IM conversation with eKiN wrote:Maj: 3S Ken c.MP link into SA3 is a one-frame link?
eKiN: no way
Maj: according to this, c.MP is only +4
Maj:
http://web.archive.org/web/200411092322 ... m/ken.html
Maj: and SA3 is 3 startup
eKiN: karathrow data is wrong
Maj: dang, really? why?
eKiN: DC data
Maj: oh, ouch
eKiN: even on DC, i dont think it was right
Maj: so where do you get arcade data?
eKiN:
http://sf33rd.web.fc2.com/
eKiN: w/ translation tool
Maj: what the hell is this?
http://ensabahnur.free.fr/Baston/index.php
eKiN: i think thats relisted kara throw data
Maj: oh, awesome
Maj: i love it when bad info gets perpetuated foreva
Maj: i'm gonna email this guy letting him know
Maj: got a "karathrow data is wrong" thread i can reference?
eKiN: maybe im wrong
eKiN: on japanese site it seems to be the same
eKiN: +4 for c.MP vs standing
eKiN: but its pretty easy so i dunno
Maj: the good thing is i have no clue whatsoever how supers work in 3S
eKiN: umm let me see
eKiN: "I buy brady games book so i'm going to correct startup values of Karathrow data which are wrong (or which are for DC and not for PS2/Arcade)..."
eKiN: guess he might have changed it already
Maj: ok, so explain 3S supers to me plz
Maj: i mean, if you've got nothing else going on right now, hahaha
eKiN: what about them?
Maj: i find it hard to believe that c.MP link into SA3 is a one frame link
eKiN: me also
eKiN: but according to people like paullee
eKiN: kara throw is one frame
Maj: everyone and their grandma does that link
Maj: arthritis can not stop that link
eKiN: lol
eKiN: so if kara throw is one frame execution wise, which i also dont believe
eKiN: well then i dont know what conclusion to make about 3S
eKiN: okay, its a 2 frame link
eKiN: Ken's far s.HP vs crouch is +3 and it links to super
Maj: ok so what do you think about supers? is 3 frame startup wrong?
eKiN: 2 frame start up, hits on 3rd frame, imo
Maj: then why does it say 3?
eKiN: =[
eKiN: i dont know, but you can test it with far s.HP -> super
Maj: dude shinryuken says 1 frame startup
Maj: there's no way that's 0 frame
Maj: do we know anyone who would know?
Maj: complete this analogy
Maj: bas is to CvS2 as ____ is to 3S
eKiN: you can try ask jinrai
eKiN: he knows a lot of the system stuff
Maj: : (
Maj: i want someone who doesn't speak my language
Maj: so i can't understand what he says so i can just assume whatever the hell i want to assume and tell everyone i got it from a japanese expert
Maj: like, "alex 360 combos if you kara cancel his low short -> low forward chain and if you can't pull it off then you are simply not japanese enough and if you ever come to FFA we're going to ignore you cuz you don't know what the ume shoryu is all about"
eKiN: lol
eKiN: ok, from SRK
eKiN: the article got it wrong. Ken's SAIII has a 2 frames startup (that's the correct data), and that means that it hits on the 3rd frame. Chun's SA2 has a 3 frame startup. So at least -3 is needed for shippu punishing, and -4 for chun (and take into account that Chun takes 2 extra frame of blockstun when crouching, so she can punish crouching moves that put the opponent at -6 ormore on other characters.)
This is the standard notation for 3s frame data: startup frames are all the frames before a move can hit.
So if a move has n startup frames, it starts hitting on the (n+1)th frame.
eKiN: also
eKiN: as Leva pointed me out yesterday on MSN, there are still some weird things about the game (or either a 100% correct framelist does NOT exist, even if the japanese one - game restaurant - is definitely the most accurate one.
Every framelist points ken's cMK frame advantage the same as Ryu and Gouki (that is, -3 on block, -2 on hit, -1 on crouching hit)
but testing evidence points differently. How? It's simple: reversal shippu (2 frame startup, hits on 3rd) can actually punish a CONNECTED Ken cMK (on another standing Ken). standing hit Ryu/Gouki's cMK cannot. Also, blocked Ken's cMK (upclose) can be punished by reversal Gouki SA1, that by evidence has, then, a 3-frame startup (hits on the 4th). Can't happen vs Ryu/Gouki.
