User:Kaladin: Difference between revisions

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===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):