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Am I getting this right?

RampaginDragon

Loses to uppercuts
So I spent some time studying frame data, and I wan't to know if im getting this right.

So ground-skull on block is +2, so if I do f4(10 frames), does that mean that they have to have an 8frame or faster move to catch it? And if they tried to use a 6 frame move, they would have a 2 frame window?

And if f4 is plus 25 on block cancel and the startup for ground-skull is 29 frames, does that mean they have to have a 4 frame move or less to catch it, and very acute timing (which would obviously be very very hard to do, and near impossible consistantly)?

Also, how do I know if you cant even jump out of something? What would the frames be for that?
 

Enenra

Go to hell.
You sound spot on. I don't know about the jumping thing, I know when we were playing Sub v Shang I got a D4 out in between the skull and your F4, and Sub's D4 is 8 frames, so that makes sense.

Somberness
 

NKZero

Warrior
The only frame data I pay attention to is execution/start-up, block advantage and hit advantage. I have 2 questions:
1) Is it truly necessary to understand how cancel advantage works?
2) If so, can someone kindly explain how it works in a little more detail?

Thanks guys.
 

Somberness

Lights
The only frame data I pay attention to is execution/start-up, block advantage and hit advantage. I have 2 questions:
1) Is it truly necessary to understand how cancel advantage works?
2) If so, can someone kindly explain how it works in a little more detail?

Thanks guys.
1. Yes, if your character has the tools to take advantage of it, then why not?
2. It is the advantage you have when cancelling from a normal (usually) into another normal or a special. The value is the first frame of the normal/special until your opponent recovers.
 

Gesture Required Ahead

Get on that hook
The only frame data I pay attention to is execution/start-up, block advantage and hit advantage. I have 2 questions:
1) Is it truly necessary to understand how cancel advantage works?
2) If so, can someone kindly explain how it works in a little more detail?

Thanks guys.
It's usefull with characters that are able to interrupt stuff. Raiden , CSZ , Armored moves , etc.
 

Prinz

watch?v=a8PEVV6tt14
All is right. About the jump-outs: jumping takes 3 frames to start, so you have to have at least a 3 frame gap, but it is really hitbox dependent. There may be strings you can jump out, jump up, or jump over. Just need to know exactly which is which.