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===General Frame Data for Hit/Block/JD===


Add to Input Buffer section:


===Input Buffer Before and After Landing===
Common Hitstop/Blockstop and Hitstun/Blockstun Values:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|-
| '''Move''' || '''Hitstop/Blockstop''' || '''Hitstun/Blockstun''' || '''JD Blockstop''' || '''JD Blockstun''' || '''Notes'''
|-
| Ground Light || 8F || 14F || 12F || 12F ||
|-
| Ground Single hit of 2-hit Heavy || 8F || 20F || 16F || 18F ||
|-
| Ground Heavy || 12F || 20F || 16F || 18F ||
|-
| Ground Evasion Attack || 12F || 18F/24F || 14F || 22F || Characters' 2AB's have different active frames and recoveries, resulting in different advantage. Usually less advantage on hit than on block.
|-
| Jump-in Light || 8F || 14F || 12F || 12F ||
|-
| Jump-in Single hit of 2-hit Heavy || 8F || 14F || 16F || 12F || Jenet only.
|-
| Jump-in Heavy || 12F || 14F || 16F || 12F ||
|-
| Air Hit Light || 8F (hitstop only) || 14F (hitstun only) || 12F || 11F ||
|-
| Air Hit Single hit of 2-hit Heavy || 8F (hitstop only) || 14F (hitstun only) || 16F || 11F || Jenet only.
|-
| Air Hit Heavy || 12F (hitstop only) || 14F (hitstun only) || 16F || 11F ||
|-
| Air Hit Evasion Attack || 12F (hitstop only) || 14F (hitstun only) || 14F || 11F || Characters' 2AB's have different active frames and recoveries, resulting in different advantage. Usually less advantage on hit than on block.
|-
| Special • TOP Attack || 16F || 24F || 16F || 22F || Specials might have different JD blockstun reduction, or JDed in a way that gives unexpected advantage/disadvantage.
|-
|  || 12F || 24F || 16F || 22F ||
|-
|  || 8F || 24F || 16F || 22F || Usually seen for each hit of a multi-hit special.
|}


;Rule:


You cannot cancel your landing recovery with both the same command button AND the same input buffer -- that you did just before landing.


Double button presses do not count: they just motion store and do not trigger any special/super.
Other Hitstop/Blockstop and Hitstun/Blockstun Values:
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
|-
;Explanation:
| '''Move''' || '''Hitstop/Blockstop''' || '''Hitstun/Blockstun''' || '''JD Blockstop''' || '''JD Blockstun''' || '''Notes'''
 
|-
Air and ground share the same input buffer.
| Tizoc/Griffon 2AB 1st or 2nd Hit || 8F || 20F || 14F || 18F || 2-hit Ground Evasion Attack
 
|-
Input buffers for air moves can be done on the ground, and vice-versa.
| Grant 2AB 1st or 2nd Hit || 8F (10F for 2nd Hit) || 18F/24F || 14F || 22F || 2-hit Ground Evasion Attack
 
|-
If the command you do doesn't exist where you are at currently, you will just get a normal coming out.
| Gato 5AB 1st or 2nd Hit || 8F || 18F/24F || 14F || 22F || 2-hit Ground Evasion Attack
 
|-
 
| Hokuto 5AB 1st or 2nd Hit || 8F || 18F/24F || 14F || 22F || 2-hit Ground Evasion Attack
So what happens is that a special/super command ending in a single button will still trigger that command, even if it doesn't execute.
|-
(For example, doing Tizoc Air 236A on the ground.)
| Gato 6A || 14F || 20F || 16F || 18F || Command Normal
And you won't be able to cancel the landing recovery with just that same button (using that same command buffer and button).
|-
That is, you can't cancel the landing recovery with the input of the special/super you already did just before -- you already triggered that same special/super.
| Gato 6B || 14F || 20F || 16F || 18F || Command Normal
You'd have to re-enter both that same command buffer and button to do that.
|-
 
| Butt/Marco 6A || 14F || 20F || 16F || 18F || Command Normal
Otherwise, you can use that same buffer, but do a special/super with a different button. Or you can add to that buffer, like doing super after the first QCF in the air. 
|-
 
