Somberness
Lights
Updated to include duration and cancel advantages... took forever. I noticed enhanced teleport recovers faster than the regular one which I found interesting.
You sir are a god. I have one favor to ask. Could you check again plz if d3 is indeed -12f on block ? Cause i m having some doubts about that.Updated to include duration and cancel advantages... took forever. I noticed enhanced teleport recovers faster than the regular one which I found interesting.
Yeah, it's actually -11 and not 12, and he recovers after 24 frames. I remembering noticing it but forgot about it because this took so long to do.You sir are a god. I have one favor to ask. Could you check again plz if d3 is indeed -12f on block ? Cause i m having some doubts about that.
This means it takes 10 frames (1/6 of a second) from the time I press "1" till the time I'm able to move or execute another attack?Execution - frame number when a move becomes active, startup is execution number minus 1.
1 - 10
When you say "...how fast you and your opponent recover..." I expect two numbers: one being my recovery frames and one being his. But there's only one number. Does this mean that after a "1" we both have one frame until we can attack again? If I use "1,2" then I have to wait 7 frames before I can attack again, or he has seven frames?Block Advantage - number of frames that show how fast you and your opponent recover after the move is blocked.
1 - 0
1,2 - -7
This means after a "1,2,1" hits, then I have six frames of advantage? Then where's the number for my opponent? The definition says "...# of frames you AND opponent recover...", so we both have six frames?Hit Advantage - number of frames that show how fast you and your opponent recover after the move hits. If there is two numbers, the second one is if your opponent tech rolls.
1 - 0
1,2 - 0
1,2,1 - +6
A blocked move, or just a move out in the open?Duration - number of frames it takes to recover after using a move.
1 - 26
1,2 - 49
1,2,1 - 72
By cancel I assume you mean "into a special" to cut short the last move's recovery frames. Is that correct? If so, then when I execute a "1,2,1,db2" and it's blocked, I have 26 frames to move or attack before he can do anything?Cancel Advantage (block) - number of frames that show how fast you and your opponent recover after the move is cancelled and is blocked.
1 - +19
1,2 - +14
1,2,1 - +26
Okay, I do a "1,2,1,db2" that lands, I now have 30 frames with which I can move before he can do anything? And when I hit with a "d1" I've got 13 frames before he can do anything?Cancel Advantage (hit) - number of frames that show how fast you and your opponent recover after the move is cancelled and lands. If there is two numbers, the second one is if your opponent tech rolls.
1,2,1 - +30
D+1 (vs crouch) - +13
D+3 - +12
Okay, "1" has 10 frames. This means that it's 10 frames before the 1 hits.kilnkilagn
Execution is the number of frames it takes between when you hit the button and when the opponent is hit. If you tap 2, 10 frames later your opponent will get hit by a 2.
So the lower the number, the faster the recovery, i.e., the safer the attack on block. But how many frames does it take for a block to recover? Meaning, if I use Ermac to execute a "1" on every fighter in the game, are they all going to be able to recover from block in the same amount of time? Does everyone's block recover the same in general?Block advantage is the amount of frames you recover compared to your opponent. If your block advantage is -7, then it takes 7 more frames for you to recover than it does for your opponent to recovery. This means that your opponent can do whatever he wants for 7 frames but you have to finish recovering.
So a "1" that connects has no advantage over a "1" that is blocked since they both have zero frames?Hit advantage is the same but on hit.
Yes, exactly. This is where most people make a mistake, im glad that you caught on to that.Okay, "1" has 10 frames. This means that it's 10 frames before the 1 hits.
Then "1,2" has 11 frames. Does that mean the 2 comes out 11 frames after the 1? So the 2 in "1,2" doesn't connect until 21 frames after the input?
No, everyone recovers differently, but that doesnt matter. What does matter is how your recovery compares to your opponents. Which is what block advantage is.So the lower the number, the faster the recovery, i.e., the safer the attack on block. But how many frames does it take for a block to recover? Meaning, if I use Ermac to execute a "1" on every fighter in the game, are they all going to be able to recover from block in the same amount of time? Does everyone's block recover the same in general?
