Remz
https//:wavenet.remz.ca
Hi, I've spent some time testing different aspects of umk3 using frame advance in MAME and I found a lot of interresting things that I didn't know.
Maybe some of you already know everything I'll post here but here are some of the results of what I have tested so far.
HOW STARDARD MOVES AND FRAME ADVANTAGE WORKS:
Frame advantage and throws:
Every standard attack in the game only connect on a single frame which is always the same no matter who have the frame advantage or no matter the distance between the two opponents. The opponent only need to block that frame to prevent the move to connect. If you do a jab (which always connect and have to be blocked on frame #11) the blood or the animation that shows the dammage (energy bar) will start 3 frames later (frame # 14) for the player who have the frame advantage and 4 frames later (frame #15) for the other player. However, both player will recover on the same frame. When both players do an attack that connect on the same frame, only the player with the frame advantage will connect and you will see only one player taking damage. Throws always have the priority over another attacks no matter who have the advantage. If both player perform a throw on the same frame, only the one who have the advantage will move. A throw always connect on the very first frame after the input. A weird thing is that the damage still occurs one frame later for the player without the advantage even if it doesn't matter anymore since you will never see both player being thowed at the same time. If a player without the advantage do an attack while pushing [Back] on the same frame of a throw, this will prevent the player from performing a throw and the attack will connect. However, if both players do a throw on the same frame while holding [Back], the player without the advantage won't be able to prevent the throw! (weird) I thought that the player with the advantage would connect a jab instead but it's not the case.
Uppercut / Ducking attacks:
Many people think that you need to press both [Down] and [HP/LP/HK/LK] at the same time but it not exacly the case.
You only have to register the [Down] key on a frame (frame #1) and THEN register the [HP/LP/HK/LK] key on frame #7.
If you are already ducking, you have to hold [Down] while pressing [HP/LP/HK/LK].
Round House / Sweep:
You have to register the [HK or LK] input on a frame THEN register the [Back] input on the next frame.
Blocking:
When you tap [Block] (frame #1), it become active only on the 4th frame.
Seing your character holding block takes 10 frames but there is no recovery after releasing [Block].
Ducking:
When you tap [Down], the ducking animation starts only on frame #4.
You are ready to perform a ducking attack on frame #7.
Frame #8 is when you are holding [Down].
If you release [Down], you will be ready to perform a standing attack on Frame #15.
Jumping upward:
The animation starts 7 frames after you press [Up].
Depending on the character you are at the peak after 24 to 27 frames.
It takes 45 frames to recover.
Jumping Sideways:
You have to hold both [Up] and [Right or Left] for two consecutive frames.
The animation starts on the 3rd frame.
It still takes 45 frames to recover.
CONNECTION FRAME: (it's the frame of animation that has the hitbox)
I have tested every single moves on every character since some moves like the KNEE always hit on the same frame except for one character (Nightwolf).
Throws : frame #2
HK - LK : frame #8
HP - LP : frame #11
Ducking LP : frame #11
Sweeps : frame #16
Character | Elbow | Knee | Round House | Ducking LK | Ducking HK
| Kitana......| 6 | 5 | 13 | 8 | 14 | (46)
| Reptile.....| 5 | 5 | 13 | 8 | 14 | (45)
| Sonya.......| 5 | 5 | 10 | 8 | 11 | (39)
| Jax.........| 6 | 5 | 13 | 10| 11 | (45)
| Nightwolf...| 4 | 6 | 13 | 10| 14 | (47)
| Jade........| 5 | 5 | 13 | 8 | 14 | (45)
| Scorpion....| 5 | 5 | 13 | 8 | 14 | (45)
| Kano........| 5 | 5 | 13 | 10| 14 | (47)
| Mileena.....| 5 | 5 | 13 | 8 | 14 | (45)
| Ermac.......| 5 | 5 | 13 | 8 | 14 | (45)
| C. Sub-zero.| 5 | 5 | 13 | 8 | 14 | (45)
| U. Sub-zero.| 5 | 5 | 16 | 8 | 14 | (48)
| Sektor......| 5 | 5 | 16 | 8 | 14 | (48)
| Sindel......| 5 | 5 | 16 | 10| 14 | (50)
| Stryker.....| 5 | 5 | 16 | 8 | 14 | (48)
| Cyrax.......| 5 | 5 | 16 | 8 | 14 | (48)
| Kung Lao....| 5 | 5 | 13 | 8 | 14 | (45)
| Kabal.......| 7 | 5 | 13 | 8 | 14 | (47)
| Sheeva......| 5 | 5 | 16 | 8 | 11 | (45)
| Shang Tsung.| 5 | 5 | 13 | 8 | 11 | (42)
| Liu Kang....| 5 | 5 | 13 | 8 | 14 | (45)
| R. Smoke....| 5 | 5 | 16 | 8 | 14 | (48)
| H. Smoke....| 5 | 5 | 13 | 8 | 14 | (45)
Sonya is the most sudden character, and Sindel is the less.
