Strike Frame and Damage Data

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  • GameplayDevUFC
    Former EA Sports UFC Gameplay Developer
    • Jun 2014
    • 2830

    #1

    Strike Frame and Damage Data

    Code:
    		        Execution	Execution Range	Damage Base	Damage Range	Peak Vulnerability	Stopping Power	Recovery Hit	Recovery Miss	Recovery Hit Defense	Recovery Miss Defense	Recovery Hit Movement	Recovery Miss Movement	On Hit	On Block
    Lead Straight Head	12		8		10		0.5		0.025			0.7		22		26		14			16			10			12			-6	-10
    Lead Hook Head		20		8		20		0.5		0.075			0.8		26		32		18			20			10			12			-6	-10
    Lead Uppercut Head	20		8		25		0.5		0.075			0.8		26		32		18			20			10			12			-6	-10
    Lead Roundhouse Head	26		12		40		0.5		0.125			0.9		46		66		40			42			38			58			 6	-22
    Back Straight Head	16		8		20		0.5		0.05			0.9		24		28		16			18			10			12			-6	-10
    Back Hook Head		22		8		25		0.5		0.075			0.8		26		32		18			20			10			12			-6	-10
    Back Uppercut Head	22		8		30		0.5		0.075			0.8		26		32		18			20			10			12			-6	-10
    Back Roundhouse Head	28		12		50		0.5		0.125			0.9		46		56		40			42			38			48			 6	-22
    Lead Straight Body	16		8		5		0.5		0.075			0		34		36		28			30			10			12			-10	-22
    Lead Hook Body		20		8		10		0.5		0.075			0.2		36		38		30			32			10			12			-10	-22
    Lead Uppercut Body	24		8		12.5		0.5		0.075			0.2		40		44		34			36			10			12			-10	-22
    Lead Roundhouse Body	34		12		17.5		0.5		0.125			0.9		46		56		42			48			44			52			-14	-30
    Back Straight Body	20		8		10		0.5		0.075			0		36		38		30			32			10			12			-10	-22
    Back Hook Body		20		8		12.5		0.5		0.075			0.2		42		46		36			38			10			12			-10	-22
    Back Uppercut Body	26		8		15		0.5		0.075			0.2		40		44		34			36			10			12			-10	-22
    Back Roundhouse Body	36		12		20		0.5		0.125			0.9		46		76		42			48			44			52			-14	-30
    Lead Roundhouse Leg	22		10		10		0.5		0.075			0.2		46		66		40			48			44			52			-6	-22
    Back Roundhouse Leg	24		10		15		0.5		0.075			0.2		46		66		40			48			44			52			-6	-22
    Execution - number of frames from button press to contact as a baseline
    Execution range - number of frames available to add to execution time based on ratings and stamina (50/50 split)
    Damage Base - amount of damage landed no matter what
    Damage Range - amount of potential damage added as a percentage based on ratings and move levels (50/50 split)
    Peak Vulnerability - how vulnerable you are at the most vulnerable moment of the strike
    Stopping Power - how early in another strikes trajectory you have to land to stop it
    Recovery Hit - number of recovery frames when strike lands before another strike can begin outside of combo
    Recovery Miss - number of recovery frames when strike lands before another strike can begin outside of combo
    Recovery Hit Defense - number of recovery frames when strike lands before you can block
    Recovery Miss Defense - number of recovery frames when strike lands before you can block
    Recovery Hit Movement - number of recovery frames when strike lands before you can use head movement
    Recovery Miss Movement - number of recovery frames when strike lands before you can use head movement
    On Hit - Frame advantage on hit
    On Hit - Frame advantage on block
  • chapmandachamp
    Rookie
    • Jul 2014
    • 379

    #2
    Re: Strike Frame and Damage Data

    Gonna need suguta to break this down for us lol


    Sent from my iPhone using Operation Sports

    Comment

    • GameplayDevUFC
      Former EA Sports UFC Gameplay Developer
      • Jun 2014
      • 2830

      #3
      Re: Strike Frame and Damage Data

      Also, this is data from the beta.

      No guarantee it will be the same for retail release.

      Comment

      • stephengreen
        Rookie
        • Jun 2016
        • 127

        #4
        Re: Strike Frame and Damage Data

        Thanks for giving us the data. It's good to have this kind of transparency for the people who want to analyze the game like that, even if I try to avoid fighting game syndrome where each matchup is played out down to the millisecond on spreadsheets. The game is still 30 fps at its core, after all.
        Last edited by stephengreen; 11-30-2017, 07:23 PM.

