I actually checked it, and it really does seem punishable, slowest moves I could punish it with were Kitanas b4 and d4 at 15 startup. Anything slower than that like Cages f2 didn't seem to work, but of course my testing methods weren't exactly super scientific (trying to control two characters at once, wahey). I did find it a lot easier to punish it with moves with fast startup (actually something like Strykers 4 will work pretty consistently) so it probably wasn't just me accidentally releasing block.Lomyn said:Going to hold off on updating the main post with the hit data or posting block data. I need to double check a few punishes when I get home, but according to the method of holding UP on both controllers to jump and recording the difference in frames between when both characters leave the ground, Kitana's D+FP is at least -12 on block. If that's true, it can be punished with BP, FP, or at the very least another D+FP or D+FK. Can anyone check to see if they can punish her D+FP on block? I'm at work, otherwise it would do it myself.
I did it deliberately for no other reason than to spite you, and only you.why you leave kabal out?
Try doing an "instant" crouch block. A good test is to try crouch blocking Nightwolf's shoulder ram on reaction (or even in anticipation). You'll get hit every time.List them. Don't waste my time with rhetoric.
I don't see how it's all that beneficial, so I don't think I'll be taking the time to calculate it, but if you'd like to do it I will add the information to the collected frame data.The first hit isn't always guaranteed to connect. In this case it's not particularly useful, but there may be situations where whiffing a move on purpose is practical.
Like when trying to punish a move with a low hitbox, it may be possible to connect for more damage with a string that starts with a whiffed crouchable move if the second hit comes out quickly enough.
Cyrax himself doesn't really benefit from this particular example as far as I can tell, but I'm not going to just pass my own judgement on this crap and leave out data that someone else may want to know.
No one is being left out. He's just not listed yet. As stated in the OP, every character will be completed.why you leave kabal out?
The jumping method may or may not work, but the method I use to test hit/block data is confirmed to be 100% accurate (or at least as accurate as our execution frame data). So I will be using the methods I've already developed for this. It's a slower process, but I'd rather be confident in my calculations.I'm almost certain Sprint is right about not being able to attack before being able to move. I tried hitting p2 character with stuff, then either holding up or mashing some fast attack on the other controller and couldn't see at least any huge difference in when you could either jump or attack and can't really see why there would be any. Pretty ghetto test but meh, at least the difference in timing between when you can block and when you can attack was obvious. I even used almost the same example with jump punches about blocking in Kitana thread, just with Raiden, heh. I guess what I'm trying to say is you can release the data you have collected on hit/block advantages without having to worry too much about it being wrong Really hate sounding like such a whiner, you guys are doing a fantastic job.
I actually forgot you already had a method for testing this, oops. Anyway, if the jumpy way gives even somewhat correct results it can be useful for people who can record gameplay but don't have a friend/gimp/hooker for testing reversals and such against eachother. I guess it's also a bit easier to do, then again I have no idea how much effort the whole recording-then-viewing-frame-by-frame thing takes. Which I'd guess is still a lot, heh.DrDogg said:The jumping method may or may not work, but the method I use to test hit/block data is confirmed to be 100% accurate (or at least as accurate as our execution frame data). So I will be using the methods I've already developed for this. It's a slower process, but I'd rather be confident in my calculations.
Not sure if you're trying to troll or what but the OP has stated several times now that this thing is a work in progress.Can we kabal lovers get included please?
I believe this is what DrDogg is going to use for figuring frame data, which seems pretty laborous but if we assume we know what the start up frames are right it works. Of course you kind of have to take into account that it's impossible to do attacks at first possible frame consistently and all that (which is why it'll take a lot of work). Which is kinda why I like bringing up the "do stuff and hold up" method because while it might not give perfect results at least for crouching attacks it gives kinda good enough info for knowing whats obviously safe and what isn't. Clearly exact data is better than good guesses but I'll take anything that's available at this point.DrDogg said:What I will be doing to test hit/block frame data (as soon as I find my PS3 component cable, or buy another one -_-) is to get execution data for all characters first, then perform an attack and see if it can be punished by the fastest attack in the game (Raiden's Superman, I believe). If it can't be punished, I then look for an attack that is one frame slower than Kitana's fastest move. I perform the move I'm testing, then mash Kitana's fastest attack and the selected attack to see which one wins. If the other attack wins, I move to an attack that is one frame slower and test again. I continue this process until I find an attack that Kitana beats, then add 1 frame to make up for the no trade issue. Does that make sense?
Yeah I'm curious to see how fast her roll is up close and at max distance.can't wait for Mileena's frame data
Vulcan Hades said:auto-block comes out faster than jump. While in a stagger state, opponent can't jump or backdash but he can still instant block. This is why you can't combo a +9 advantage into your 8 start up bk. Stagger/hit stun allows opponent to by pass your advantage and block in time. So the idea is figuring out WHEN the opponent is able to RESPOND with an attack or a jump (not when he's able to block like in SSF4).
There's also a lot of really weird oddities that really screw me up. For example B2, F2 has more advantage when it's not chained off a jump punch (wtf?). And advantage doesn't seem to always be the same if opponent is stand blocking or crouch blocking. It's weird. I'm starting to understand why NRS doesn't want to release frame data. That shit looks weird. It's a real nightmare to figure out.
You mean command normals (forward + )?2. Do all non-chain normals inflict a stagger state on hit?
Forget that question, I wasn't clear.You mean command normals (forward + )?
Because they don't have it written down. It isn't programmed by frames apparently and just advantage/disadvantage.Apologies if nr have already answered this but why did they not just release this data considering they most likely have it written down somewhere in the studio. How do they expect this game to be played by tourney players to be its full advantage when the don't have the official correct frame data. It would`ve saved people a lot of time especially when figuring out updated data after a patch or hotfix.