SaltShaker
In Zoning We Trust
Some serious work is going down in this thread lol.
Yes exactly. Continue fighting the good fight by spreading the gospel, friend.b1 can only be considered a 10f move if your definition of "startup" does not coincide with MKX's definition.
If you look at the numbers logically, they make perfect sense. b1 goes through a startup animation for 9 frames. After those 9 frames have passed, the hitbox will appear on frame 10 (the first active frame).
The in-game data for b1 is accurate, as long as you understand that startup frames do not include the 1st active frame or frame of contact.
So is that for every move or certain moves?b1 can only be considered a 10f move if your definition of "startup" does not coincide with MKX's definition.
If you look at the numbers logically, they make perfect sense. b1 goes through a startup animation for 9 frames. After those 9 frames have passed, the hitbox will appear on frame 10 (the first active frame).
The in-game data for b1 is accurate, as long as you understand that startup frames do not include the 1st active frame or frame of contact.
Welcome aboard brother! I recently picked up a list. Cancel characters are a lot of funNo promises on how quick I'll get around to it, but if I feel up to it I'll get 100% true DF FB run cancel frame data for some of his more common used cancels, using recording equipment. F213, B12, F44, and F12 are probably what I'll start with.
I find Liu Kang pretty fun and might actually use him as an alt (for locals/experience) down the line. He's probably the most interesting char to me aside from Cage, which is why I'd bother with finding out the exact frame data
That applies to every move in the game.So is that for every move or certain moves?
Yeh been doing this for a long while , hit confirming f12 after fk mb, against characters with 6 frame standing normals usually, if they don't then more likely 111/112 hit confirmI don't know if someone already knew this pressure, but I recorded it in a case that someone didn't know it.
It's really good! It works against the most of the characters of the cast.
There's a exact time for you press the buttons after the Flying Kick MB. You have to figure out the exact time.So what is the best thing to do after mb fkying kick although its +2 I usually feel like im at disadvantage I cant ever makepeople respect it
There's a exact time for you press the buttons after the Flying Kick MB. You have to figure out the exact time.
After the Flying Kick MB, you can do a mind game: okay so the timing is a little weird though you cant press anything right away but you can still can gain something
1 - Bait your oponent, and then, punish him;
2 - Use B1 (9f - 2 = 7f mid);
3 = S1 (8f - 2 = 6f high);
4 - Use F1 (6f - 2 = 4f high);
5 - Use F4 (10f - 2 = 8f low);
6 - Use F2 (10f - 2 = 8f mid);
7 - Throw (10 - 2 = 8f throw).
Pal b2 is an overhead with 13f startup and its not even a low crusher so its not possible to hit him with that. And the worst part is the ridiculously good range of D4.His low kick is 6 frames so you can try and do b2 my I just block because most kotals are slap happy with d1
Typo that was supposed to be b12 palxXxNas post: 1915676 said:Pal b2 is an overhead with 13f startup and its not even a low crusher so its not possible to hit him with that. And the worst part is the ridiculously good range of D4.