Line 24: | Line 24: | ||
===C. Viper=== | ===C. Viper=== | ||
* A (Thunder Knuckle): | * A (Thunder Knuckle): 21f | ||
* B (Seismic Hammer): | * B (Seismic Hammer): 21f | ||
* Y (Burning Kick): | * Y (Burning Kick): 21f | ||
===Chris=== | ===Chris=== |
Revision as of 12:22, 10 September 2023
User Page 1: User:DarthPhallus/Viper
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
Amaterasu
- A (Solar Flare): N/A
- B (Cold Star): (If First Hit Connects) 75f | (If First Hit Whiffs) 65f
- Y (Bloom): N/A
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.
C. Viper
- A (Thunder Knuckle): 21f
- B (Seismic Hammer): 21f
- Y (Burning Kick): 21f
Chris
- A (Combination Punch):
- B (Gun Fire):
- Y (Grenade Toss):
Chun Li
- A (Kikoken):
- B (Tenshokyaku):
- Y (Hyakuretsukyaku):
Dante
- A (Jam Session):
- B (Crystal):
- Y (Weasel Shot):
Felicia
- A (Rolling Buckler + Rolling Slide):
- B (Sand Splash):
- Y (Cat Spike):
Firebrand
- A (Hell Spitfire):
- B (Demon Missile M):
- Y (Demon Missile H):