| Jae 44B || 14F || 20F (blockstun only) || 16F || 18F || Command Normal
Double button inputs motion storing will not trigger the special/super, even thought the normal comes out just the same.
|-
That's why you're able to to put out the same normal before canceling landing recovery with the special/super associated with that normal.
| Hokuto 3B || 14F || 20F (blockstun only) || 16F || 18F || Command Normal
So you can end special/super input with A+D in the air and cancel landing recovery with A.
|-
You can do the same special/super in the air and on the ground, ending in the same button, but they have to be different input buffers.
| Kevin 6B 1st Hit || 8F || 14F || 16F || 12F || Command Normal
 
|-
 
| Kevin 6B 2nd Hit || 8F || 20F || 16F || 18F ||
Different characters have different input buffer command priorities.
|-
 
| Grant 3C || 12F || 20F (blockstun only) || 16F || 18F || Command Normal
Ground and air move input buffers can overlap, and if the priority is not set, then the game won't decide and just output a normal.
|-
 
| Hokuto 3D 1st or 2nd Hit || 8F || 20F (blockstun only) || 16F || 18F || Command Normal
 
|-
 
| Hotaru j.2B || 6F || 14F || 16F || 12F || Air Command Normal
 
|-
===Attacking Before and After Your Empty Jump Landing===
| Terry cl.5C > 6C || 14F || 20F || 16F || 18F || Target Combo Command Normal
 
|-
For an empty jump, if you try to input an attack on the 1st landing frame and the airborne frames before,
| Rock cl.5D > 6D || 12F || 20F || 16F || 18F || Target Combo Command Normal
you land as if you've done that jump normal used and go through that normal's landing recovery.
|-
 
| Dong j.4C || 12F || 14F || 16F || 12F || Air Command Normal
 
|}
For an empty jump, the window to input a special/super/TOP attack on the ground is the 2nd landing frame onward.
 
If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before
(when there is no air command or are below minimum height),
you land as if you've done that jump normal used and go through that normal's landing recovery.
 
 
Either way, if you are within the window, you reversal out of landing recovery with the normal button used.
 
 
Otherwise, you can reversal out of the landing recovery with a different normal
or cancel landing recovery with a special/super/TOP attack from the 2nd landing frame onward.
 
 
You can reversal normal, throw, throw tech, or backdash/dash out of the added landing recovery. 
 
 
Normals, throws, backdash/dash, etc. can be input mid-air before landing;
unlike special/super/TOP attack.
 
 
===Attacking After Your Jump/Hop Attack Landing===
 
After doing a jump/hop attack, the window to input a special/super/TOP attack on the ground is to cancel landing recovery on the 2nd landing frame onward.
 
If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
it doesn't come out.
And if you are still within the window, you reversal out of landing recovery with the normal button used.
 
 
You can reversal normal, throw, throw tech, or backdash/dash out of the added landing recovery. 
 
 
Normals, throws, backdash/dash, etc. can be input mid-air before landing;
unlike special/super/TOP attack.
 
 
===Attacking After Your Air Hit Landing===
 
After you get hit in the air, the window to input special/super/TOP attack is 2nd landing frame onward.
That way you exit air hit landing recovery with a reversal.
 
If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
it doesn't come out.
If you are within the window, you reversal out of air hit landing recovery with the normal button used.
 
You can reversal out of air hit landing recovery with a normal, throw, throw tech, or backdash/dash.
 
 
Normals, throws, backdash/dash, etc. can be input mid-air before landing,
unlike special/super/TOP attack.
 
 
===Attacking Before and After Air JD Landing===
 
Attack after JDing, you'll have the same situation
as doing a jump attack or trying to attack just before empty jump landing.
 
Otherwise, you can just land and go through air JD landing recovery.
 
In this case, the window to input special/super/TOP attack is 2nd landing frame onward.
 
This way you cancel air JD landing recovery (while exiting with a reversal message).
 
