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* Not buffering anything out of blockstun results in the blockstun animation lingering for a while after the actual blockstun of an assist has ended so I have to be sure to hold up/back as soon as I'm blocking, of course this can result in errors, especially with short blockstun assists. | * Not buffering anything out of blockstun results in the blockstun animation lingering for a while after the actual blockstun of an assist has ended so I have to be sure to hold up/back as soon as I'm blocking, of course this can result in errors, especially with short blockstun assists. | ||
* Techincally this is actually counting the combo of Blockstun + Blockstop, not sure if that matters in this game as blockstop often interacts with system mechanics in different ways, but I have no idea how to even count blockstop so I'll just ignore that for now. | * Techincally this is actually counting the combo of Blockstun + Blockstop, not sure if that matters in this game as blockstop often interacts with system mechanics in different ways, but I have no idea how to even count blockstop so I'll just ignore that for now. | ||
* Planning to count each three times, and if there is any discrepenancy do it again with a new recording. | |||
* Gonna test for multiple values when Assists can hit multiple ways (Arthur Bottle Toss), but not sure how exhaustive I will make it atm. | |||
===Akuma=== | ===Akuma=== |
Revision as of 14:49, 2 September 2023
Assist Blockstun Values
Notes
- Not buffering anything out of blockstun results in the blockstun animation lingering for a while after the actual blockstun of an assist has ended so I have to be sure to hold up/back as soon as I'm blocking, of course this can result in errors, especially with short blockstun assists.
- Techincally this is actually counting the combo of Blockstun + Blockstop, not sure if that matters in this game as blockstop often interacts with system mechanics in different ways, but I have no idea how to even count blockstop so I'll just ignore that for now.
- Planning to count each three times, and if there is any discrepenancy do it again with a new recording.
- Gonna test for multiple values when Assists can hit multiple ways (Arthur Bottle Toss), but not sure how exhaustive I will make it atm.
Akuma
- A (Gohadoken): 22f
- B (Tatsu): 45f
- Y (Hyakki Gojin): 27f
Arthur
- A (Heavenly Slash): 21f
- B (Dagger Toss): 43f
- Y (Fire Bottle Toss): 55f? (Hard to ensure that it even hits on the first frame.) for Fire. 21f for just Bottle.