Saltea Mike
ROG Mike
Hey guys,
So we've all seen the balance patch notes. I'll try to write down my understanding of the current a-list cancelling pressure. Please note that this is my own understanding and it may not be a 100% correct - if you think you found an error in my train of thought - please feel free to comment and discuss.
Let us begin.
The most important parts of the patch for a-list cancels are as follow:
1. First of all we can no longer do 2 run cancels. What we can do - however - is 1 run cancel and 1 dash cancel. I'll give some examples of possible pressure string later on.
2. The moment we get hit by a poke (or any attack for that matter) while applying pressure with running up and pressing buttons or run cancelling - we are basically out of stamina. How you ask? Since starting to run takes 25 stamina (1/4) and getting hit while running takes away 50 stamina (2/4) we are left at most of the times without stamina. What this means is we have to be way more aware of our stamina management, since running in or cancelling may equal death. No stamina for longer period of time = no breaker and probably death.
3. Now for the breakthrough. What the specific a-list change means - is basically less advantage on block while performing all of ours run cancel moves. That goes both for run cancelled moves [12(1), f3,(4)] and shadowkick runcancels (basically every move cancelled into shadowkick).
Sadly - there was a "hidden nerf" which could be a very drastic problem for us. When it comes to timing cancels on block and on-hit there is a difference. The change itself isn't just "taking + frames away" but a change considering blockstun. Having more + frames differs from more blockstun frames.
I know it may sound blunt since im not the best at explaining things - but @Asodimazze has put it very nicely. I'll hope he wont have anything against me quoting what he wrote. Kudos.
Now the following is the most current most-probable framedata on cancels. Going by the logic of -5 frames of advantage I have used @BoricuaHeat 's framedata from the following thread of his and derived what follows:
F3xxSKRC = +12
F2xxSKRC = +9
F24xxSKRC = +6
D4xxSKRC = 0
114xxSKRC = +12
113xxSKRC = -4
4xxSKRC = +18
333xxSKRC = +10
B34xxSKRC = +12
21xxSKRC = +2
F3,(4) RC = +7
12(1) RC = +3
This changes a lot of things.
The cancels marked red are cancels that are the most viable ones.
However I myself haven't gotten a chance yet to play on the new patched version of the game - but as far as I've seen jailing from:
I would just like to note that the framedata might be a little off, but the following should be working:
4 xx skrc, 1 (leaving a lot of frames for inputting - 9f)
4 xx skrc, f3 (about 6f for inputs)
4 xx skrc, f2 (about 3f for inputs)
4 xx skrc, 3 (about 4f for inputs)
F3 xx skrc, 1 (about 3f for inputs)
F3 xx skrc, F3 (this is a frame perfect cancel - leaving no frames for input errors you're +12 and inputting a 11f move)
Examples of on-hit confirming combos:
f3skrc,JI2,f4,f24,d1,f3nutpunch = 29%
f3skrc,12(1)dc,f4,f24,d1,f3nutpunch =27% (You can replace the skrc with a skdc if you dont have full stamina)
12(1)rc,JI2,f4,f24,d1,f3nutpunch = 28%
12(1)rc,f4,f24,d1,f3nutpunch = 26% (You can replace the skrc with a skdc if you dont have full stamina)
113skrc,12(1)dc,f4,f24,d1,f3nutpunch = 28%
f2skrc,12(1)dc,f4,f24,d1,f3nutpunch = 27%
f24,d1,f24nutpunch = 24%
JIP,b34skrc,JI2,f4,f24,d1,f3nutpunch = 33%
To sum up - this is my understanding of the changes. If I got something confused - please do comment.
So we've all seen the balance patch notes. I'll try to write down my understanding of the current a-list cancelling pressure. Please note that this is my own understanding and it may not be a 100% correct - if you think you found an error in my train of thought - please feel free to comment and discuss.
Let us begin.
The most important parts of the patch for a-list cancels are as follow:
- Increased energy cost to start running to 25 (up from 15)
- Increased energy cost to cancel into a dash (where applicable) to 25 (up from 15)
- Getting hit while running will now drain 50 energy
- Johnny Cage (A-List) - added 5 frames before a dash cancel is active if a move is charged during the opponents block stun
1. First of all we can no longer do 2 run cancels. What we can do - however - is 1 run cancel and 1 dash cancel. I'll give some examples of possible pressure string later on.
