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Guide - Mortal Kombat X Edition (iOS and Android) WITH FRAME DATA AND MOVE PUNISHER TOOL!

protools27

Rebel without a scene
Cool thanks.

Someone posted a review saying that some of Ferra/Torr's kombos were wrong, however in my last update I checked out the ones he was referring to in the moves list and they appeared to be correct. Hmm now that I think about it, I didn't try the actual input in the game, only looked at the list, and that matched. I wonder if some of the moves lists are actually wrong in the game command list.


Glad you are liking it and hope it helps ya'll out!

MKX has so many moves that it comes in handy. It's what I use when I'm trying to learn myself.

And I need to thank the guy in this thread that recommended the "always on" feature, because without that, it would be REALLY annoying to have to keep clicking the button on the phone to turn the screen back on after I look up something, test it out, then go back to my phone lol. Such a simple feature that I never thought about, but one of you guys recommended it as something that would be helpful for them, and then now that it's implemented, it's something I use myself.
Did you look at the Cassie cage combo thread I linked? I can't think of an easier combo thread to add to the app with how organized it is.
 

aieches

#freeHomelee2016
Cool thanks.

Someone posted a review saying that some of Ferra/Torr's kombos were wrong, however in my last update I checked out the ones he was referring to in the moves list and they appeared to be correct. Hmm now that I think about it, I didn't try the actual input in the game, only looked at the list, and that matched. I wonder if some of the moves lists are actually wrong in the game command list.
yeah alot of the frame data from NRS seens to be wrong in certain cases but i guess thats just the nature of the beast until things start getting figured out. alot of the chracter forums have people who have been huntig for things like this .Dont think there is much in the takeda threads about oes that NRS has provided wrong data but i DO know that their data for the Quick Call in the Ronin variation is wrong. They have the same data for the quick call as the blade call and i dont think thats right as it has information on block and hit when its does neither. alos it seems a bit quicker than the blade call but i havent tested it out much seing how i dont really use Ronin.
 

Poto2222

"Online is your forte!" - A Wise Man, 2015.
Just passing by to say HOLY SH*T, THIS APP IS PERFECT.
Being able to check the frame data of every single move is aaaaaaaawesome.

Thanks a lot, man!
 

Chaosphere

The Free Meter Police
Any chance we could have an option to look at moves by their inputs? For instance, when I look at the overall frame data for a character... it would be cool to see "d1" as opposed to whatever the name for that normal is. @purbeast

Not dogging on the app. Love that this is out there. Thank you.
 

aieches

#freeHomelee2016
Any chance we could have an option to look at moves by their inputs? For instance, when I look at the overall frame data for a character... it would be cool to see "d1" as opposed to whatever the name for that normal is. @purbeast

Not dogging on the app. Love that this is out there. Thank you.
what version are you on cause for me on android its has both the name and the command right under it .
you basically see both the commands and the names in one spot then click on it to get the frame data .

maybe this is something having to do with the os update ? ( if that is the one you have)
 

purbeast

Noob
yeah alot of the frame data from NRS seens to be wrong in certain cases but i guess thats just the nature of the beast until things start getting figured out. alot of the chracter forums have people who have been huntig for things like this .Dont think there is much in the takeda threads about oes that NRS has provided wrong data but i DO know that their data for the Quick Call in the Ronin variation is wrong. They have the same data for the quick call as the blade call and i dont think thats right as it has information on block and hit when its does neither. alos it seems a bit quicker than the blade call but i havent tested it out much seing how i dont really use Ronin.
As a developer, I have absolutely NO IDEA how NRS has all of this data wrong.

I mean, the moves obviously have a certain number of animations. Why they can't dynamically generate the lists based on this, just baffles my mind. It seems so simple to have this 100% accurate if you are building the list dynamically based on the actual animation of the moves.

what version are you on cause for me on android its has both the name and the command right under it .
you basically see both the commands and the names in one spot then click on it to get the frame data .

maybe this is something having to do with the os update ? ( if that is the one you have)
I think he means when you select "Frame Data" from the character menu, it only has it by names. I can look into displaying inputs there instead, but as with other things, the problem here is real estate.

I wouldn't want to simply put "d1" because some people might not have numbered buttons as their preference and they wouldn't get what that means. But putting the images there might take up too much room, especially for some longer combos.

what's the actual name of the app?
mortal kombat x edition?
There are links to it in the OP.

iOS: Guide - Mortal Kombat X Edition
Android: Guide for Mortal Kombat X Edition

Just look for the app icon that is my avatar on here.
 

purbeast

Noob
Oh and if you guys enjoy the app, I'd appreciate a good rating and review if you feel like doing that as well :)

There are a few other free ones on the Android store as well but from the looks of it, I think mine is the only one with the frame data in there, and definitely the only one with the Kustom Kombo tool.
 

