24K
Noob
Hi guys. Sorry for the long post below. It is extremely noisy here today and its screwing with my train of thought. So I typed out what I was thinking so I could try and concentrate more. I found out I’m confused about some stuff. Haha. I’m not going to edit it. So anybody who reads it be warned. It is somewhat of a ramble. There will be spelling and grammar mistakes. And it might not be relevant. Haha. It’s a little about not knowing frame data. And not knowing how to set up the great combos I can pull off. There may be something you can take from it and figure out what I am after. If you can congrats. I am way too irritated to clean it up. And I want others to experience that.
How do you initiate combos? I don’t understand frame data to well. But I think you would need to just pick the fastest start up move and cancel that into DB4. Which would leave the opponent dazed so you can lay on the combo of your choice. You would obviously need an attack that starts overhead and one that starts low. So that you can get them in any situation. Since the move is getting canceled into the DB4 you wouldn’t have to worry about the other frame data like active frames and recovery , right? That is pretty basic at its core. Some combos hit high and low in the same attack. So your opponent would have to know to block high and low. But what do you do in that situation. Do you just wait for them to attack you try and block what they attack with and punish with a fast attack and hope for the best. There has to be some technique to this that I am missing out. I can do some combos. And I can hold block. But I never know what to do when I release block and have to start my combo. I always seem to get beaten out. I generally play away from the opponent and come in when I want to get my combo off. But I want to start playing more aggressively and laying on more pressure. One other thing. I see people saying that the 112 is the best punisher. But wouldn’t 11B2 be better. Since it throws out the low as well and can be cancelled into the DB4. Sorry for all the rambling. I am trying to get my head around the frame data thing. I get that a move is calculated as start up plus active plus recovery. That’s the amount of frames it would take to do a move and return back to zero so you can start another move. But I don’t get the cancel frame data. I have noticed that a cancel frame data of 0 means it cant be cancelled into anything. Unless I am just not able to do it. But I read that your meant to take the SU+Active+Recovery, then minus the cancel frame data and that is the actual amount of frames it takes to do the move if you cancel into something. Seems easy enough. But what would you do with that information. Because if you land the hit and cancel into your combo starter it doesn’t really matter. So it still seems all you need to worry about is how fast you get the move out to beat out what ever your opponent is throwing back at you. It seems that the most important information will be the block and hit advantage. And the block and hit stun. You would want to make sure that your opponent is in a state where they cant attack back and you are in a state where you can attack faster. Of course that’s where the frame data knowledge comes in and I still cant figure out the best way to come out of blocking and attack back.
How do you initiate combos? I don’t understand frame data to well. But I think you would need to just pick the fastest start up move and cancel that into DB4. Which would leave the opponent dazed so you can lay on the combo of your choice. You would obviously need an attack that starts overhead and one that starts low. So that you can get them in any situation. Since the move is getting canceled into the DB4 you wouldn’t have to worry about the other frame data like active frames and recovery , right? That is pretty basic at its core. Some combos hit high and low in the same attack. So your opponent would have to know to block high and low. But what do you do in that situation. Do you just wait for them to attack you try and block what they attack with and punish with a fast attack and hope for the best. There has to be some technique to this that I am missing out. I can do some combos. And I can hold block. But I never know what to do when I release block and have to start my combo. I always seem to get beaten out. I generally play away from the opponent and come in when I want to get my combo off. But I want to start playing more aggressively and laying on more pressure. One other thing. I see people saying that the 112 is the best punisher. But wouldn’t 11B2 be better. Since it throws out the low as well and can be cancelled into the DB4. Sorry for all the rambling. I am trying to get my head around the frame data thing. I get that a move is calculated as start up plus active plus recovery. That’s the amount of frames it would take to do a move and return back to zero so you can start another move. But I don’t get the cancel frame data. I have noticed that a cancel frame data of 0 means it cant be cancelled into anything. Unless I am just not able to do it. But I read that your meant to take the SU+Active+Recovery, then minus the cancel frame data and that is the actual amount of frames it takes to do the move if you cancel into something. Seems easy enough. But what would you do with that information. Because if you land the hit and cancel into your combo starter it doesn’t really matter. So it still seems all you need to worry about is how fast you get the move out to beat out what ever your opponent is throwing back at you. It seems that the most important information will be the block and hit advantage. And the block and hit stun. You would want to make sure that your opponent is in a state where they cant attack back and you are in a state where you can attack faster. Of course that’s where the frame data knowledge comes in and I still cant figure out the best way to come out of blocking and attack back.