Update: (october 4th 2008)
Recovery test (# of the frame on which you are ready to act after doing the move)
* I tested every single moves with every characters (with frame advantage and without it) without any exception. For example, I tested everything even if I knew that HP/LP and HK/LK have all the same numbers of startup frames and recovery frames, and I found that this is true but with the exeption of Kano's LK, which for some reasons have 3 extra recovery frames!
Moves that have the same recovery for every characters:
HP/LP......... 19
HK ........... 34
Ducking LP ... 25
| Character | Elbow | Knee | LK | Round House | Sweep | Ducking LK | Ducking HK | Uppercut Advantage / No Advantage
| Kitana......| 35 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Reptile.....| 30 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Sonya.......| 26 | 23 | 34 | 39 | 33 | 25 | 42 | 67/68
| Jax.........| 31 | 26 | 34 | 34 | 33 | 29 | 39 | 67/68
| Nightwolf...| 25 | 31 | 34 | 34 | 39 | 29 | 45 | 67/68
| Jade........| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Scorpion....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Kano........| 26 | 26 | 37 | 38 | 33 | 29 | 45 | 67/68
| Mileena.....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Ermac.......| 30 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| C. Sub-zero.| 30 | 30 | 34 | 34 | 39 | 25 | 45 | 67/68
| U. Sub-zero.| 26 | 29 | 34 | 37 | 39 | 25 | 41 | 67/68
| Sektor......| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Sindel......| 26 | 26 | 34 | 37 | 39 | 29 | 45 | 67/68
| Stryker.....| 23 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Cyrax.......| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Kung Lao....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Kabal.......| 36 | 26 | 34 | 34 | 39 | 25 | 45 | 71/72
| Sheeva......| 26 | 30 | 34 | 37 | 39 | 25 | 39 | 71/72
| Shang Tsung.| 26 | 26 | 34 | 34 | 39 | 25 | 38 | 67/68
| Liu Kang....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| R. Smoke....| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| H. Smoke....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
* On missed ducking attacks, add one extra recovery frame on every characters.
* Elbow / Knee / HP / LP / HK / LK and Round House were tested using the down key ( -4 frames when you see the animation starting). Sweep / Ducking attacks / Uppercut and Throws were tested using the jump key ( -8 frames when you see the character leaving the ground and -14 for Ducking HK)
Walking Speed / Recovery on Connected Throws
*Every characters run at the exact same speed. The walking speed numbers means the number of frames it takes to walk the distance of one frame of running.
| Character | Walking Speed | Throws recovery
| Kitana......| 2.3 | 49
| Reptile.....| 2.3 | 57
| Sonya.......| 2.5 | 65
| Jax.........| 2.5 | 54
| Nightwolf...| 2.3 | 52
| Jade........| 2.1 | 54
| Scorpion....| 2.3 | 63
| Kano........| 2.1 | 46
| Mileena.....| 2.3 | 44
| Ermac.......| 2.3 | 63
| C. Sub-zero.| 2.3 | 63
| U. Sub-zero.| 2.3 | 61
| Sektor......| 2.3 | 67
| Sindel......| 2.1 | 68
| Stryker.....| 2.5 | 65
| Cyrax.......| 2.3 | 64
| Kung Lao....| 2.3 | 57
| Kabal.......| 2.5 | 61
| Sheeva......| 2.5 | 62
| Shang Tsung.| 2.4 | 78
| Liu Kang....| 2.4 | 56
| R. Smoke....| 2.3 | 42
| H. Smoke....| 1.9 | 63
(c) Remz 2008
Maybe some of you already know everything I'll post here but here are some of the results of what I have tested so far.
