with KD (Launcher + Knock down?) means?
I use a 60fps capture card and I count the frames manually.

Whenever the animation is not obvious, I test the move against various reversals. So if I count -12 on block, but I'm not sure, I will test to see if Goro can punish with reversal punchwalk or not.

The hardest thing to test is hit advantage because you can't do a reversal from hit advantage. For this I have to try and see what is the fastest move I can counter hit but that requires me to do a 1 frame link with both characters which is why it's possible that some hit advantage numbers may be off by 1 frame.

L = Launcher
KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown
GB = Ground bounce
Restand = Causes opponent to go from an airborne state to a standing state.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Uh Cybernetic Kano's frame data isn't missing, it's just only listed under B131+3, B132+4 and B132+4MB. Take the frame data from those and apply them to B231+3, F31+3, F32+4 and F32+4MB. Exact same moves.
 

SUGATA

Noob
I use a 60fps capture card and I count the frames manually.

Whenever the animation is not obvious, I test the move against various reversals. So if I count -12 on block, but I'm not sure, I will test to see if Goro can punish with reversal punchwalk or not.

The hardest thing to test is hit advantage because you can't do a reversal from hit advantage. For this I have to try and see what is the fastest move I can counter hit but that requires me to do a 1 frame link with both characters which is why it's possible that some hit advantage numbers may be off by 1 frame.

L = Launcher
KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown
GB = Ground bounce
Restand = Causes opponent to go from an airborne state to a standing state.
I dont know this therms, please tell me what does it mean:

KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown

What is the differnece between them (i know only Knock down and Hard (untechable) knock down)?
 

infamy23

FireBeard
I dont know this therms, please tell me what does it mean:

KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown

What is the differnece between them (i know only Knock down and Hard (untechable) knock down)?
There are 4 types of knockdowns in this game. 3 of them can be tech rolled, the other is a hard knockdown and cannot be tech rolled.

The reason that I separate KD, RKD, and SKD is because they all have different timing windows for when you can tech roll and when you can reversal.

It's valuable to know what type of techable knockdown a move causes, so that you don't accidentally trigger a delayed wakeup when you're trying to do a wakeup EX move. For example the timing to execute a wakeup is much different when you get hit by Raiden's superman, compared to his EX shocker because superman causes a rolling knockdown.
 

Eminent

Forum Lurker
Has anybody gone over the Cassie frame data yet? I'm noticing the d4 and b4 info is still switched for most of the areas, I think, startup for sure. Btw, this is super awesome and you guys are all awesome! :D
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
I use a 60fps capture card and I count the frames manually.

Whenever the animation is not obvious, I test the move against various reversals. So if I count -12 on block, but I'm not sure, I will test to see if Goro can punish with reversal punchwalk or not.

The hardest thing to test is hit advantage because you can't do a reversal from hit advantage. For this I have to try and see what is the fastest move I can counter hit but that requires me to do a 1 frame link with both characters which is why it's possible that some hit advantage numbers may be off by 1 frame.

L = Launcher
KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown
GB = Ground bounce
Restand = Causes opponent to go from an airborne state to a standing state.
nice shit guys, same shit i was doing, i think ill let you guys handle it, no need for 2 of us to do it!
i might finish the WALK F/B speeds and thats it i guess!
 

Temjiin

www.mkxframedata.com
Has anybody gone over the Cassie frame data yet? I'm noticing the d4 and b4 info is still switched for most of the areas, I think, startup for sure. Btw, this is super awesome and you guys are all awesome! :D
I thought we switched this already, is it still wrong? Only startup affected?