Juanchaaa
Skarlet Tech Junkie
Rising Tomahawk DF2 frame data inside the corner against the entire cast (Minus Terminator)
The problem as far as the flow, timing and overall execution for using DF2 in the beginning of your combo as an extender seems to drastically change depending on the Normal/String being used to special cancel into DF2 + the character being hit.
This goes over the frame data, different characters and some miscellaneous things as to what's happening. Hope this helps someone.
Nightwolfs [Makota Warrior's] Rising Tomahawk DF2 Special Move by its self is +35 on hit, which leads into meterless combos and it can be used as an extender in the corner.
The frame data changes from +37 on hit to +36 on hit depending on the string being special cancelled against normal hitbox characters. Which makes the timing stricter and leads into frustrating execution errors.
This seems to be the reason why sometimes the extension of meterless DF2 with 11 is harder in the corner. Hit/HurtBox specific issues do come into play depending on the character recieving the combo.
The meterless corner combo subjected is:
- 11+DF2~11+DF2xx~31, 11+BF4 [333.47]
These are the different strings that change the advantage on hit whenever Nightwolf uses meterless DF2 in the corner. It's also character specific.
Normal Hitbox Characters
(Tsung, Nightwolf, Johnny, Scorpion, Noob, Barraka, Sub-Zero, Kano, Kabal, Liu Kang, Kung Lao, Erron Black)
+37
[This makes the meterless DF1 combo route easier]
1
11
B1
F1
F12
B1
32
+36 on hit advantage
[This makes the meterless combo route difficult]
111
B13
2
22
F2
F21
F2121
3
B3
B34
4
D4
__
Hitboxes completely change this all together, after labbing the hit advantage on female characters. Which depending on the normal/string being cancelled it goes from +36 to +35
Female Characters Frame Data
(Frost, Kitana, Sonya, Cassie, Jacqui, Jade, Skarlet, D'vorah, Cetrion)
+35
D1
B3
B34
D4
+36
Every other Normal/String that can be special cancelled.
This leads me to believe that as a rule of thumb, you need to be +36 at the very least to even be able to use standing 1 as an extender for this route. If you're +35 the only way is to extend is with d1.
Combo route meterless at +35
-B34+DF2~D1, D1, D1+BF4 [263.09]
__
Big Body Characters
(Shao Khan, Kotal, Raiden, Geras)
Shao is left +37 on all options, excluding:
D1
F2
B3
B34
D4
__
Misc. Characters:
Jax is left +37 on most options.
+36
D1
2
22
F2
B3
B34
D4
Kollector Is left +37 on most options.
+36
D1
22
F2
B3
B34
D4
DF2 (Raw)
The problem as far as the flow, timing and overall execution for using DF2 in the beginning of your combo as an extender seems to drastically change depending on the Normal/String being used to special cancel into DF2 + the character being hit.
This goes over the frame data, different characters and some miscellaneous things as to what's happening. Hope this helps someone.
Nightwolfs [Makota Warrior's] Rising Tomahawk DF2 Special Move by its self is +35 on hit, which leads into meterless combos and it can be used as an extender in the corner.
The frame data changes from +37 on hit to +36 on hit depending on the string being special cancelled against normal hitbox characters. Which makes the timing stricter and leads into frustrating execution errors.
This seems to be the reason why sometimes the extension of meterless DF2 with 11 is harder in the corner. Hit/HurtBox specific issues do come into play depending on the character recieving the combo.
The meterless corner combo subjected is:
- 11+DF2~11+DF2xx~31, 11+BF4 [333.47]
These are the different strings that change the advantage on hit whenever Nightwolf uses meterless DF2 in the corner. It's also character specific.
Normal Hitbox Characters
(Tsung, Nightwolf, Johnny, Scorpion, Noob, Barraka, Sub-Zero, Kano, Kabal, Liu Kang, Kung Lao, Erron Black)
+37
[This makes the meterless DF1 combo route easier]
1
11
B1
F1
F12
B1
32
+36 on hit advantage
[This makes the meterless combo route difficult]
111
B13
2
22
F2
F21
F2121
3
B3
B34
4
D4
__
Hitboxes completely change this all together, after labbing the hit advantage on female characters. Which depending on the normal/string being cancelled it goes from +36 to +35
Female Characters Frame Data
(Frost, Kitana, Sonya, Cassie, Jacqui, Jade, Skarlet, D'vorah, Cetrion)
+35
D1
B3
B34
D4
+36
Every other Normal/String that can be special cancelled.
This leads me to believe that as a rule of thumb, you need to be +36 at the very least to even be able to use standing 1 as an extender for this route. If you're +35 the only way is to extend is with d1.
Combo route meterless at +35
-B34+DF2~D1, D1, D1+BF4 [263.09]
__
Big Body Characters
(Shao Khan, Kotal, Raiden, Geras)
Shao is left +37 on all options, excluding:
D1
F2
B3
B34
D4
__
Misc. Characters:
Jax is left +37 on most options.
+36
D1
2
22
F2
B3
B34
D4
Kollector Is left +37 on most options.
+36
D1
22
F2
B3
B34
D4
DF2 (Raw)