Scott The Scot
Where there is smoke, there is cancer.
Here is a list of the frame data that I have collected from the interactables in all of the stages.
First of all, a little disclaimer before we get started - this is not 100% accurate yet. This is my first time actually recording a game at 60fps then counting all of the frames one by one. Some of the numbers may be out by a few frames. If there's something you DESPERATELY need me to re-check then let me know and I'll be happy to do so. I'm going to be going over all of the interactables again to make corrections but for now, this a rough draft.
**The startup is also including the first active frame so the 'real' startup would be what I have listed subtract one. Technically I think the term is 'execution', if I learned anything from Somberness's work.**
If I've missed anything then let me know.
Slide = Characters who slide on the floor to hit the interactables
Scoop = Characters like Jason who reach down and scoop the interactable.
S = startup
BA = Block Advantage
Khans Hammer
- S: 33 BA: -17
Quan's Baby
- S: 33 BA: -3
-S: 26 BA: -19 (Scoops)
-S: 17 BA: +5 (Slides)
Quan's Lantern
- S: 28 BA: +5
Quan's Torch Stick
- S: 33 BA: 0
- S: 33 BA: 0 (low version)
Corner Dive Kick
- S: 34 (stand blocking opponent) BA: +18
Lantern
- S: 38 BA: +3
The KoveBox
- S: 36 BA: +11
Hook Swing
- S: 13 (not including jumping frames) BA: +3
Pot
- S: 31 BA: +3
Corner Dive Kick
- S: 34 BA: +18
Lava Bowl
- S: 19 BA: -9
Barrel
- S: 32 BA: -8
Blanche
-S: 33 BA: -5
Jensei Chamber
Grab
- S: 11 BA: n/a
Left Cauldron
- S: 30 BA: +12
Right Cauldron
- S: 30 BA: +12
Corner Dive Kick
- S: 38 BA: +16
Emperors Court Yard
Lava Bowl
- S: 19 BA: -6
Grab
- S: 11 BA: N/A
Shield
- S: 23 BA: -14
Wooden Plank
- S: 33 BA: +3
- S: 33 BA: +5
Wall Dive
- S: 34 BA: +19
Raam Skull
- S: 34 BA: +2
Body Toss
- S: 31 BA: -4
- S: 34 BA: +17
Hobo Barrel
- S: 33 BA: -8
-S: 15 BA: +5 (slide)
-S: 22 BA: +5 (scoop)
Wooden Plank
- S: 24 BA: +10
Log
- S: 35 BA: 0
Tree Swing
- S: 16 BA: +3
Tree Branch
- S: 30 BA: +14
Exhaust Pipe
- S: 31 BA: -2
Traffic Light
- S: 33 BA: +8
Engine
- S: 36 BA: 0
Wall Dive Kick
- S: 34 BA: +16
Lantern
- S: 30 BA: +11
Monk
- S: 33 BA: +4
Lava Stack
- S: 26 BA: 0
Right Vine Swing
- S: 8 BA: +5
Hang (lol)
- S: ~4 -6 lol BA: n/a
Grab
- S: 11 BA: n/a
Left Vine Swing
- S: 8 BA: +5
Wall Dive Kick
- S: 34 BA: +16
Lin Kuei Fortress
Tree Dive Kick
- S: 34 BA: +16
Fireball
- S: 27 BA: 0
Left Fire Thing
- S: 27 BA: +3
Hope this is useful to somebody. I get that the startup probably wasn't needed because of how massive they all are but you never know when it'll be needed lol. Interestingly, a lot of interactables share similar frame data and animations.
Wall dive kicks are all the same, some of the block advantages are listed differently for them but that COULD be to do with how high I hit them - I tried to keep them as close as possible when testing but of course mistakes could have been made. Wall dive kicks hit standing opponents on roughly frame 38 but they first become active at about frame 34.
I've yet to test if where you stand relatively to the interactable changes the block advantage in anyway. IE if you stand on the edge of an interactable (the last pixel you're within range to active it) would it affect startup and block advantage? I only tested with myself and the dummy as close to the interactable as I possibly could get it.