2. The moment we get hit by a poke (or any attack for that matter) while applying pressure with running up and pressing buttons or run cancelling - we are basically out of stamina. How you ask? Since starting to run takes 25 stamina (1/4) and getting hit while running takes away 50 stamina (2/4) we are left at most of the times without stamina. What this means is we have to be way more aware of our stamina management, since running in or cancelling may equal death. No stamina for longer period of time = no breaker and probably death.
3. Now for the breakthrough. What the specific a-list change means - is basically less advantage on block while performing all of ours run cancel moves. That goes both for run cancelled moves [12(1), f3,(4)] and shadowkick runcancels (basically every move cancelled into shadowkick).
Sadly - there was a "hidden nerf" which could be a very drastic problem for us. When it comes to timing cancels on block and on-hit there is a difference. The change itself isn't just "taking + frames away" but a change considering blockstun. Having more + frames differs from more blockstun frames.
I know it may sound blunt since im not the best at explaining things - but @Asodimazze has put it very nicely. I'll hope he wont have anything against me quoting what he wrote. Kudos.
This change is a huge pain in the ass to deal with, because the cancel timing is significantly different if the move connects on hit or block but the player has no way to know if the opponent will block the move.
Guessing the timing of the cancel is just stupid and if you presume the move is going to hit, but the opponent blocks it, the cancel doesn' come out at all and Cage dies.
I can understand the block advantage nerf, but making the player guess to perform his own stuff properly is wrong, so I hope a hotfix will solve this problem.
It also becomes incredibly stupid in some situations, here is an example: since day 1 12(1)rc might whiff his first or second hit against some characters blocking low (like Cassie). If the Cage players sees the opponent blocking the first hit and change his cancel timing accordingly, he will get stuck in the animation when the second hit whiffs (lol).
This big difference of cancel execution when the opponent is in blockstun or not will create huge problems, guaranteed.
Now the following is the most current most-probable framedata on cancels. Going by the logic of -5 frames of advantage I have used @BoricuaHeat 's framedata from the following thread of his and derived what follows:
F3xxSKRC = +12
F2xxSKRC = +9
F24xxSKRC = +6
D4xxSKRC = 0
114xxSKRC = +12
113xxSKRC = -4
4xxSKRC = +18
333xxSKRC = +10
B34xxSKRC = +12
21xxSKRC = +2
F3,(4) RC = +7
12(1) RC = +3
This changes a lot of things.
The cancels marked red are cancels that are the most viable ones.
However I myself haven't gotten a chance yet to play on the new patched version of the game - but as far as I've seen jailing from:
I would just like to note that the framedata might be a little off, but the following should be working:
4 xx skrc, 1 (leaving a lot of frames for inputting - 9f)
4 xx skrc, f3 (about 6f for inputs)
4 xx skrc, f2 (about 3f for inputs)
4 xx skrc, 3 (about 4f for inputs)
F3 xx skrc, 1 (about 3f for inputs)
F3 xx skrc, F3 (this is a frame perfect cancel - leaving no frames for input errors you're +12 and inputting a 11f move)
Examples of on-hit confirming combos:
f3skrc,JI2,f4,f24,d1,f3nutpunch = 29%
f3skrc,12(1)dc,f4,f24,d1,f3nutpunch =27% (You can replace the skrc with a skdc if you dont have full stamina)
12(1)rc,JI2,f4,f24,d1,f3nutpunch = 28%
12(1)rc,f4,f24,d1,f3nutpunch = 26% (You can replace the skrc with a skdc if you dont have full stamina)
113skrc,12(1)dc,f4,f24,d1,f3nutpunch = 28%
f2skrc,12(1)dc,f4,f24,d1,f3nutpunch = 27%
f24,d1,f24nutpunch = 24%
JIP,b34skrc,JI2,f4,f24,d1,f3nutpunch = 33%
To sum up - this is my understanding of the changes. If I got something confused - please do comment.
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