Chaosphere

The Free Meter Police
what version are you on cause for me on android its has both the name and the command right under it .
you basically see both the commands and the names in one spot then click on it to get the frame data .

maybe this is something having to do with the os update ? ( if that is the one you have)
Nah that part is fine. I'm talking on the overall frame data list. You can hit the "Frame Data" button and see all of the frame data for that character at once.
 

buyacushun

Normalize grab immunity.
This app is pretty cool. Every fighting game i try to take seriously i always look if there is some kind of companion app and yours is the best for MK i've seen thus far. I use a Street fighter app that does some pretty cool things that i think would be great to use in here too. In the SF app you can pick two character and check for any punishes on moves. This is way easier than going back and forth between screens to check. It also has a frame trap calculator where you select two moves and see how much of a frame gap there is. I don't know how hard any of this stuff is but figured to at least let you know of some ideas.

One thing i really would like is if there could be some sort of note seperation. In the app there is only one big note page. But say i want to have my matchup notes seperated by character. Is it possible to do this? Maybe be able to give each matchup it's own note page. This would be created by the user as needed, so I don't have to scroll through a bunch of pages i won't use. This could be useful for any other applications someone might use it for not necessarily just character separation.

Thanks again for this wonderful work!!!
 

aieches

#freeHomelee2016
Nah that part is fine. I'm talking on the overall frame data list. You can hit the "Frame Data" button and see all of the frame data for that character at once.
okay i must be misunderstanding you.. i thought you meant you couldnt see the commands and ONLY the name of the move itself until you clicked on it...
i thought by this there was something different abot your version and my version as with mine ( android) say when i click on basic moves - it gives me a list of the moves with the commands right below it. then when i click on the move name- thats when my frame data info pops ups..

i thought you meant you couldnt see the commands (d1) until after you clicked on the name of the move.. i read your post wrong.
 

Poto2222

"Online is your forte!" - A Wise Man, 2015.
Nah that part is fine. I'm talking on the overall frame data list. You can hit the "Frame Data" button and see all of the frame data for that character at once.
You mean this?


Just touch the move you want and then its damage and frame data will show up.

It's super user-friendly.
 

purbeast

Noob
So if I were to make a "frame data calculator" , what all would you guys want in it? Just a way to pick your character, then opponent, and see what can punish what?

Also, I'm a bit confused about the frame data on Kombos. Is all of the recover/block/hit advantage stuff based off of the last hit? And the startup/active is just the startup/active of the first hit in the combo? A bit confused the data translates to a full kombo but it only lists 1 number for each area. I'm familiar with what it means for normal moves though.

Also, I remember downloading that SF4 frame data app where you could pick 2 characters and it would then let you see what punishes what, but it looks like it's not on the iTunes store anymore. I think I used to have it and it's now the "official" guide that Brady Games took over, and it is a pile of crap.

Is there another one?
 

aieches

#freeHomelee2016
So if I were to make a "frame data calculator" , what all would you guys want in it? Just a way to pick your character, then opponent, and see what can punish what?

Also, I'm a bit confused about the frame data on Kombos. Is all of the recover/block/hit advantage stuff based off of the last hit? And the startup/active is just the startup/active of the first hit in the combo? A bit confused the data translates to a full kombo but it only lists 1 number for each area. I'm familiar with what it means for normal moves though.

Also, I remember downloading that SF4 frame data app where you could pick 2 characters and it would then let you see what punishes what, but it looks like it's not on the iTunes store anymore. I think I used to have it and it's now the "official" guide that Brady Games took over, and it is a pile of crap.

Is there another one?

YES! that would be great .. like say if i had takeda and could match up what thigs would be able to punish blocked a scorpion teleport , or a raiden superman!

and yes the data comes from the last hit - this includes the start up etc ..its all based on the last hit on hit or block.
 
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buyacushun

Normalize grab immunity.
So if I were to make a "frame data calculator" , what all would you guys want in it? Just a way to pick your character, then opponent, and see what can punish what?

Also, I'm a bit confused about the frame data on Kombos. Is all of the recover/block/hit advantage stuff based off of the last hit? And the startup/active is just the startup/active of the first hit in the combo? A bit confused the data translates to a full kombo but it only lists 1 number for each area. I'm familiar with what it means for normal moves though.

Also, I remember downloading that SF4 frame data app where you could pick 2 characters and it would then let you see what punishes what, but it looks like it's not on the iTunes store anymore. I think I used to have it and it's now the "official" guide that Brady Games took over, and it is a pile of crap.

Is there another one?
I don't know if it's on itunes but you can find it on android by searching "FA - Tool". Its a blue icon with a white silhouette if ryu.

If you made a frame data calculator i would def want a punish calculator first. Other applications could come for it later.

