Hello, i am working on the "Living Guide" app for Tom, and i will be putting this guide in the app under a menu button called "System Guide" with Tom's Permission of course.great work Tom, is this a prelude for a MKX Living Guide?
Dizzy, is there anything we know for certain is correct?The blocking info isnt quite correct, the main issue is that in game frame data is messed up on many fronts, including startup as well as block advantage, not allowing for any baseline to be used to base a correct assumption on.
There is no additional unblocking frames from block stun. It is possible to just frame punish with normals.
Lets take Jax's f3. Forget anything listed in the in-game frame data. When a test is done @Somberness style, using recording equipment, it shows that it impacts in 11 frames. When done at neutral this is how it is. When you block something -11 (again, dont trust in-game frame data) it can be punished by Jax's f3.
TL;DR
Just frame punishes are possible using normals. Assumptions are being made based on incorrect in-game frame data. Unfortunately, the only thing you can do is manual testing using recording equipment or wait for the in-game frame data updates coming in the following patches to hopefully address it.
I'm editing this as I go. Much of this was written straight out of my time as NRS and there are parts that are outdated. I am still finding that I can punish something -6 with KL's reversal spin but not with a 6 frame D1.The blocking info isnt quite correct, the main issue is that in game frame data is messed up on many fronts, including startup as well as block advantage, not allowing for any baseline to be used to base a correct assumption on.
There is no additional unblocking frames from block stun. It is possible to just frame punish with normals.
Lets take Jax's f3. Forget anything listed in the in-game frame data. When a test is done @Somberness style, using recording equipment, it shows that it impacts in 11 frames. When done at neutral this is how it is. When you block something -11 (again, dont trust in-game frame data) it can be punished by Jax's f3.
TL;DR
Just frame punishes are possible using normals. Assumptions are being made based on incorrect in-game frame data. Unfortunately, the only thing you can do is manual testing using recording equipment or wait for the in-game frame data updates coming in the following patches to hopefully address it.
Paulo made a post somewhere on TYM that the next patch would contain many move list data updates.Is there any update when we can expect in game frame data to be corrected/patched? I am sure it is a huge undertaking, so I wouldn't expect it to be immediately; I'm just wondering.
I would like to have a better idea of how everything actually works in game. It seems odd as @Tom Brady has mentioned, that you can punish something with a 6 Frame Reversal (KL Spin) but not a 6 frame d1. Is that intentional by design?
Is the spin able to punish something that is -6 (just frame) or is it only able to punish something that is -7? Am I correct in assuming that a 6 frame normal can only punish something that is -8 or is this a case of frame data being incorrect?
I guess the question is "is that d1 actually 6 frames or are we assuming it is based on the frame data listed"I'm editing this as I go. Much of this was written straight out of my time as NRS and there are parts that are outdated. I am still finding that I can punish something -6 with KL's reversal spin but not with a 6 frame D1.
I noticed this too with Kung laos b12.@GGA Dizzy I am noticing a lot of normal attacks and strings that are classified as mids that whiff on crouch. In some cases they only whiff on what would be hit, but will hit on block. Same with some strings.
Is this intentional, or do some of the normals need to be reclassified as high's or have hitboxes reworked? Is this also something that can be looked at for a future patch?
@Matix218 Tom and Reo are doing a Living Guide, they posted about it in another thread I believe.
Great news, thanks Morty@GGA Dizzy I am noticing a lot of normal attacks and strings that are classified as mids that whiff on crouch. In some cases they only whiff on what would be hit, but will hit on block. Same with some strings.
Is this intentional, or do some of the normals need to be reclassified as high's or have hitboxes reworked? Is this also something that can be looked at for a future patch?
@Matix218 Tom and Reo are doing a Living Guide, they posted about it in another thread I believe.
No Windows Phone 8.1?Hello, i am working on the "Living Guide" app for Tom, and i will be putting this guide in the app under a menu button called "System Guide" with Tom's Permission of course.
there will be a "Email Tom A Question" button at the top right corner for any questions people might have.
Will be available on the Android play store and on the amazon apps store.