HOW STARDARD MOVES AND FRAME ADVANTAGE WORKS:
Frame advantage and throws:
Every standard attack in the game only connect on a single frame which is always the same no matter who have the frame advantage or no matter the distance between the two opponents. The opponent only need to block that frame to prevent the move to connect. If you do a jab (which always connect and have to be blocked on frame #11) the blood or the animation that shows the dammage (energy bar) will start 3 frames later (frame # 14) for the player who have the frame advantage and 4 frames later (frame #15) for the other player. However, both player will recover on the same frame. When both players do an attack that connect on the same frame, only the player with the frame advantage will connect and you will see only one player taking damage. Throws always have the priority over another attacks no matter who have the advantage. If both player perform a throw on the same frame, only the one who have the advantage will move. A throw always connect on the very first frame after the input. A weird thing is that the damage still occurs one frame later for the player without the advantage even if it doesn't matter anymore since you will never see both player being thowed at the same time. If a player without the advantage do an attack while pushing [Back] on the same frame of a throw, this will prevent the player from performing a throw and the attack will connect. However, if both players do a throw on the same frame while holding [Back], the player without the advantage won't be able to prevent the throw! (weird) I thought that the player with the advantage would connect a jab instead but it's not the case.
Uppercut / Ducking attacks:
Many people think that you need to press both [Down] and [HP/LP/HK/LK] at the same time but it not exacly the case.
You only have to register the [Down] key on a frame (frame #1) and THEN register the [HP/LP/HK/LK] key on frame #7.
If you are already ducking, you have to hold [Down] while pressing [HP/LP/HK/LK].
Round House / Sweep:
You have to register the [HK or LK] input on a frame THEN register the [Back] input on the next frame.
Blocking:
When you tap [Block] (frame #1), it become active only on the 4th frame.
Seing your character holding block takes 10 frames but there is no recovery after releasing [Block].
Ducking:
When you tap [Down], the ducking animation starts only on frame #4.
You are ready to perform a ducking attack on frame #7.
Frame #8 is when you are holding [Down].
If you release [Down], you will be ready to perform a standing attack on Frame #15.
Jumping upward:
The animation starts 7 frames after you press [Up].
Depending on the character you are at the peak after 24 to 27 frames.
It takes 45 frames to recover.
Jumping Sideways:
You have to hold both [Up] and [Right or Left] for two consecutive frames.
The animation starts on the 3rd frame.
It still takes 45 frames to recover.
CONNECTION FRAME: (it's the frame of animation that has the hitbox)
I have tested every single moves on every character since some moves like the KNEE always hit on the same frame except for one character (Nightwolf).
Throws : frame #2
HK - LK : frame #8
HP - LP : frame #11
Ducking LP : frame #11
Sweeps : frame #16
Character | Elbow | Knee | Round House | Ducking LK | Ducking HK
| Kitana......| 6 | 5 | 13 | 8 | 14 | (46)
| Reptile.....| 5 | 5 | 13 | 8 | 14 | (45)
| Sonya.......| 5 | 5 | 10 | 8 | 11 | (39)
| Jax.........| 6 | 5 | 13 | 10| 11 | (45)
| Nightwolf...| 4 | 6 | 13 | 10| 14 | (47)
| Jade........| 5 | 5 | 13 | 8 | 14 | (45)
| Scorpion....| 5 | 5 | 13 | 8 | 14 | (45)
| Kano........| 5 | 5 | 13 | 10| 14 | (47)
| Mileena.....| 5 | 5 | 13 | 8 | 14 | (45)
| Ermac.......| 5 | 5 | 13 | 8 | 14 | (45)
| C. Sub-zero.| 5 | 5 | 13 | 8 | 14 | (45)
| U. Sub-zero.| 5 | 5 | 16 | 8 | 14 | (48)
| Sektor......| 5 | 5 | 16 | 8 | 14 | (48)
| Sindel......| 5 | 5 | 16 | 10| 14 | (50)
| Stryker.....| 5 | 5 | 16 | 8 | 14 | (48)
| Cyrax.......| 5 | 5 | 16 | 8 | 14 | (48)
| Kung Lao....| 5 | 5 | 13 | 8 | 14 | (45)
| Kabal.......| 7 | 5 | 13 | 8 | 14 | (47)
| Sheeva......| 5 | 5 | 16 | 8 | 11 | (45)
| Shang Tsung.| 5 | 5 | 13 | 8 | 11 | (42)
| Liu Kang....| 5 | 5 | 13 | 8 | 14 | (45)
| R. Smoke....| 5 | 5 | 16 | 8 | 14 | (48)
| H. Smoke....| 5 | 5 | 13 | 8 | 14 | (45)
Sonya is the most sudden character, and Sindel is the less.