 
Doing a normal or special/super/TOP attack on the 1st landing frame and the airborne frames before,
you land as if you've done that jump normal and go through that landing recovery, instead of air JD landing recovery.
And if you are within the window, you reversal out of that landing recovery with that normal.
 
You can reversal out of that new landing recovery with a normal, throw, throw tech, or backdash/dash.
 
 
Otherwise, you can reversal out of air JD landing recovery with a normal, throw, throw tech, or backdash/dash. 
 
 
Normals, throws, backdash/dash, etc. can be input mid-air before landing,
unlike special/super/TOP attack.  
 
 
In summary:
Normals, throws, backdash/dash, etc. can be input mid-air before landing and reversal out.
Specials/Supers cannot be done in mid-air and reversal out.  
Specials/Supers can only be reversaled out of the last 2F of air hit or air JD landing recovery.

Revision as of 21:01, 6 November 2023

General Frame Data for Hit/Block/JD

Common Hitstop/Blockstop and Hitstun/Blockstun Values:

Move Hitstop/Blockstop Hitstun/Blockstun JD Blockstop JD Blockstun Notes
Ground Light 8F 14F 12F 12F
Ground Single hit of 2-hit Heavy 8F 20F 16F 18F
Ground Heavy 12F 20F 16F 18F
Ground Evasion Attack 12F 18F/24F 14F 22F Characters' 2AB's have different active frames and recoveries, resulting in different advantage. Usually less advantage on hit than on block.
Jump-in Light 8F 14F 12F 12F
Jump-in Single hit of 2-hit Heavy 8F 14F 16F 12F Jenet only.
Jump-in Heavy 12F 14F 16F 12F
Air Hit Light 8F (hitstop only) 14F (hitstun only) 12F 11F
Air Hit Single hit of 2-hit Heavy 8F (hitstop only) 14F (hitstun only) 16F 11F Jenet only.
Air Hit Heavy 12F (hitstop only) 14F (hitstun only) 16F 11F
Air Hit Evasion Attack 12F (hitstop only) 14F (hitstun only) 14F 11F Characters' 2AB's have different active frames and recoveries, resulting in different advantage. Usually less advantage on hit than on block.
Special • TOP Attack 16F 24F 16F 22F Specials might have different JD blockstun reduction, or JDed in a way that gives unexpected advantage/disadvantage.
12F 24F 16F 22F
8F 24F 16F 22F Usually seen for each hit of a multi-hit special.


Other Hitstop/Blockstop and Hitstun/Blockstun Values:

Move Hitstop/Blockstop Hitstun/Blockstun JD Blockstop JD Blockstun Notes
Tizoc/Griffon 2AB 1st or 2nd Hit 8F 20F 14F 18F 2-hit Ground Evasion Attack
Grant 2AB 1st or 2nd Hit 8F (10F for 2nd Hit) 18F/24F 14F 22F 2-hit Ground Evasion Attack
Gato 5AB 1st or 2nd Hit 8F 18F/24F 14F 22F 2-hit Ground Evasion Attack
Hokuto 5AB 1st or 2nd Hit 8F 18F/24F 14F 22F 2-hit Ground Evasion Attack
Gato 6A 14F 20F 16F 18F Command Normal
Gato 6B 14F 20F 16F 18F Command Normal
Butt/Marco 6A 14F 20F 16F 18F Command Normal
Jae 44B 14F 20F (blockstun only) 16F 18F Command Normal
Hokuto 3B 14F 20F (blockstun only) 16F 18F Command Normal
Kevin 6B 1st Hit 8F 14F 16F 12F Command Normal
Kevin 6B 2nd Hit 8F 20F 16F 18F
Grant 3C 12F 20F (blockstun only) 16F 18F Command Normal
Hokuto 3D 1st or 2nd Hit 8F 20F (blockstun only) 16F 18F Command Normal
Hotaru j.2B 6F 14F 16F 12F Air Command Normal
Terry cl.5C > 6C 14F 20F 16F 18F Target Combo Command Normal
Rock cl.5D > 6D 12F 20F 16F 18F Target Combo Command Normal
Dong j.4C 12F 14F 16F 12F Air Command Normal