Yep.So a "1" that connects has no advantage over a "1" that is blocked since they both have zero frames?
So, for example, Smoke may recover from a "1,2,1" string in a different amount of frames than say Reptile or Sonya will? The game has that kind of variability built into it? And if so, then I want to see frame data on everyone's block recovery per attack. I want to know how many frames it takes Smoke to recover from every one of Ermac's attacks, and how many frames it takes for him to recover from every one of Shang Tsung's attacks, and every one of Reptile's attacks, and Raiden's, and Jax's, and so on and so on . . . A cross reference of everyone's attacks on everyone else.No, everyone recovers differently, but that doesnt matter. What does matter is how your recovery compares to your opponents. Which is what block advantage is.
No you misunderstand me. Everybody recovers the same from a single move, but different moves have different recoveries.So, for example, Smoke may recover from a "1,2,1" string in a different amount of frames than say Reptile or Sonya will? The game has that kind of variability built into it? And if so, then I want to see frame data on everyone's block recovery per attack. I want to know how many frames it takes Smoke to recover from every one of Ermac's attacks, and how many frames it takes for him to recover from every one of Shang Tsung's attacks, and every one of Reptile's attacks, and Raiden's, and Jax's, and so on and so on . . . A cross reference of everyone's attacks on everyone else.
Also, if I'm understanding you, then this frame data is character specific to whoever it was tested on, yes?
I used to think this was good but it's worse than just uppercuts characters that have good d1 juggles blow this up. like another ermaac d1 lift into full combo. or sindel d1 eh scream into combo. or smoke d1 smokebomb into devastating combo. Since ermac is also airborne during the 4 it really exposes him to damage. It's not something you want to use a lot other for corner combos. like b114 lift, uppercut, b34, b3 tkpush or xray.B3 4 has the same limitation 3 1 does: If the first hit is blocked, the second hit can be ducked and punished by uppercuts.
Good question. Perhaps Somberness could shed some light ?what is the frame data when ermac is breaks airborne cuz it seems like he has a huge frame advantage
Yeah probably, although i dont think it would such a big difference.Wouldn't it vary depending on height when Ermac breaks?
All characters air breakers are the same, or at least very similar. Around +32, give or take how high each character is. You want to be low as possible to land faster. If the opponent doesn't tech roll, you can combo them with lift until they start to get up and it can't be blocked. However, every breaker combo can be prevented by doing an immediate tech roll. At least, I think so, as I can't find a height where I can recover fast enough to be able to get them before they move.what is the frame data when ermac is breaks airborne cuz it seems like he has a huge frame advantage
Even if they dont tech roll as long as they are holding block when they are on the ground, they will be able to block the lift. Just stating that out so that anyone wont think that a lift is guaranteed after an air breaker. If the opponent is holding block when he is grounded, lift will be blocked.All characters air breakers are the same, or at least very similar. Around +32, give or take how high each character is. You want to be low as possible to land faster. If the opponent doesn't tech roll, you can combo them with lift until they start to get up and it can't be blocked. However, every breaker combo can be prevented by doing an immediate tech roll. At least, I think so, as I can't find a height where I can recover fast enough to be able to get them before they move.
Ah ok, it's probably just the cpu being dumb. At least it's better than it being another bug.Even if they dont tech roll as long as they are holding block when they are on the ground, they will be able to block the lift. Just stating that out so that anyone wont think that a lift is guaranteed after an air breaker. If the opponent is holding block when he is grounding lift will be blocked.
it's still a good thing to mix in ermacs game every so often. If you are reading how opponent likes to get up you could probably get 1 free combo per match. though some people just like to tech roll every time i noticed some dontEven if they dont tech roll as long as they are holding block when they are on the ground, they will be able to block the lift. Just stating that out so that anyone wont think that a lift is guaranteed after an air breaker. If the opponent is holding block when he is grounded, lift will be blocked.