The frame data for Kombos is the frame data for the last hit. So for cassie's b124 string there is a listing for "b12" and "b124" the data in both of these listings is for the last hit. So b12 data refers to the "2" part and b124 data refers to the "4" part. I think to see frame gaps you have to calculate if there is enough Cancel advantage + Hit or - Block advantage for the next normal to come out.
 

purbeast

Noob
Ah interesting. So damn, the startup AND active also is for the last hit in the kombo?

That seems a little weird, but I guess at the same time it makes complete sense, because you can look at what the first move in the combo is and find the frame data for that one move.

So yeah, it makes sense now that only the last move has special properties, especially considering it has a cancel window.

And yeah, "FA tool" is it. I remember the icon and stuff for it now. I just grabbed it.

I'll check out the punish tool in it and see what I can potentially come up with for this. I won't guarantee anything just yet but I want to do an initial investigation into it. I have all of the data so potentially I just have to create the interface and due the calculations and stuff. The toughest part would be coming up with a clean interface. The interface in the FA Tool is okay, but it's not very clean IMO.
 

purbeast

Noob
And another noob question - is there anywhere that explains exactly how the frame data in MKX works?

I know that some games have an implied extra frame associated with moves and I wasn't sure if that is how it works in MKX or not when figuring out what punishes what.
 

buyacushun

Normalize grab immunity.
And another noob question - is there anywhere that explains exactly how the frame data in MKX works?

I know that some games have an implied extra frame associated with moves and I wasn't sure if that is how it works in MKX or not when figuring out what punishes what.
They updated the game to include the extra frame when using normals as reversals. There have been reports that some stuff is wrong still so I don't know if everything is 100%.

Haven't looked at the SF app in ages but yeah it takes a cluttered listing format for things. The display could be much cleaner. Thanks again for the hard work!!!

Have you put any thought into being able to separate my notes into categories. So instead of having one big note page it'll be more like a multi subject notebook.
 

SUGATA

Noob
And another noob question - is there anywhere that explains exactly how the frame data in MKX works?

I know that some games have an implied extra frame associated with moves and I wasn't sure if that is how it works in MKX or not when figuring out what punishes what.
Many info from Eddie Wong.

FRAMEDATA EXPLANATION:

Purposes:

- how to create combos

- the string is a blockstring or just a frame trap

- what can punish well and what is punishable

TOTAL = Startup (Execution, exe) + Active (act) + Recover (rec).

SATE 0 (aka NEUTRAL STATE) - a technical term in M.U.G.E.N or fighting games to define all stances from a fighting game, during the state 0 the character is free from any draw backs, it means the Player has the control over the character at that exact moment and he can block, attack move at any moment. So when the fight word fades, both characters starts at State 0.

STARTUP (Execution, Exe) - the time (in frames) to the first active frame from an executed move (in other words the time it takes for the opponent to get hit by your move after your press the button). In MKX, the fastest normals are 5 frames startup, not 6 like in MK9

ACTIVE (Act): the time that move will remain active until it fades or hits anything that can be hit by it. (in other words, by this time you can't touch that move until the active frames fades, but armored moves will still beat regular active frames). In MKX normals remain active from 1 to 13 depending of how powerful they are, generally normals with longer active frames are also really unsafe on block or whiff.

RECOVER (Recovery, Rec): the time a normal special, even throws will take to return to the state 0, also known as the stance mode, so for this period of time that a move is recovering from being used, the one recovering can't block, or cancel it. In MKX moves on whiff have a good chunk of recovery frames, be aware of what you put in the screen.


BLOCK ADVANTAGE (Block adv): the time the defender has to stay on a Blockstun; block advantage goes two ways, it can either be positive (+) which is advantage for the attacker, or it can be negative (-) which means advantage to the defender.

> So if P1 string is -10 on block, it means that P1 is vulnerable for 10 frames at the instant his blockstun fades away, in this period of time P2 can input a 9f moves or lower to catch P1 before he has time to recover from this attack. This action is called PUNISH (in MKX, there is a new propriety that allows any character to block on the last negative frame, so startup attacking frames that matches the same number of blockstun won't punish it, so 10f moves won't punish -10f of disadvantage).

HIT ADVANTAGE: the time P2 will take to return to the state 0 after getting hit.

CANCEL: the advantage given to the attacker when he cancels his move with another move.

CANCEL BLOCK ADVANTAGE = Cancel + Block adv

CANCEL HIT ADVANTAGE = Cancel + Hit adv


STRING – a Combo w/o gaps.

HIT STRING – not possible to Block or Armor, i.e. nothing.

BLOCK STRING - is when a Move canceled into another Move doesn't leave any gap between the cancel and startup frames, forcing you to Block the whole thing during the process.

The same principle can be applied into normals or strings canceled into specials or run cancels, if you know how long it takes to start and cancel a run, or special, and their next attack in line, you will be able to determinate the Blockstun, find the gap and defend yourself accordingly.


