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).
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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.