User:Kaladin: Difference between revisions

2,756 edits
Line 3: Line 3:
* 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.