        Comment

        • Lake the striker
          Rookie
          • May 2016
          • 48

          #5
          Re: Strike Frame and Damage Data

          @sugata it seems like they've listened. Now I wonder if training mode has changed.

          Comment

          • GameplayDevUFC
            Former EA Sports UFC Gameplay Developer
            • Jun 2014
            • 2830

            #6
            Re: Strike Frame and Damage Data

            Oh, also forgot to mention there are execution frame penalties for moving strikes, most notably the fwd moving ones.

            I didn't include that data because I'm transcribing this by hand and I don't feel like it right now.

            But if you're labbing to verify and want to call me out on it, keep that in mind.

            Comment

            • Phillyboi207
              Banned
              • Apr 2012
              • 3159

              #7
              Re: Strike Frame and Damage Data

              Can we have more start up/recovey on straights in exchange for slightly more damage?

              Comment

              • Trillz
                MVP
                • Apr 2016
                • 1369

                #8
                Re: Strike Frame and Damage Data

                how does accuracy work on this game gpd is it only if the other guy uses head movement alot?
                Youtube: https://www.youtube.com/user/im2good4u1
                PSN: Headshot_Soldier

                Comment

                • Morgan Monkman
                  North of 60
                  • Apr 2016
                  • 1385

                  #9
                  Re: Strike Frame and Damage Data

                  Im a learn through attrition type of guy.

                  Walls of txt like this mean nothing to me. Ill find out what works and what doesn't through trial and error.

                  Nice job for the people who enjoy it tho! Thanks GPD
                  PSNID: B_A_N_E

                  Comment

                  • Acebaldwin
                    Banned
                    • Apr 2016
                    • 508

                    #10
                    Re: Strike Frame and Damage Data

                    Lead body hook does the same damage as a jab???? Wat.

                    And it takes twice the time to execute it.

                    Comment

                    • SUGATA
                      MVP
                      • Apr 2016
                      • 1375

                      #11
                      Re: Strike Frame and Damage Data

                      Originally posted by GameplayDevUFC
                      Code:
                                      Execution    Execution Range    Damage Base    Damage Range    Peak Vulnerability    Stopping Power    Recovery Hit    Recovery Miss    Recovery Hit Defense    Recovery Miss Defense    Recovery Hit Movement    Recovery Miss Movement    On Hit    On Block
                      Lead Straight Head    12        8        10        0.5        0.025            0.7        22        26        14            16            10            12            -6    -10
                      Lead Hook Head        20        8        20        0.5        0.075            0.8        26        32        18            20            10            12            -6    -10
                      Lead Uppercut Head    20        8        25        0.5        0.075            0.8        26        32        18            20            10            12            -6    -10
                      Lead Roundhouse Head    26        12        40        0.5        0.125            0.9        46        66        40            42            38            58             6    -22
                      Back Straight Head    16        8        20        0.5        0.05            0.9        24        28        16            18            10            12            -6    -10
                      Back Hook Head        22        8        25        0.5        0.075            0.8        26        32        18            20            10            12            -6    -10
                      Back Uppercut Head    22        8        30        0.5        0.075            0.8        26        32        18            20            10            12            -6    -10
                      Back Roundhouse Head    28        12        50        0.5        0.125            0.9        46        56        40            42            38            48             6    -22
                      Lead Straight Body    16        8        5        0.5        0.075            0        34        36        28            30            10            12            -10    -22
                      Lead Hook Body        20        8        10        0.5        0.075            0.2        36        38        30            32            10            12            -10    -22
                      Lead Uppercut Body    24        8        12.5        0.5        0.075            0.2        40        44        34            36            10            12            -10    -22
                      Lead Roundhouse Body    34        12        17.5        0.5        0.125            0.9        46        56        42            48            44            52            -14    -30
                      Back Straight Body    20        8        10        0.5        0.075            0        36        38        30            32            10            12            -10    -22
                      Back Hook Body        20        8        12.5        0.5        0.075            0.2        42        46        36            38            10            12            -10    -22
                      Back Uppercut Body    26        8        15        0.5        0.075            0.2        40        44        34            36            10            12            -10    -22
                      Back Roundhouse Body    36        12        20        0.5        0.125            0.9        46        76        42            48            44            52            -14    -30
                      Lead Roundhouse Leg    22        10        10        0.5        0.075            0.2        46        66        40            48            44            52            -6    -22
                      Back Roundhouse Leg    24        10        15        0.5        0.075            0.2        46        66        40            48            44            52            -6    -22
                      Execution - number of frames from button press to contact as a baseline
                      Execution range - number of frames available to add to execution time based on ratings and stamina (50/50 split)
                      Damage Base - amount of damage landed no matter what
                      Damage Range - amount of potential damage added as a percentage based on ratings and move levels (50/50 split)
                      Peak Vulnerability - how vulnerable you are at the most vulnerable moment of the strike
                      Stopping Power - how early in another strikes trajectory you have to land to stop it
                      Recovery Hit - number of recovery frames when strike lands before another strike can begin outside of combo
                      Recovery Miss - number of recovery frames when strike lands before another strike can begin outside of combo
                      Recovery Hit Defense - number of recovery frames when strike lands before you can block
                      Recovery Miss Defense - number of recovery frames when strike lands before you can block
                      Recovery Hit Movement - number of recovery frames when strike lands before you can use head movement
                      Recovery Miss Movement - number of recovery frames when strike lands before you can use head movement
                      On Hit - Frame advantage on hit
                      On Hit - Frame advantage on block
                      1) Execution range - does it mean from 1 to 8 frames can be added or always only 8, i.e. strike execution is changing dynamically or only in 2 versions (jab 12 and 12+8)?

