@smokeyMy numbers should be pretty accurate. Some stuff might be off by 1 frame at the most.
I just finished doing Metallic's frame data last night as well. Unfortunately I don't have anything for Aftershock and I'm not sure if I will bother because it's a lot of work and I'm not interested in that variation.
Thanks will have a look at the data when i next get to sit down on my pc and look to add this to the document. How did you test the block/hit advantage?My numbers should be pretty accurate. Some stuff might be off by 1 frame at the most.
I just finished doing Metallic's frame data last night as well. Unfortunately I don't have anything for Aftershock and I'm not sure if I will bother because it's a lot of work and I'm not interested in that variation.
If you can show me where this got tested, just a link to the post or tag me in the discussion. Am happy to get any errors out of the frame data, but need to see that its been tested reasonably well firstApparently, Close Ferra Toss is +6 on block, not -1 as the game says.
I'm not sure of the testing method...but the discussion was here.If you can show me where this got tested, just a link to the post or tag me in the discussion. Am happy to get any errors out of the frame data, but need to see that its been tested reasonably well first
Thanks that post is from a few months back now so if we can get someone to test it then i will update.I'm not sure of the testing method...but the discussion was here.
http://testyourmight.com/threads/ferra-torr-general-discussion-thread.49921/page-4#post-1696846
1) Please explain how do you make this frame data tests?My numbers should be pretty accurate. Some stuff might be off by 1 frame at the most.
I just finished doing Metallic's frame data last night as well. Unfortunately I don't have anything for Aftershock and I'm not sure if I will bother because it's a lot of work and I'm not interested in that variation.
It's true. I can't get it consistently though. I can't make the change right now though.Thanks that post is from a few months back now so if we can get someone to test it then i will update.
@Fraud Blank are you still able to test stuff out? If not I can do it but it wont be until Tuesday or Wednesday most likely.
I use a 60fps capture card and I count the frames manually.1) Please explain how do you make this frame data tests?
2) What does RKD (SKD - string knock down) , Restands, and L in one cell with KD (Launcher + Knock down?) means?
I dont know this therms, please tell me what does it mean:I use a 60fps capture card and I count the frames manually.
Whenever the animation is not obvious, I test the move against various reversals. So if I count -12 on block, but I'm not sure, I will test to see if Goro can punish with reversal punchwalk or not.
The hardest thing to test is hit advantage because you can't do a reversal from hit advantage. For this I have to try and see what is the fastest move I can counter hit but that requires me to do a 1 frame link with both characters which is why it's possible that some hit advantage numbers may be off by 1 frame.
L = Launcher
KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown
GB = Ground bounce
Restand = Causes opponent to go from an airborne state to a standing state.
There are 4 types of knockdowns in this game. 3 of them can be tech rolled, the other is a hard knockdown and cannot be tech rolled.I dont know this therms, please tell me what does it mean:
KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown
What is the differnece between them (i know only Knock down and Hard (untechable) knock down)?
Sand Trap is a command grab, it's not anything on blockis erron's sand trap still plus on block?
Your referring to his sand grenade, and yes it is still plus when EX'd.is erron's sand trap still plus on block?
nice shit guys, same shit i was doing, i think ill let you guys handle it, no need for 2 of us to do it!I use a 60fps capture card and I count the frames manually.
Whenever the animation is not obvious, I test the move against various reversals. So if I count -12 on block, but I'm not sure, I will test to see if Goro can punish with reversal punchwalk or not.
The hardest thing to test is hit advantage because you can't do a reversal from hit advantage. For this I have to try and see what is the fastest move I can counter hit but that requires me to do a 1 frame link with both characters which is why it's possible that some hit advantage numbers may be off by 1 frame.
L = Launcher
KD = Regular knockdown
RKD = Rolling knockdown
SKD = Sliding knockdown
GB = Ground bounce
Restand = Causes opponent to go from an airborne state to a standing state.
I thought we switched this already, is it still wrong? Only startup affected?Has anybody gone over the Cassie frame data yet? I'm noticing the d4 and b4 info is still switched for most of the areas, I think, startup for sure. Btw, this is super awesome and you guys are all awesome!