I'd take his word for it in the grand scheme of things. B1 FBRC testing last night made me realize I still need to put in a lot of practice for the lesser popular FBRC strings outside of 214 and making sure I'm doing them right down to the very first available frame.@HeroesNZ Would you mind posting what you used for testing to determine these numbers?
I've been meaning to test this for a while and just got done going through the strings you listed and this is what I determined. I used Cassie's flip kick reversal as they can be used for frame perfect punishes. Scorpion does lack several intervals of his strings but he does have the following:
D1 = 6 frames
D3 = 7 frames
D2 = 8 frames
S4 = 10 frames
B1/B3 = 11 frames
F3 = 12 frames
F2 = 15 frames
B2 = 17 frames
So he lacks something for 9,13,14,16 frames however you can use what he does have to test most of it and fill in the blanks with educated guests.
214 RC = +18 minimum (slowest move that jails or trades is B2)
214 DC = +5 (slowest move that jails or trades is B1)
21 RC = 0 (slowest move that jails or trades is D1)
B1 RC = 0 (slowest move that jails or trades is D1)
B12 RC = -1 (nothing trades)
4 RC = +15 (slowest move that jails or trades is F2)
114 RC = -1 (nothing trades, this feels horrendously negativem it was tough to even block Cassie's reversal flip kick)
123 RC = +10 (slowest move that jails or trades is S4)
B3 RC = 0 (slowest move that jails or trades is D1)
F3 RC = +11 (slowest move that jails or trades is S4, throw wins)
@Eddy Wang
@Slips
@Juggs
@Scoot Magee
@Vagrant
@STRYKIE
@YOMI MITYEAP
The more people that can test these the better, if we're all getting consitent results then in theory we can accurate data.
This is pretty accurate.@HeroesNZ Would you mind posting what you used for testing to determine these numbers?
I've been meaning to test this for a while and just got done going through the strings you listed and this is what I determined. I used Cassie's flip kick reversal as they can be used for frame perfect punishes. Scorpion does lack several intervals of his strings but he does have the following:
D1 = 6 frames
D3 = 7 frames
D2 = 8 frames
S4 = 10 frames
B1/B3 = 11 frames
F3 = 12 frames
F2 = 15 frames
B2 = 17 frames
So he lacks something for 9,13,14,16 frames however you can use what he does have to test most of it and fill in the blanks with educated guests.
214 RC = +18 minimum (slowest move that jails or trades is B2)
214 DC = +5 (slowest move that jails or trades is B1)
21 RC = 0 (slowest move that jails or trades is D1)
B1 RC = 0 (slowest move that jails or trades is D1)
B12 RC = -1 (nothing trades)
4 RC = +15 (slowest move that jails or trades is F2)
114 RC = -1 (nothing trades, this feels horrendously negativem it was tough to even block Cassie's reversal flip kick)
123 RC = +10 (slowest move that jails or trades is S4)
B3 RC = 0 (slowest move that jails or trades is D1)
F3 RC = +11 (slowest move that jails or trades is S4, throw wins)
@Eddy Wang
@Slips
@Juggs
@Scoot Magee
@Vagrant
@STRYKIE
@YOMI MITYEAP
The more people that can test these the better, if we're all getting consitent results then in theory we can accurate data.
i sometimes use 21 fbc 214 when i think opponent is going to try get hit by the 4 in 214 and i dont want to use or have meter for ex spear to see if i can catch them nappingThis is pretty accurate.
I was labbing personally some 21RC and got surprised how big the gaps were by trying to use for mixup options.
That explains a lot though. Never run cancel 21 unless you is on hit and you don't want to switch places in the corner to hit them with a fireball which leaves you at +11 on hit.
Yea i do that a lot vs 4 catchers too, seem to work a lot of time on the right read.i sometimes use 21 fbc 214 when i think opponent is going to try get hit by the 4 in 214 and i dont want to use or have meter for ex spear to see if i can catch them napping
Then best is when u get a read on them doing that and just do 21 fbc into f4~FA into the combo... You can almost taste the rage.i sometimes use 21 fbc 214 when i think opponent is going to try get hit by the 4 in 214 and i dont want to use or have meter for ex spear to see if i can catch them napping
That's the most evil thing I have ever seenThen best is when u get a read on them doing that and just do 21 fbc into f4~FA into the combo... You can almost taste the rage.
Yep, this happened to me in tournament against a Kitana player. I still won the set but it was, unnerving.... to say the least...didnt know if this should go in mu thread or here but...
vs kitana, scorpion cant do 214~fbc after teleport combo enders. the 1 will whiff leaving scorpion open for a full combo punish if kitana crouch blocked between the 2 and 1. this doesnt happen if scorpion teleports himself into the corner though.
so went about testing the rest of the cast and came up with 2 more oddities,
vs tanya and kano doing f4~teleport enders will cause the same problem as above, 21/12/4~teleport still fine though
i even wiffed with usual teleport on standing in place Kitana once, her hitbox is very strangeYep, this happened to me in tournament against a Kitana player. I still won the set but it was, unnerving.... to say the least...
Strange doesn't even begin to describe it, if you block Assassin Strike from mid range-ish you can't even reach her with a jab lol. I've had to condition myself to use B3 as an emergency punish.i even wiffed with usual teleport on standing in place Kitana once, her hitbox is very strange
yea that and ass are weird on block, there super unsafe but the blockstun is so long before you can press a button after the inital impact of blocking the move. its weirdStrange doesn't even begin to describe it, if you block Assassin Strike from mid range-ish you can't even reach her with a jab lol. I've had to condition myself to use B3 as an emergency punish.
Haven't had time to re-check everything but I just went to check 21 FBC and it turns out that it's +7 on block and that 21 FBC D3 is a true blockstring.@HeroesNZ Would you mind posting what you used for testing to determine these numbers?
I've been meaning to test this for a while and just got done going through the strings you listed and this is what I determined. I used Cassie's flip kick reversal as they can be used for frame perfect punishes. Scorpion does lack several intervals of his strings but he does have the following:
D1 = 6 frames
D3 = 7 frames
D2 = 8 frames
S4 = 10 frames
B1/B3 = 11 frames
F3 = 12 frames
F2 = 15 frames
B2 = 17 frames
So he lacks something for 9,13,14,16 frames however you can use what he does have to test most of it and fill in the blanks with educated guests.
214 RC = +18 minimum (slowest move that jails or trades is B2)
214 DC = +5 (slowest move that jails or trades is B1)
21 RC = 0 (slowest move that jails or trades is D1)
B1 RC = 0 (slowest move that jails or trades is D1)
B12 RC = -1 (nothing trades)
4 RC = +15 (slowest move that jails or trades is F2)
114 RC = -1 (nothing trades, this feels horrendously negativem it was tough to even block Cassie's reversal flip kick)
123 RC = +10 (slowest move that jails or trades is S4)
B3 RC = 0 (slowest move that jails or trades is D1)
F3 RC = +11 (slowest move that jails or trades is S4, throw wins)
@Eddy Wang
@Slips
@Juggs
@Scoot Magee
@Vagrant
@STRYKIE
@YOMI MITYEAP
The more people that can test these the better, if we're all getting consitent results then in theory we can accurate data.
Wait, are you saying someone was brave enough to play Kitana at a tournament?Yep, this happened to me in tournament against a Kitana player. I still won the set but it was, unnerving.... to say the least...
Apparently so. I've faced two Kitanas in two different tournaments actually, and they were both brave enough to use Assassin. (allegedly her worst variation)Wait, are you saying someone was brave enough to play Kitana at a tournament?
10 starting from maximum stamina.what's the max reps for the 214 Dash cancel?
Hold on what are these numbers for? Besides the last one none of them are explained. Are they framedata on block?Exams are finally over (halle-fucking-lujah) so I've been able to test the frame-data again.
3 - +2
B1 - +4
F3 - +8
B3 - +2
123 - +8
B12 - +4
114 - +2
4 - +18
B1 - +27 on hit/+4 on block
Also Standing 1 is neutral on block.
Assume everything is on block unless I specify they're on hit.Hold on what are these numbers for? Besides the last one none of them are explained. Are they framedata on block?
For B3 you really need to make sure you're hitting the down input, sounds weird I know but it's one of those cancels where at first you think you need to be faster than you actually do. You have more time than you might think to do the fireball.I'm actually having trouble with B3 into fireball run cancel. I can do 214 fireball run cancel. Is there a certain timing to this for a combo?