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MK 11 New Frame Data: Cancel Advantage, F/Block, etc.

I wonder why Cancel Advantage is now a single value? In MKX advantage given by cancel was different depending on whether hit was landed or not. That was because block stun and hit stun have different values. Or am I missing something here?


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Eddy Wang

Skarlet scientist
I wonder why Cancel Advantage is now a single value? In MKX advantage given by cancel was different depending on whether hit was landed or not. That was because block stun and hit stun have different values. Or am I missing something here?


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Either its the same as before. Or you don't need to calculate it to find the true cancel value anymore, so you can get the value and calculate with other move startup right away.
 

Braindead

I want Kronika to step on my face
Royal Contributor
I wonder why Cancel Advantage is now a single value? In MKX advantage given by cancel was different depending on whether hit was landed or not. That was because block stun and hit stun have different values. Or am I missing something here?


https://twitter.com/frame_boy
I don't remember having 2 different cancel values in MKX. In Inj2 there's only one and it indicates how many frames must pass before the next move starts (like the next hit in the string). It's the same regardless whether the move was blocked or not.
 
@Eddy Wang @Braindead
I don't remember having 2 different cancel values in MKX.
Let me explain this by example.
In MKX we do have block advantage and hit advantage. These value are derivatives from cancel, block stun and hit stun. For instance:

block advantage = block stun - recover (+/- 1 frame)
hit advantage = hit stun - recover (+/- 1 frame)


This is because opponent is stunned by our hit and needs some frames before can do something. The same for us, we need to return to initial position as well.

Now we can also cancel recover frames into next move (usually to special, but maybe it is the same for combos as well). This was determined by cancel value which allowed us to shorten recover frames.

So our recover can be shorter, but opponent can be in 2 states: block stun or hit stun and that should be respected somehow. I do think that there should be block cancel advantage and hit cancel advantage calculated by formulas:

block cancel advantage = block stun - canceled recover
hit cancel advantage = hit stun - canceled recover


But we have only single cancel advantage here, so I do not think it means actual advantage frames over opponent. I do thing that now it is kind of delta which should be applied to original block and hit advantages making following formulas:

block cancel advantage = block advantage + cancel advantage
hit cancel advantage = hit advantage + cancel advantage


These are only my thoughts though.


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