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Are hit stun and block stun character specific?

Learning about how to find safe moves (thanks to everyone here for encouragement and suggestions) and looking to test out a bunch of moves and compare recovery and stun, using the "hold both sticks up and see who jumps first" method.

To make best use of my time doing this, I'm hoping I can benefit from the experience of others on something, maybe it's a general fighting game strat question:

suppose I'm testing a normal, like Kung Lao's standing 1. I want to test its recovery, vs. both hit and block. Will the results be the same regardless of who I'm sparring with?

In other words, does every character in the game have the same stun frame data against any one move? Is frame data specific to the attacker's moves only, or does it depend on who they're attacking, too?

Do some characters generally get stunned for longer or shorter periods?

Finally, is it ever entirely matchup-specific? Im wondering how universal, if at all, each character's block stun and hit stun is.

Thanks in Advance... No I'm probably not good enough to make use of this info, I think of it as something to work towards!
 

Somberness

Lights
It should be pretty universal, it would be really ridiculous if it wasn't, just more work for NRS to do. I think the only difference in how damage is received by each character is their hitboxes.
 

evansgambit

Guardian of Outworld
I believe the answer is no. All hit stun and block stun is standard across the board. However, I'm not sure about the game's boss's like Goro, Kintaro and Shao Kahn.

There is probably one thing that I'm considering that would be character specific. And that's character sizes, which affects their hit boxes. Larger characters that adversely have larger hit boxes, have a disadvantage in that they would be easier to juggle and combo. While not really hit stun, it's something to think about. Governs what follow up attacks or how many attacks you can do on them. Sheeva anybody?
 

Zebster

How's my volume?
It feels to me like some characters lower their block faster than others...
That might be that weird blockstun thing that Tom Brady was talking about during WNF.

He mentioned that blockstun actually varies depending on how quickly you let go of block after blocking something. Before you say "duh" here's the example he gave: If you let go of block at the exact frame you blocked something you'd recover normally, but if you let go of block 1 frame later you'd be in blockstun for 3 extra frames.
 

GStick

Noob
That's actually kind of clever. Rewards precision play.
If the block stun is 5 frames and you let go on frame 6, you shouldn't have just increased your block stun to 8/9 frames.

Solution:
The game should still display the animation of coming out of block stun in this situation, but the animation ISN'T actually blockstun... so you can cancel out of this animation as if the block stun isn't there. So if you let go on frame 6, you let go on frame 6. Those extra 2/3 frames are just an animation for animation's sake.
 
Cool idea though, that if you time your block perfectly, you can counterattack sooner, possibly gain frame advantage (might make some "safe" moves unsafe against a good player), no?
 

DrDogg

Noob
If block stun varies depending on when you release block, that's retarded. It means we'll never have consistent frame data. It also makes it 10x harder to calculate proper frame data.

Maybe if blocking was instant you could reward a player for just frame blocking, but as far as I can tell, it's not. Even if it is, the reward for just frame blocking should not be that a move is now punishable. Even in games like Soul Calibur, you'll get frame advantage, but it's rare for an attack to become unsafe because of just frame blocking.