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Quick Shot Frame Data?

G11OST

Noob
Posted this in general discussion, seems to have been skipped over or something. I'm trying to figure out the recovery frames, and active as well. If anyone can provide me with a little insight it'll be greatly appreciated.

Quick Shot Frame Data from in game menu

Start up 10
Active n/a
Recover n/a Why is there nothing here?
Block adv -21
Hit adv -6
Cancel n/a
 

G11OST

Noob
Ya don't get that data with Harley, with Deadshot with most projectiles in this game.
Still would like to know

Reasons being
What punishes the whiff? is there any advantage to canceling into whiff on purpose? Can long recovery moves be made shorter by whiffing? Is there any potential further beyond this move other than being a quick projectile? How about meter building?

I know there's been characters in other fighting games that whiff moves on purpose such as kotal from mkx for example.

Just adding more cards on the table, they may all be garbage cards but we won't know until we flip them right?

I'll see if I can come up with anything after work in the lab, either negative or positive I'll post my findings.
 

G11OST

Noob
Haven't found any useful tech guys sorry


Quick shot is what it is, a quick shot, nothing less or more it seems, at least that's what I've found

:confused: