4r5 Report post Posted March 9, 2008 Have you read the frame data? Though admittedly, the "*1" under Sidewider's damage could be miss-read as 'times one', instead of 'see note 1'. Share this post Link to post Share on other sites
rtl42 Report post Posted March 9, 2008 Does anyone know where I can find frame data for #R? not ideal, but better than nothing: http://f32.aaa.livedoor.jp/~kosugi/guiltyslash/top.html This is Slash data; click on the character whose #R frame data you want, and when you open up their Slash data page, click on the third link under their picture. That will take you to the #R frame data. Share this post Link to post Share on other sites
Zybonx Report post Posted March 9, 2008 Ah thanks. It's more than I was expecting . Share this post Link to post Share on other sites
4r5 Report post Posted March 9, 2008 ttp://f32.aaa.livedoor.jp/~kosugi/guilty/ggxxsharpreload.htm #r frame data is the third column Share this post Link to post Share on other sites
Jais Report post Posted May 2, 2008 http://www.dustloop.com/data/ac/system.html I'm working on some dash splitting on the ground right now. Doing things w/ Buri like hit, callback, dash split, run in hit. I am curious as to what the frame count is for a run to reach it's maximum velocity, specifically Bridget's. Say, from standing, tapping forward forward, then knowing how many frames have passed until I have reached my full run. Can anybody help? With dash splitting on the ground you can go from FD to a full run in 1 frame. I am curious about how many frames I am theoretically saving by doing this technique instead of having the start up of the run(velocity) not have Bridget move as fast as she could( full run velocity). Share this post Link to post Share on other sites
Digital Watches Report post Posted May 2, 2008 Dash splitting? Is this clarified elsewhere, or would you mind doing so here? Share this post Link to post Share on other sites
SugataDesigns Report post Posted May 2, 2008 Dash splitting? Is this clarified elsewhere, or would you mind doing so here?http://www.dustloop.com/forums/showthread.php?t=3253 Just with normal dashing instead of a Rolling Idou. Share this post Link to post Share on other sites
reaVer Report post Posted May 12, 2008 Someone was sleeping while filling in the 6K feint special for Slayer. Share this post Link to post Share on other sites
excelence Report post Posted August 13, 2008 i think there's some error on Dizzy 6p notes "Upper body inv. 1-14. Prorates 90%. Lifts 28. Wallbounce (untechable for 28F, CH and air CH untechable for 40F)." ... and the link for the original frame data wasn't working for me, but man 14f of invul is just doesn't makes senses as i barely can whiff a SE with it Share this post Link to post Share on other sites
4r5 Report post Posted August 13, 2008 Frame data sounds right to me. Dizzy's 6P isn't bad because of a lack of UpperBodyInv frames. It's bad because it lacks the AboveKneeInv frames that everyone else's 6P has. Share this post Link to post Share on other sites
excelence Report post Posted August 13, 2008 no, i'm certain i've use it to whiff SE several times and got ch loads of time on start up with SE for misstiming it Share this post Link to post Share on other sites
4r5 Report post Posted August 13, 2008 Are you saying Dizzy's 6P doesn't have as much UpperBodyInv frames then the framedata lists? Or are you saying the UpperBodyInv frames are latter in the move? And are you talking about ground StunEdge or air StunEdge? And have you double checked if you can 6P a StunEdge? 'Cause right now, I'm in training mode, and it doesn't seem like Dizzy can 6P through a ground SE. And 6Ping through air SE's suggest that the framedata is correct, in at least here inv starting as soon as the move starts. The times when you did 6P a ground SE, are you sure you weren't just so close to Ky that the SE appeared behind Dizzy? Share this post Link to post Share on other sites
excelence Report post Posted August 13, 2008 the 6p invul cames later near it active frames, and i did it from edge of the screen against ground SE not in point blank range that makes SE appear behind her, the timming is tight as hell and i'm not certain it can work versus s version of SE, the easier method to test if her 6p has invul right from the start up is supposed to be trying to go against everyone 5p with her 6p... that i've yet test it Share this post Link to post Share on other sites
RoBoBOBR Report post Posted August 27, 2008 is hit stop triggered during blocking? Share this post Link to post Share on other sites
Digital Watches Report post Posted August 27, 2008 Yup. Share this post Link to post Share on other sites
Hatred Edge Report post Posted October 26, 2008 Hey is there any site that shows the hitboxes for everything? Share this post Link to post Share on other sites
rtl42 Report post Posted May 11, 2009 So what is the correct source of frame data these days, the AC Complete Guide? i have a copy of it, and was comparing some of the frame data on the website, and wanted to post corrections as I find them, but I wanted to be sure that the Complete Guide isn't superseded by another official source. Share this post Link to post Share on other sites
cola Report post Posted October 25, 2009 Noticed an error in ABA's framedata: Ken'in FB's data is incorrect (it is the same data as the Kihi FB data below it currently) Share this post Link to post Share on other sites
Jais Report post Posted October 25, 2009 Is Anji's 2K really +80 million? Share this post Link to post Share on other sites
Teyah Report post Posted October 25, 2009 Yeah, it's always been that way. It's +6 on block, allowing for a 1-frame link to 5Sc on standing hit (+7), or a 1-frame link of 2K, 2K on crouchers (+8). On that note, once I was messing around (in #R PC, but Anji 2K hasn't changed in raw numbers since then) I noticed that it was 1-frame timing to create an airtight non-reversalable Anji 2K, 2K string when the enemy is FDing. This would indicate that the Faultless Defense -- L3 cell in the Hitstun Chart is incorrect, as it states that FDing a Level 3 move like 2K grants 3 extra frames of blockstun, where I'm certain it's the same 2 extra frames of stun, exactly like the crouching 1-frame link of 2K, 2K above. Unless framedata for FDing has changed since #Reload (I know FD pushback has), the hitstun chart should list Faultless Defense -- L3 as 15F, not 16F. Can someone verify this on AC? Share this post Link to post Share on other sites
rtl42 Report post Posted October 26, 2009 Noticed an error in ABA's framedata: Ken'in FB's data is incorrect (it is the same data as the Kihi FB data below it currently) The correct data is: All entries are blank except Recovery total: 26 Unless framedata for FDing has changed since #Reload (I know FD pushback has), the hitstun chart should list Faultless Defense -- L3 as 15F, not 16F. Can someone verify this on AC? oh that's interesting, you're right about that. the Hitstun chart is different according to my AC Complete Guide, I'll post the differences below: Air Standard Guard: 9 / 11 / 13 / 16 / 19 Faultless Defense: 11 / 13 / 15 / 18 / 20 Air Faultless Defense: 11 / 14 / 17 / 20 / 23 Air Instant Block: 3 / 5 / 7 / 9 / 11 no Air Hit values listed no values listed for Counter Hit situations Share this post Link to post Share on other sites