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Frame by frame testing in umk3

Remz

https//:wavenet.remz.ca
Recovery test (# of the frame on which you are ready to act after doing the move)

* I tested every single moves with every characters (with frame advantage and without it) without any exception. For example, I tested everything even if I knew that HP/LP and HK/LK have all the same numbers of startup frames and recovery frames, and I found that this is true but with the exeption of Kano's LK, which for some reasons have 3 extra recovery frames!

Moves that have the same recovery for every characters:

HP/LP......... 19
HK ........... 34
Ducking LP ... 25

| Character | Elbow | Knee | LK | Round House | Sweep | Ducking LK | Ducking HK | Uppercut Advantage / No Advantage

| Kitana......| 35 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Reptile.....| 30 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Sonya.......| 26 | 23 | 34 | 39 | 33 | 25 | 42 | 67/68
| Jax.........| 31 | 26 | 34 | 34 | 33 | 29 | 39 | 67/68
| Nightwolf...| 25 | 31 | 34 | 34 | 39 | 29 | 45 | 67/68
| Jade........| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Scorpion....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Kano........| 26 | 26 | 37 | 38 | 33 | 29 | 45 | 67/68
| Mileena.....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Ermac.......| 30 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| C. Sub-zero.| 30 | 30 | 34 | 34 | 39 | 25 | 45 | 67/68
| U. Sub-zero.| 26 | 29 | 34 | 37 | 39 | 25 | 41 | 67/68
| Sektor......| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Sindel......| 26 | 26 | 34 | 37 | 39 | 29 | 45 | 67/68
| Stryker.....| 23 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Cyrax.......| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| Kung Lao....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| Kabal.......| 36 | 26 | 34 | 34 | 39 | 25 | 45 | 71/72
| Sheeva......| 26 | 30 | 34 | 37 | 39 | 25 | 39 | 71/72
| Shang Tsung.| 26 | 26 | 34 | 34 | 39 | 25 | 38 | 67/68
| Liu Kang....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68
| R. Smoke....| 26 | 26 | 34 | 37 | 39 | 25 | 45 | 67/68
| H. Smoke....| 26 | 26 | 34 | 34 | 39 | 25 | 45 | 67/68


* On missed ducking attacks, add one extra recovery frame on every characters.

* Elbow / Knee / HP / LP / HK / LK and Round House were tested using the down key ( -4 frames when you see the animation starting). Sweep / Ducking attacks / Uppercut and Throws were tested using the jump key ( -8 frames when you see the character leaving the ground and -14 for Ducking HK)

Walking Speed / Recovery on Connected Throws


*Every characters run at the exact same speed. The walking speed numbers means the number of frames it takes to walk the distance of one frame of running.

| Character | Walking Speed | Throws recovery

| Kitana......| 2.3 | 49
| Reptile.....| 2.3 | 57
| Sonya.......| 2.5 | 65
| Jax.........| 2.5 | 54
| Nightwolf...| 2.3 | 52
| Jade........| 2.1 | 54
| Scorpion....| 2.3 | 63
| Kano........| 2.1 | 46
| Mileena.....| 2.3 | 44
| Ermac.......| 2.3 | 63
| C. Sub-zero.| 2.3 | 63
| U. Sub-zero.| 2.3 | 61
| Sektor......| 2.3 | 67
| Sindel......| 2.1 | 68
| Stryker.....| 2.5 | 65
| Cyrax.......| 2.3 | 64
| Kung Lao....| 2.3 | 57
| Kabal.......| 2.5 | 61
| Sheeva......| 2.5 | 62
| Shang Tsung.| 2.4 | 78
| Liu Kang....| 2.4 | 56
| R. Smoke....| 2.3 | 42
| H. Smoke....| 1.9 | 63
 

Remz

https//:wavenet.remz.ca
Yeah, human smoke is the character with the fastest walking speed, but he's not the fastest character overall since walking speed is one of the less important factor when it comes to compare overall speed. That's why I say that Sonya is the fastest character in the game (less startup frames and less recovery). I always thought that Sonya was the most underated character in umk3. Almost everyone knows that Kano and Jax have the best sweep in the game but not everyone knows that Sonya's one is just as good (it's already in the guide), now I'm happy because I proved it (every characters have the same sweep except Sonya, Jax and Kano, who recover 6 frames earlier.

Edit: In Sonya's character guide, it's written : "... her uppercut hits strangely and deceptively, and it has an extra recovery frame, it looks like the made hers stop one frame too early, but I suppose that makes it hit just a tad earlier"

I'm pretty sure that every uppercut in the game hit on the same frame and have the same recovery (except for Kabal and Sheeva who have 4 extra recovery frames). As uppercuts are the only move on which not having frame advantage add on frame of recovery, maybe it was tested while she didn't have the advantage.
 

dreemernj

Ambassador
Cool stuff.

What is the recovery data actually measuring? Where did you start counting?

Like, is that how many frames after the move connects or after it's started?
 

Remz

https//:wavenet.remz.ca
As always, the frame on which you press the key that leads to the move is frame # 1 and the number you see is the # of the frame on which you are ready to act. I decided to count from the moment you press the key and not from the moment that the move connects because it reflect the whole move recovery time in cases where the move doesn't connect. If you want to know only the recovery frames from the moment the move connects, you can substract the numbers in the first part of the post (startup frames).

The next steps are to count recovery on dial combos to know where is the best place to break them, and to test special moves. :p
 

Shock

Administrator
Premium Supporter
The corner has some strange effects on recovery. The closer to the ground they are, the faster you recover. If you connect something very close to the ground, and have your sprite very close to the corner, the recovery is fast enough to allow a number of things that have small enough start up to combo/juggle. If you do an Uppercut with Kabal flush against the corner with both characters on the ground, it's basically impossible to get an unblockable spin out after, but if it's a tight to corner low aaUppercut, you can get a juggled spin after, or if timed right, an otg unblockable spin.
 
This a little bit tangential as people are now commenting on specific examples, but do a lot of higher level players actually have specific knowledge of frame data within UMK 3? I know most would understand function of course, but people usually don't cite too much frame data whenever they're discussing strategy or even relatively casual play. The emphasis isn't up to par with at the very least franchises like VF or Tekken right?
 
good stuff

need more pictures of animations and what about holding back while in rushdown
to prevent throws between jabs n knees, test those frames
also what are simple formulas to moving, such as a lao punisher u know
the sequence for the input is tight so it'd be useful to know when to
punch the commands, rather than taking a wild guess cuz most of the time
the juggle is lost by fucking up the button/stick commands


wow i just pressed back on my browser n thought all my text had to be typed again
haha if it hadn't appeared again ii'd have been pretty sad
 
its great data but it's incomplete battle wise
myself i've tried to find a way to test the frames, establish an idea of
all the technical features - the sprites, hitboxes, advanced
offensive attack - rushdown, cross up stuff, advanced counter-attack - defensive punisher strategy and battle tactics - cross up spin/axe/uppercut where frame data plays a huge role
so makes really unique material because
the idea overall though isn't super damage combos n shit
appreciate your posting very significant data
excluding competition match vids there couldn't be anything
more legit to work off