So, at this point, one would guess that Ken's cMK is actually -4 on block and -3 on hit, while Ryu/Gouki confirm their -3/-2 (still no evidence about crouching hit)
Now, with dudley things get even messier. Corscrew Blow startup is listed as 1, hitting on the 2nd hit. That would mean that it can punish Ryu/Gouki standing hit cMk too, but guess what? it doesn't.
At this point one would guess that it's startup is actually 2 (hitting on 3rd frame) but that, doesn't make sense for his links to work, since stuff like sMK and f+HK on crouchers give a +2 advantage (if THAT data is correct).
Things get even more messier after that: Dudley's SA2 punishes ken's standing hit cMK, and that would put it at a 2 frames startup, hitting on 3rd (which is what the game restaurant frame data say), but it can't link from stMK, or f+HK like SAIII.
At this point I concluded that Dudley's SA3 is actually a 2nd frame hitter, but that Dudley takes 1 frame of extra blockstun/hitstun when picking SAIII, since those link work but vs shotos it can punish the same stuff as shippu (AND NOT MORE THAN THAT!!!)
But then, reversal corckscrew punishes blocked Chun's cMK while shippu can't. I don't really get this. Pushback should not be a factor. Also, Kikoshou seems to be even faster than corckscrew (though they are listed to have the same speed) sinceit punishes even a croucing hitting Ken's cMk (but again, not Ryu/Gouki's).
eKiN: After all of that, the only thing I concluded is that Ken's cMK is -4/-3/-2 while Ryu/Gouki's are -3/-2/-1
In the end, either it's the PS2 conversion that's busted, or there are many unknown factors that alter those should be "set in stone" frame data.
i'm really getting a headache out of this
eKiN: interesting? lol
Maj: um, wow
Maj: someone needs to shine the James Chen signal on 3S
eKiN: did you know for example
eKiN: chun gets -2 when she blocks low, added to whatever move
eKiN: and ryu gets -1
Maj: so chun recovers faster?
eKiN: slower
Maj: oh, then +2
eKiN: added to disadvantage
eKiN: yea
Maj: ok, that makes no sense to me but luckily you play more 3S than i do so i can blame you with the traditional "it's your game!" comment
Maj: vintage shgl
eKiN: lol
Maj: by the way, your lakers sucked today
Maj: ok, so seriously
Maj: the real answer to how 3S supers work is that nobody knows
eKiN: basically its a bit hard to tell wtf is going on
Maj: but i have a followup question
Maj: you know how in CvS2, a lot of lvl2 supers and almost all lvl3 supers are unblockable if you weren't blocking by superfreeze?
eKiN: yep
Maj: does that happen in 3s?
eKiN: nope
Maj: so there's no frame advance type thing, where the guy doing the super gets some frames while the other guy is frozen?
eKiN: i dont think so
Maj: oh, also, does the screen freeze on first frame of supers in 3S?
eKiN: seems that way
eKiN: because chun's SA2 can be done wakeup through fireball
eKiN: but her super has no invincibility
eKiN: it just moves forward during screen freeze
Maj: haha nice
Maj: ok, that helps a lot
Maj: and it kinda makes sense that supers would be so fast if there's no frame advance
Maj: i mean, almost all CvS2 supers have 4 frames startup before superfreeze and 4 frames after
Maj: so you need a lot of frame advance to make up for that
eKiN: oh i see
eKiN: yea
Maj: what happens with hugo 720?
Maj: can you jump out after superfreeze?
eKiN: nope
Maj: it says 1 frame startup, which might be the first superfreeze frame, which would mean 0 frames after
Maj: what about alex?
eKiN: i think you can jump as long as you werent crouching before
eKiN: something like that, not 100%
Maj: sounds right
Maj: says 3 frame startup
Maj: ok, i think i am done wasting your time
Maj: you can go back to signing autographs now
eKiN: lol im happy to talk about 3S anytime
eKiN: haha
eKiN: ok peace