                      2) Damage Range - the same question: it can be from 0.1 to 0.5 or only 0.5?

                      3) "Stopping Power - how early in another strikes trajectory you have to land to stop it" - This number is for stopping this my strike by any other strike or BY my strike any another strike? THIS MY Strike has less number = it needs more earlier to land to stop any his strike?
                      My Lead straight = 0.7
                      My Lead hook body (more powerful strike) = 0.2
                      My roundhouse head (most powerful) = 0.9
                      It means my Lead straight (Jab) has more stopping power (more duration to stop opponent's strike) than more powerful Hook body?
                      I can not to get it... please explain.

                      4) "Recovery Hit - number of recovery frames when strike lands before another strike can begin outside of combo"
                      ...i.e. number of MY recovery frames when MY strike lands before another MY strike can begin outside of MY combo, right?

                      5) "Recovery Miss - number of recovery frames when strike lands before another strike can begin outside of combo"
                      ... you wanted to said "when strike missed/whiffed" right?
                      ...i.e. number of MY recovery frames when MY strike WHIFFED before another MY strike can begin outside of MYcombo, right?
                      > Then Why so snall difference between mu recovery after my successful hit and my fail (whiff), whiff must to have huge recovery and opening for opponent's attack?

                      6) "Recovery Hit Defense - number of recovery frames when strike lands before you can block"
                      ...i.e number of MY recovery frames when OPPONENT's strike lands before I can block?
                      > I can not to understand the difference between Recovery Hut and Recovery Hit Defense: after my recovery, i.e.when i am returning to Zero/Neutral state i must to be able to do ANY action as i want, no matter Block or Strike...why after returning to Neutral i can make Block earlier than to begin my strike, what is the difference between both of them?> I think this must to be equal.

                      7) "Recovery Miss Defense - number of recovery frames when strike lands before you can block"
                      ... you wanted to said "when strike missed/whiffed" right?
                      ...i.e. number of MY recovery frames when OPPONENT's strike MISSED before i can block?

                      8) "Recovery Hit Movement - number of recovery frames when strike lands before you can use head movement"
                      ...i.e. number of MY recovery frames when OPPONENT's this strike LANDED before i can block?

                      9) "Recovery Miss Movement - number of recovery frames when strike lands before you can use head movement"
                      ...missed/whiffed not landed strike?
                      ...i.e. number of MY recovery frames whenMY this strike MISSED before i can Head movement?

                      10) Frame adv (FA) on Hit must to be positive, FA on Block muts to be negative (Frame disadvantage)...
                      I can not understand some termines and internal logic...
                      Please help, need more clearing especially in terminology.

                      Originally posted by GameplayDevUFC
                      Oh, also forgot to mention there are execution frame penalties for moving strikes, most notably the fwd moving ones.

                      I didn't include that data because I'm transcribing this by hand and I don't feel like it right now.

