whatu mean? depending on spacing the frame data changes?sinestro b12 -14
but in all reality it's spacing specific
Yup, some characters have that.whatu mean? depending on spacing the frame data changes?
It would be nice to have it in a thread however isn't it already on a website where everything for each character is laid out all nice in a table and stuff? Or we could just make a thread and list only what frame data is wrong, since there is less of it than correct data.someone needs to do this, like write this up for each character, since a fair portion of the in game frame data is off or just plain wrong.
There's that, but also cancel advantage which isn't anywhere. Only characters I got it for was Cyborg, Harley and WW. You can find them in their forumsIt would be nice to have it in a thread however isn't it already on a website where everything for each character is laid out all nice in a table and stuff? Or we could just make a thread and list only what frame data is wrong, since there is less of it than correct data.
i don't get how that works.Yup, some characters have that.
For some, the further they are with a move, the longer it takes to make contacti don't get how that works.
For some, the further they are with a move, the longer it takes to make contact
like arrows slide. says -13, but in reality if you slide in their face and get blocked, you're like -25. If you can space it so the edge of your toe hits them on the end of the slide, it's safesinestro b12 -14
but in all reality it's spacing specific for a lot of moves
Lmao seriously though....
Some character specific moves just recover faster if used at max range. At like, the end of their animation. This accounts really only for characters that has special moves that zip across the screen, or half screen. Like kf slife, catwoman's dash, and Nightwing's flying grayson.i don't get how that works.
kinda like cyber subs insta air EX divekick at close range?like hawkgirl stomp, its punishable from full height but not instant dive. if that makes sense
Actually, Martian manhunter's standing 3 has more advantage at max distance than at close, because it hits higher on the spin, meaning it hits later in the animation, meaning the move is recovering slightly earlier than normal in relation to when the block stun becomes active. Moves like kenshi's back 2 or shoulder charge in mk9 also have this application based on range.. (the shoulder more dramatically)Some character specific moves just recover faster if used at max range. At like, the end of their animation. This accounts really only for characters that has special moves that zip across the screen, or half screen. Like kf slife, catwoman's dash, and Nightwing's flying grayson.
so its kinda like a meaty almost? except their standing?Some character specific moves just recover faster if used at max range. At like, the end of their animation. This accounts really only for characters that has special moves that zip across the screen, or half screen. Like kf slife, catwoman's dash, and Nightwing's flying grayson.
Basically yeah. It's meaty but their standing up.so its kinda like a meaty almost? except their standing?
interesting, k i'll have to remember that.Basically yeah. It's meaty but their standing up.
Some moves go through entire animation regardless of moment it connects with the character that blocks. So, say, you can have some move be less safe up close but almost neutral if your opponent stands further (so it takes more time before the move connects, so it puts opponent into blockstun later, so he'll recover later, so you get less minus frames on said block).i don't get how that works.
DA PECKA IS LAYING DOWN THE KNOWLEDGE.Actually, Martian manhunter's standing 3 has more advantage at max distance than at close, because it hits higher on the spin, meaning it hits later in the animation, meaning the move is recovering slightly earlier than normal in relation to when the block stun becomes active. Moves like kenshi's back 2 or shoulder charge in mk9 also have this application based on range.. (the shoulder more dramatically)
@Axel_Redd i hope this helps
Or maybe it's about spacing and not actual frame data.mmh's overhead telport's frame data depends on how it get blocked and possibly the air and regular oh telports have different data because sometimes a corps charge punishes (-8 on block) and sometimes it doesn't (-5 on block?)
Beat me to it lmaosinestro b12 -14