How to find out if my opponent is doing a blockstring on me?

Example: Scorpion gravedigger (1,2,3) dial string

1. Its a 3 hits string in MKX:

Each one of part of this string has startup, active frames, recovery, block adv, hit adv and cancel adv. You want to find out if there is a gap on this string or if its a true blockstring, this is how you do it:

BLOCK STUN = Cancel + Block adv

So standing 1 is 8f startup, on block is 0 frames, and canceling is 11frames.

11 + 0 = 11f Blockstun

2. Now you get that blockstun and compare if the startup frames of the next attack in line reaches (act) before, on time or after the blockstun fades:

1, 2 (the next attack in line) is 6 frames startup, meaning that it reaches the opponent before the blockstun of cancel advantage fades so 1, 2 is a true Blockstring. And has a cancel advantage of 16 frames and a block adv of -10 frames.

16 + (-10) = 6f Blockstun

3. 1, 2, 3 (the final attack in line) is 8 frames meaning that it will not connect the opponent before the blockstun fades, so gravedigger (1, 2, 3) its not a true Blockstring there is at least a 2 frame gaps where you can Armor trough the last part of the string and expose scorpion for not know knowing this, making him less reckless and actually check your meter before doing that string again.



HIT STUN & RECOVERY:

You are Missed - You are exposed for (Start Up + Active + Recovery)

You Hit - Enemy stunned for (Hit Adv. + Recovery) and you are stunned for Recovery. Your advantage is equal to Hit Advantage. This is usually negative, but when its positive, it could result in a VORTEX.

You are Blocked - Enemy stunned for (Block Adv. + Recovery) and you are stunned for Recovery. Your advantage is equal to Block Advantage, which is usually negative meaning you have a disadvantage. 0 means neither player has an advantage.



BLOCK:

- after successfully blocking an opponent’s Attack I am in Block stun animation > after Block stun animation I can perform Reversal immediately (on 1st frame) and Normal attack after 1 frame delay (on 2nd frame).

- I am able to Block on my last negative frame (disadvantage). (If his Attack is -10, and after block I use a 10 frame Reversal special as a punish - the opponent will be able to Block the Reversal punish attempt (on 10th frame). I need to use a Reversal special that is at least 9 frames or faster to punish something -10. This create "only blockable" frame traps that are also almost unique to MK.

PUNISH:

> For punishing: I always need to use a Reversal special that is at least 1 frame faster OR Normal attack that is at least 2 frames faster than the opponent’s negative frames (disadvantage). Example: after I successfully blocking I use 9F Reversal special or 8F Normal attack on -10F opponent.



REVERSAL (aka Reversal attack):

[immediately after blocking opponent’s attack] perform Special move/Throw/ BWD Dash.

- possible to Buffer Directions during holding Block (R1).

- Reversal means that the Special move/Throw/BWD Dash will come out on the 1st frame possible to come out of Block with an attack (i.e. it shaves 1 frame of Block stun off).

COMING OUT OF BLOCK WITH NORMAL ATTACKS (is not a Reversal) - it takes at least 1 frame (i.e. even if I input an 8 frame normal on the 1st frame out of Block, the Attack will actually come out in 9 frames).

___________________________________________________________________________________________________________________


That would be awesome if we get a FRAMES CALCULATOR for our Custom combos, which will determine is it a true Block/Hit STRING or not, and will show us where are the gaps in this combos.

Example:
Calculator counting for 1st move on block: Cancel + Block adv = Cancel Block adv , then compare that with 2nd move startup and if this is > than 2nd move startup - it means this is a string, ...then 2nd move Cancel block adv compare to 3rd move startup and so on...
The same process for Hit sutuation: instead of Block adv will be Hit adv.
 

purbeast

Noob
They updated the game to include the extra frame when using normals as reversals. There have been reports that some stuff is wrong still so I don't know if everything is 100%.

Haven't looked at the SF app in ages but yeah it takes a cluttered listing format for things. The display could be much cleaner. Thanks again for the hard work!!!

Have you put any thought into being able to separate my notes into categories. So instead of having one big note page it'll be more like a multi subject notebook.
I haven't put too much thought into that to be honest. There are other things I'd like to get in before I do anything else with the notes, as much as I know you would like it. It's just one of those things I haven't had too many requests for in general. But I do have a list of things that people are asking for so it's on the list.

The next thing I'm probably going to do which will be simple, is replace the jump and dash buttons, to be shorter and more readable.

Any other requests for more inputs for Kustom Kombos? I think I have all bases covered.

I might actually do that tonight while I'm watching the finals.
 

purbeast

Noob
@SUGATA thanks for that info, that definitely helps a lot.

And your suggestion for the frame data in a Kustom Kombo is actually very interesting as well. Never thought of something like that.