Just trying to help,
Scott
@Tim Static
@Juggs
@Espio
Sticky for the hard work? ;D
First of all, a little disclaimer before we get started - this is not 100% accurate yet. This is my first time actually recording a game at 60fps then counting all of the frames one by one. Some of the numbers may be out by a few frames. If there's something you DESPERATELY need me to re-check then let me know and I'll be happy to do so. I'm going to be going over all of the interactables again to make corrections but for now, this a rough draft.
**The startup is also including the first active frame so the 'real' startup would be what I have listed subtract one. Technically I think the term is 'execution', if I learned anything from Somberness's work.**
If I've missed anything then let me know.
Slide = Characters who slide on the floor to hit the interactables
Scoop = Characters like Jason who reach down and scoop the interactable.
S = startup
BA = Block Advantage
Quan Chi's Fortress
Khans Hammer
- S: 33 BA: -17
Quan's Baby
- S: 33 BA: -3
-S: 26 BA: -19 (Scoops)
-S: 17 BA: +5 (Slides)
Quan's Lantern
- S: 28 BA: +5
Quan's Torch Stick
- S: 33 BA: 0
- S: 33 BA: 0 (low version)
The Pit
Corner Dive Kick
- S: 34 (stand blocking opponent) BA: +18
Lantern
- S: 38 BA: +3
The Kove
- S: 36 BA: +11
Hook Swing
- S: 13 (not including jumping frames) BA: +3
Pot
- S: 31 BA: +3
Corner Dive Kick
- S: 34 BA: +18
Outworld Marketplace
Lava Bowl
- S: 19 BA: -9
Barrel
- S: 32 BA: -8
Blanche
-S: 33 BA: -5
Jensei Chamber
Grab
- S: 11 BA: n/a
Left Cauldron
- S: 30 BA: +12
Right Cauldron
- S: 30 BA: +12
Corner Dive Kick
- S: 38 BA: +16
Emperors Court Yard
Lava Bowl
- S: 19 BA: -6
Grab
- S: 11 BA: N/A
Shield
- S: 23 BA: -14
Wooden Plank
- S: 33 BA: +3
- S: 33 BA: +5
Krossroads
Wall Dive
- S: 34 BA: +19
Raam Skull
- S: 34 BA: +2
Body Toss
- S: 31 BA: -4
Refugee Camp
Wall Dive
- S: 34 BA: +17
Hobo Barrel
- S: 33 BA: -8
-S: 15 BA: +5 (slide)
-S: 22 BA: +5 (scoop)
Wooden Plank
- S: 24 BA: +10
Dead Woods
Log
- S: 35 BA: 0
Tree Swing
- S: 16 BA: +3
Tree Branch
- S: 30 BA: +14
Destroyed City
Exhaust Pipe
- S: 31 BA: -2
Traffic Light
- S: 33 BA: +8
Engine
- S: 36 BA: 0
Sky Temple
Wall Dive Kick
- S: 34 BA: +16
Lantern
- S: 30 BA: +11
Monk
- S: 33 BA: +4
Lava Stack
- S: 26 BA: 0
Kuatan Jungle
Right Vine Swing
- S: 8 BA: +5
Hang (lol)
- S: ~4 -6 lol BA: n/a
Grab
- S: 11 BA: n/a
Left Vine Swing
- S: 8 BA: +5
Wall Dive Kick
- S: 34 BA: +16
Lin Kuei Fortress
Tree Dive Kick
- S: 34 BA: +16
Fireball
- S: 27 BA: 0
Left Fire Thing
- S: 27 BA: +3
Hope this is useful to somebody. I get that the startup probably wasn't needed because of how massive they all are but you never know when it'll be needed lol. Interestingly, a lot of interactables share similar frame data and animations.
Wall dive kicks are all the same, some of the block advantages are listed differently for them but that COULD be to do with how high I hit them - I tried to keep them as close as possible when testing but of course mistakes could have been made. Wall dive kicks hit standing opponents on roughly frame 38 but they first become active at about frame 34.
I've yet to test if where you stand relatively to the interactable changes the block advantage in anyway. IE if you stand on the edge of an interactable (the last pixel you're within range to active it) would it affect startup and block advantage? I only tested with myself and the dummy as close to the interactable as I possibly could get it.
Just trying to help,
Scott
@Tim Static
@Juggs
@Espio
Sticky for the hard work? ;D
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