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MKX: Distance Related BlockStun Can remove the ability to Interrupt w Armor/Backdash

LEGEND

YES!
Nope, you're not changing cancel advantage.

As an example, let's say b3 has 6 active frames (just pulled that number from the top of my head) and the gap between b3 and low drop is 3 frames (again made up number). If I do b3 point blank, the opponent will be hit by the b3 on the first active frame and so enter block stun at this time. If I do b3 from a distance, the opponent is hit on the last active frame and is jailed into the low drop because you enter block stun 5 frames later and so the gap disappears.
Makes sense
 

aieches

#freeHomelee2016
Interesting to know.. I always thought the meaty term was only applied when this implemented on wake up, otherwise I thought it was just an spacing action- whether Purposely spaced, or by random.
 

buyacushun

Normalize grab immunity.
Interesting to know.. I always thought the meaty term was only applied when this implemented on wake up, otherwise I thought it was just an spacing action- whether Purposely spaced, or by random.
I do know if you would say you hit meaty in neutral but I'm sure someone used the term this way since the same rules apply. To me it just looks odd cause its a simple kick. If it was something like a cody slide, rose drill, or bison scissor kick it would seem much more "normal" to say meaty. Imo

I like how pig was making a guide and found a new tool to use his character. Hey pig can everyone this thread get some kind of inspiration credit or something?:cool:
 

haketh

Noob
Another example that's mad important is in 3rd Strike characters can combo off of Universal Overhead if they hit in the last couple active frames, huge part of that game. I've been working on using in MKX with Reptile to armor break consistently with B3,4 after knockdown situations.
 

A F0xy Grampa

Problem X Promotions
Could also be something to do with practice mode not doing reversals properly against low moves.
Have you testing against a human?
 

Ravosa

Wild Card
Wait somebody explain what I'm not understanding here. Cancel advantage is the frames you have to cancel into a special. The start up frames on a special determines if the move or string can be cancelled into said special. That said, sub zeros 1,1 string has 17 cancel advantage, yet cassie stays blocking for a cancel into ice burst which has 23 start up. Where am I going wrong?
 

11411181

Noob
Wait somebody explain what I'm not understanding here. Cancel advantage is the frames you have to cancel into a special. The start up frames on a special determines if the move or string can be cancelled into said special. That said, sub zeros 1,1 string has 17 cancel advantage, yet cassie stays blocking for a cancel into ice burst which has 23 start up. Where am I going wrong?
I've always read cancel advantage as the frame on which the move will cancel. 24 frame startup and recovery with 17 cancel advantage will mean that it cancels on the 17th frame of the 24 frame move.
 

buyacushun

Normalize grab immunity.
Wait somebody explain what I'm not understanding here. Cancel advantage is the frames you have to cancel into a special. The start up frames on a special determines if the move or string can be cancelled into said special. That said, sub zeros 1,1 string has 17 cancel advantage, yet cassie stays blocking for a cancel into ice burst which has 23 start up. Where am I going wrong?
You take all of a moves frames(start, active, and recovery), subtract cancel advantage, then add or subtract block advantage depending on if it's plus or minus.

So, (moves frames - CA) + BA or HA = x.

Then see if the next moves startup (y) is >= to the number from "x".

So if x =< y the it's a blockstring/combo.

I think I did those symbols right.

Eddy wang has a great post on how to read the frame data. I think it's in the strategy zone forum.
 
Apparently this game determines block stun after hitting them with the first active frame. You are hitting them later in the active frames of the move and increasing the block stun.

so a move starts up in 6 frames, is active for 5 frames and recovers for 18 frames, lets say it is 0 on block. if you hit them in the third active frame you will acutally be plus 2.

it is the same thing as hitting someone with a meaty attack in street fighter and gaining more block/hit stun.
 
In street fighter, moves do not have a horizontal activation unless its a projectile. when its active it is active across its entire hit box. in mkx moves take a little time to reach their farthest horizontal hurt box. btw... standing and cuk blocking also changes block stun properties bc the characters has a fatter hurt box when crouching.
 

Doombawkz

Trust me, I'm a doctor
I never thought I'd get the chance to say this to Pig but...

I found this... In May.

Well sort of. :p
It sounds and looks a lot like
http://www.testyourmight.com/threads/roll-applications-and-ideals.51760/

Where the animation changes the hit/block stun depending on when in the animation you hit it. I know for F/T's bowl girl it goes from -7 to +15 on block using the same concept.

Roll goes from -12 to like -3 or something
 

Zabru

My blade is broken damn right better than yours!
It makes so much sense but It's just something I never though or new in Fighting games till now.
 

The PantyChrist

Rest in Pantiez
I discovered this when looking for gaps in Kung Laos strings. In some ranges Lao can interrupt himself at b3*21 and in some b32*1. I felt it would be too hard to consistently learn the ranges to ever try to punish. Especially if you fuck up and get full comboed for it
 

MK_Al

Noob
It doesn't change either. Essentially what is happening is you're hitting with the ending frames of the b3 so the opponent enters block stun slightly later.

Same thing happens with sonya's overhead, low string and several others.
That would mean that the hitbox is expanding during active frames. Otherwise the distance wouldn't make a difference in when the blockstun beginns, right?
 

Pan1cMode

AUS FGC represent!
That would mean that the hitbox is expanding during active frames. Otherwise the distance wouldn't make a difference in when the blockstun beginns, right?
The hitbox is mapped to his forward advancing foot so yes in some way it is expanding, but it's really just moving dynamically.
 

champdee

Noob
Possibly the breathing hitboxes again (possible) esp since it worked from range, it's messing up cage now possibly kenshi... and if this is embedded in the game and cannot be fixed we'll see more character specific stuff popping up. (I predicted more characters would be affected by this)

I can't tell though, but for sub-zero anything that has decent range (b12 does not) ex clone will work. cage has an issue. Ask @colt Is this something different or can this be fixed? Also, please support this game when inj2 is around,.