                      But if you're labbing to verify and want to call me out on it, keep that in mind.
                      It will be helpful to know all frame penalties (exact numbers) in the game for all sequences... to be possible to plan when making dashing strike will be successful as a counter for ex.
                      Last edited by SUGATA; 11-30-2017, 08:22 PM.
                      Full PATCH and Live tuners LIST for EA UFC 5
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                      Comment

                      • GameplayDevUFC
                        Former EA Sports UFC Gameplay Developer
                        • Jun 2014
                        • 2830

                        #12
                        Re: Strike Frame and Damage Data

                        Originally posted by Acebaldwin
                        Lead body hook does the same damage as a jab???? Wat.

                        And it takes twice the time to execute it.
                        It doesn't really make sense to compare damage between head and body in that way, because head recovers a lot quicker.

                        I mean maybe it makes sense, but you have to take that into account when making the comparison.

                        Also, body strikes do a ton of long term stamina drain, so that's part of the value in using them. Can't ignore it when comparing strikes.

                        Comment

                        • SUGATA
                          MVP
                          • Apr 2016
                          • 1375

                          #13
                          Re: Strike Frame and Damage Data

                          Explanation of Frame data terms for beginners:

                          IN SHORT:

                          I am beginning my Head Hook - its EXECUTION is 15 frames (F) from start to finish when it will just hit > HIT PHASE when it lands = 2F (but there are strike for ex circling kicks which has long Hit phase = 5F), during which opponent can get hit and damage > After Hit phase my striking limb is returning back to neutral position - RECOVERY PHASE = 30F > After this i am in NEUTRAL state, from which i can begin ALL actions.
                          But we need to return to Hit phase and to our opponent: If hook was not blocked and clearly landed it causes him a HIT STUN, during which he can not to do anything ("groggy/stun") and is vunerable to our attacks = 40F. But before to punish him furst we need to end our recovery phase (return our limb back to neutral) and it takes time = 30F...
                          ... So, we will return to Neutral 10F (40-30) earlier than our opponent and we will be ready to start ANY(ALL) our actions 10F earlier - it name FRAME ADVANTAGE.
                          ... Then if we have very quick strike for ex Jab with 9F execution - this strike will be guaranteed to land and unevoidable (PUNISH).
                          ... IF our strike was Blocked: i am returning my limb back (recovery phase 30F), but opponent get GUARD STUN from pushing him by our strike = 25F, after which he will be in Neutral, so He will get Fra,e advantage +5 (30-25), and will be possible to begin his attack 5F earlier than we.
                          ... IF our strike Missed/whiffed b/c the opponent ducked under it: he did not get Hit/Guard stun at all, but we will have full 30F recovery phase, so the opponent will get +30 frame advantage = the most terrible situation for us.

                          Frame advantage volume for the opponent: our strike whiffed (opponent has +30F)> our strike blocked (opponent has +5F) > our strike hits him (opponent has -10F).


                          IN LONG:

                          Read this topic for more details:
                          https://forums.operationsports.com/f...scussions.html


                          What questions i have to EA UFC 3 Frame data principles:

                          1) Why we need to have different Recoveries for our different FOLLOW UP actions after miss or hit? There are must not to be a difference what we are going to do after returning to neutral Strike, Sway or Block. Otherwise it will be unrealistic.
                          2) Check my other questions from my prev post please.
                          Last edited by SUGATA; 11-30-2017, 09:21 PM.
                          Full PATCH and Live tuners LIST for EA UFC 5
                          EA UFC 3 integral META Guide
                          Fighting games PSYCHOLOGY Guide
                          All my IDEAS, GUIDES, Reports and Threads on OS ("Find all threads")

                          Comment

                          • Trillz
                            MVP
                            • Apr 2016
                            • 1369

                            #14
                            Re: Strike Frame and Damage Data

                            how effective is the accuracy stat in this game?
                            Youtube: https://www.youtube.com/user/im2good4u1
                            PSN: Headshot_Soldier

                            Comment

                            • WarMMA
                              MVP
                              • Apr 2016
                              • 4612

                              #15
                              Re: Strike Frame and Damage Data

                              How much frame advantage does the body kick get on hit? Cuz that thing has you hit stunned long enough for the kicker to throw another strike after the kick sometimes. I dont see anything there? Or maybe i'm looking at the wrong thing.

                              Comment

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