Its because you have full health.I couldn't figure out what I was doing wrong earlier with Sun God. I could not get Soul Scorch to come out. Simple f,b,d motion, but I could not get the motherfucker to come out. One time I randomly got EH SS early in my trials. But that was all.
Tried with each of the charge levels. Pretty confused. Anybody know what's up?
Weird. Thanks. Not that I'll even use the move. Just confused me.Its because you have full health.
It's weird, but since the cancel frames on strings like 1,1,4 and attacks like standing for is super early in the move's animation... the total recovery of the air throw is less than the amount of block stun produced which made standing 4 0 on block (or 1,1,4 -1 on block) to begin with.It supposedly leaves you at neutral or +1 so you get free d+1/4 check. Dunno how this works actually since according to frame data air grab has like 20 recovery frames.
The thing is we don't know how much frames move / string actually has in total nor at which point exactly canceling is done. So it's like next to impossible to determine how much exactly + he is after a string canceled into air grab. Sure we can test it with "jump test" or reversal test but that only gives us an approximate value.It's weird, but since the cancel frames on strings like 1,1,4 and attacks like standing for is super early in the move's animation... the total recovery of the air throw is less than the amount of block stun produced which made standing 4 0 on block (or 1,1,4 -1 on block) to begin with.
I'm running checks to see what other moves benefit from this, because I'm guilty of using f+1~air throw to move in a lot. I figured since it was only -6 on block to begin with whiffing the air throw would make it even safer... but I'll have better data tomorrow after I check on it. I tried comparing cancel frames of his safer moves, but they cancel at different points so it's just going to have to be trial by fire.
You should read again, then maybe you will understand. Being a prick doesn't necessary mean you're right.... What are you even talking about?
You can see how + or - someone is after a move by testing with different frame moves. 114 air throw being +4 was determined after trying to beat him out of F1 with different moves.
How + someone is after air throw is determined by the blockstun and cancel advantage a string or move has.
But I'm sure you can do their job for them and Paulo should give you access to their patches so you can fix it yourself.
You should read again, then maybe you will understand. Being a prick doesn't necessary mean you're right.
We do know that. And we do know at which point the cancel is done and the advantage it provides via ingame frame data and testing.The thing is we don't know how much frames move / string actually has in total nor at which point exactly canceling is done.
No, it's not an approximate value. Manual testing with reversals and normals proves how + or - a move is.So it's like next to impossible to determine how much exactly + he is after a string canceled into air grab. Sure we can test it with "jump test" or reversal test but that only gives us an approximate value.
99% of IGAU frame data was correct after the first few patches, we never had incomplete frame data for the 2 years following that. MKX currently only has a few moves that have either been patched in or had also other issues be listed incorrectly and those are few, with one patch being all that's required, I presume.Thou it's been always that way with NRS. We either didn't even had official frame data (MK9 and before) or we had incomplete / inaccurate one (IGAU / MK X). Which is a shame, really. Makes me wonder how do they adjust frames on strings / moves if they cannot even write proper frame data....
Please do enlighten me how do you EXACTLY know how much + or minus move is when we're talking about values from -4 to +4.We do know that. And we do know at which point the cancel is done and the advantage it provides via ingame frame data and testing.
No, it's not an approximate value. Manual testing with reversals and normals proves how + or - a move is.
First of all im talking about current time, so like 2 months ingame. IGAU, 2 months ingame had several issues with frame data. Some were never fixed. MK 9 didn't even had frame data lol. MK X then is even worse then IGAU at that time. Please do write me your definition of FEW because Kenshi alone has atleast 5 moves (in all variation total) with wrong frame data. And that's just Kenshi.99% of IGAU frame data was correct after the first few patches, we never had incomplete frame data for the 2 years following that. MKX currently only has a few moves that have either been patched in or had also other issues be listed incorrectly and those are few, with one patch being all that's required, I presume.
Looks like you didn't comprehend my post at all
Proves my point exactly, thank you.Calculation on 114 airgrab with the help of ingame framedata shows that its 0. So its definitely not correct cz we know its +4. I think that airgrab is not 32 frames as it is listed but 29. And 1 frame is also hidden somewhere in the startup + active + recovery math. Ive tried to do the math on Scorpions moves and found that its almost impossible to get the exact data because there is always +-1-2 frame erros with ingame framedata.
Do you really not know how to record and test? Or at least set the CPU to do a reversal with 1/2/3/* startup frame deviation and see which moves you hit people out of?Please do enlighten me how do you EXACTLY know how much + or minus move is when we're talking about values from -4 to +4.
If you're talking about current time, don't mention wrong frame data passive-aggressively as if you could do it better. IGAU did have issues a few months into the game just like MKX, I agreed with you on that. I also don't understand why you mention frame data when it was NRS's first comeback into a competitive fighting game scene after over 10 years of failed games, of course it's going to have issues.First of all im talking about current time, so like 2 months ingame. IGAU, 2 months ingame had several issues with frame data. Some were never fixed. MK 9 didn't even had frame data lol. MK X then is even worse then IGAU at that time. Please do write me your definition of FEW because Kenshi alone has atleast 5 moves (in all variation total) with wrong frame data. And that's just Kenshi.
Looks like you still are a prick but again it doesn't necessary make you right.
In my understanding, which might be wrong,Calculation on 114 airgrab with the help of ingame framedata shows that its 0. So its definitely not correct cz we know its +4. I think that airgrab is not 32 frames as it is listed but 29. And 1 frame is also hidden somewhere in the startup + active + recovery math. Ive tried to do the math on Scorpions moves and found that its almost impossible to get the exact data because there is always +-1-2 frame erros with ingame framedata.
Obviously i know that. Im just arguing neither of those will give you EXACT number in certain situations this will be +/- 1 /2 frames. Especially in cancel situations.Do you really not know how to record and test? Or at least set the CPU to do a reversal with 1/2/3/* startup frame deviation and see which moves you hit people out of?
They're either 16 or 17, low sword is very deceptive because of the pushback which originally made me think it was -14 because of moves hitting on later active frames.Qwark both low and overhead sword are atleast -16 +/- 2. Kenshi reversal teleflurry punishes at all ranges which is 13 startup (I think?) It's somewhere in that range though. I believe oh is -16 and low is -15 but I could be off.
These are exactly the scenarios in which you find specific frame data.Obviously i know that. Im just arguing neither of those will give you EXACT number in certain situations this will be +/- 1 /2 frames. Especially in cancel situations.
Where like you wrote above - you can be wrong. Honestly we don't know / can't be sure. That was the whole point. There is NO WAY TO KNOW EXACTLY.
It's cool, I plan to use the jump after block to see if there is any advantage at all... then go from there. I'll update everyone in just a bit.... What are you even talking about?
You can see how + or - someone is after a move by testing with different frame moves. 114 air throw being +4 was determined after trying to beat him out of F1 with different moves.
How + someone is after air throw is determined by the blockstun and cancel advantage a string or move has.
But I'm sure you can do their job for them and Paulo should give you access to their patches so you can fix it yourself.