Update: (october 4th 2008)
Recovery test (# of the frame on which you are ready to act after doing the move)
* I tested every single moves with every characters (with frame advantage and without it) without any exception. For example, I tested everything even if I knew that HP/LP and HK/LK have all the same numbers of startup frames and recovery frames, and I found that this is true but with the exeption of Kano's LK, which for some reasons have 3 extra recovery frames!
Moves that have the same recovery for every characters:
HP/LP......... 19
HK ........... 34
Ducking LP ... 25
| Character | Elbow | Knee | LK | Round House | Sweep | Ducking LK | Ducking HK | Uppercut Advantage / No Advantage
| Kitana......| 35 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Reptile.....| 30 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Sonya.......| 26 | 23 | 34 | 39 | 33 | 25 | 42 | 67/68
| Jax.........| 31 | 26 | 34 | 34 | 33 | 29 | 39 | 67/68
| Nightwolf...| 25 | 31 | 34 | 34 | 39 | 29 | 45 | 67/68
| Jade........| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Scorpion....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Kano........| 26 | 26 | 37 | 38 | 33 | 29 | 45 | 67/68
| Mileena.....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Ermac.......| 30 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| C. Sub-zero.| 30 | 30 | 34 | 34 | 39 | 25 | 45 | 67/68
| U. Sub-zero.| 26 | 29 | 34 | 37 | 39 | 25 | 41 | 67/68
| Sektor......| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Sindel......| 26 | 26 | 34 | 37 | 39 | 29 | 45 | 67/68
| Stryker.....| 23 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Cyrax.......| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Kung Lao....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Kabal.......| 36 | 26 | 34 | 34 | 39 | 25 | 45 | 71/72
| Sheeva......| 26 | 30 | 34 | 37 | 39 | 25 | 39 | 71/72
| Shang Tsung.| 26 | 26 | 34 | 34 | 39 | 25 | 38 | 67/68
| Liu Kang....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| R. Smoke....| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| H. Smoke....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
* On missed ducking attacks, add one extra recovery frame on every characters.
* Elbow / Knee / HP / LP / HK / LK and Round House were tested using the down key ( -4 frames when you see the animation starting). Sweep / Ducking attacks / Uppercut and Throws were tested using the jump key ( -8 frames when you see the character leaving the ground and -14 for Ducking HK)
Walking Speed / Recovery on Connected Throws
*Every characters run at the exact same speed. The walking speed numbers means the number of frames it takes to walk the distance of one frame of running.
| Character | Walking Speed | Throws recovery
| Kitana......| 2.3 | 49
| Reptile.....| 2.3 | 57
| Sonya.......| 2.5 | 65
| Jax.........| 2.5 | 54
| Nightwolf...| 2.3 | 52
| Jade........| 2.1 | 54
| Scorpion....| 2.3 | 63
| Kano........| 2.1 | 46
| Mileena.....| 2.3 | 44
| Ermac.......| 2.3 | 63
| C. Sub-zero.| 2.3 | 63
| U. Sub-zero.| 2.3 | 61
| Sektor......| 2.3 | 67
| Sindel......| 2.1 | 68
| Stryker.....| 2.5 | 65
| Cyrax.......| 2.3 | 64
| Kung Lao....| 2.3 | 57
| Kabal.......| 2.5 | 61
| Sheeva......| 2.5 | 62
| Shang Tsung.| 2.4 | 78
| Liu Kang....| 2.4 | 56
| R. Smoke....| 2.3 | 42
| H. Smoke....| 1.9 | 63
(c) Remz 2008