Thanks man, I finally get that. Last night I did some frame measurements for Cammy and then did a control run with Ryu to see if my frame data gathering method was accurate, and it was. During that time I also found that I'm wrong about the extra frame needed to jump, "there is no such frame" is my current standpoint.Maj wrote:I believe it does take time to go from crouching to standing and crouching to jumping in most Capcom games. However it doesn't take time to go from crouching to reversals. What happens in that Rock/Blanka example is that crouching characters are fatter than standing ones, so Blanka's bounce-off point happens further away than it would if Rock had been standing.
Also, there's this weird thing about counter hits. In CvS2 is it was +2 for light attacks, +3 for mid and +4 for hard attacks. SF4 almost follows that same logic except there seem to be exceptions, which I wasn't expecting. So far only Cammy data, but this is what I found.
Code: Select all
start adv counterhit
c.lp 3 4 +5 CH
c.lk 3 2 +3 CH
c.mp 5 3
c.mk 6 1 +4 CH
c.hp 6 7 +11 CH
lp 3 4
mp 7
mk 7
close lp 3 4
close lk 4 5 +5 CH
close mp 4 6 +9 CH
close mk 4
close hp 4 3 +6 CH
HK spike 5
HK drill 7
I'll try and do that tonight.Maj wrote:I don't want to give you any extra work but i am kinda curious how many impact frames a lvl3 Focus Attack causes. Connect with one of those and dash early, then count the number of frames the attacker stays frozen, from initial contact to dash startup. I'd like to have an estimate of how many frames of charge time you could get out of that.
RESULTS: 32 frames from FA3 impact to first frame of dash.
Though since you can input the dash so early, you can start charging 'way' before the impact, no?