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Strike Frame and Damage Data

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Old 02-23-2018, 03:58 PM   #25
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Re: Strike Frame and Damage Data

Quote:
Originally Posted by Donnie_Brasco_FR
Something changed or is it the same?
There have been a few changes, mostly body punches.

I should publish something more complete sometime.

Been way to busy to put the time in to do that though.
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Old 02-23-2018, 08:23 PM   #26
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Re: Strike Frame and Damage Data

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Originally Posted by Solid_Altair
I learned today that the accuracy affects only bonus damage for catching people while they're trying sway. It has nothing to do with actually catching them..

Is it just me or does this seem like a missed opportunity, Accuracy could effect sooooo much more.
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Old 02-23-2018, 09:19 PM   #27
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Re: Strike Frame and Damage Data

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Originally Posted by AeroZeppelin27
Is it just me or does this seem like a missed opportunity, Accuracy could effect sooooo much more.
It also affects the evasive frames in head movement vs their head movement stat.
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Old 02-24-2018, 07:05 AM   #28
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Re: Strike Frame and Damage Data

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Originally Posted by GameplayDevUFC
It also affects the evasive frames in head movement vs their head movement stat.
That's nice!
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Old 05-18-2018, 04:50 PM   #29
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Re: Strike Frame and Damage Data

GPD, i have a question to you based on new 1.05:

Quote:
If you successfully evade a straight, you will get a window of 20 frames to land a counter strike. This is enough time to capitalize with a faster counter, but not enough time to be considered safe. So strike selection in this case will be important.
Finally, if you evade any other type of strike (uppercut, hook, etc.) you will get a window of 36 frames in which to safely land a counter strike. This is the same behavior you’ve come to expect prior to this content update. So, evading a power strike is still very safe and rewarding, however evading jabs and straights does not provide the same safety.
Slowest standard strike is
Back roundhouse kick with execution (startup) = 36 frames in good conditions

Does it means that after swaying Uppercut, Hook, etc my Swaying counter Back roundhouse kick is GUARANTEED punishment?

after successfully swaying straight - Body hook with 20 frames startup is guaranteed?
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Old 05-18-2018, 07:46 PM   #30
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Re: Strike Frame and Damage Data

Quote:
Originally Posted by SUGATA
GPD, i have a question to you based on new 1.05:

Slowest standard strike is
Back roundhouse kick with execution (startup) = 36 frames in good conditions

Does it means that after swaying Uppercut, Hook, etc my Swaying counter Back roundhouse kick is GUARANTEED punishment?

after successfully swaying straight - Body hook with 20 frames startup is guaranteed?
That window is about "until the guy can hit you again".

It is not the punsihment window.

You also have to consider how your desired counter strike will flow from the sway. Maybe it is faster than usual. Maybe you need extra frames to recover from the sway, before you throw the strike.

I think the best punishment is usually a hook or upper. But depending on what you dodge, you may be hit, before lanfing it. So, the standard slip counter is now the slipping straight, which you can only do if you slip to the side. It allows you to counter any combo, as long as the side slip evades something.
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Old 05-18-2018, 10:14 PM   #31
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Re: Strike Frame and Damage Data

Quote:
Originally Posted by SUGATA
GPD, i have a question to you based on new 1.05:

Slowest standard strike is
Back roundhouse kick with execution (startup) = 36 frames in good conditions

Does it means that after swaying Uppercut, Hook, etc my Swaying counter Back roundhouse kick is GUARANTEED punishment?

after successfully swaying straight - Body hook with 20 frames startup is guaranteed?
For the roundhouse I think the answer is no because it is not setup to flow quickly from a sway, so you'd be eating more than 2 frames on the sway recovery before the roundhouse could execute.

But the body hook would be a guarantee yes.
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Old 05-19-2018, 06:17 AM   #32
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Re: Strike Frame and Damage Data

del...............

Last edited by SUGATA; 05-19-2018 at 06:50 AM.
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