Strike Frame and Damage Data
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Re: Strike Frame and Damage Data
del...............Last edited by SUGATA; 05-19-2018, 05:50 AM.Comment
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Re: Strike Frame and Damage Data
20F after swaying Straight and 36F after swaying Uppercut/Hook/etc - is this a Punishment window (i.e. opponent needs 20F/36F for returning to Neutral state and activate Block) OR this is a Safe window (i.e. opponent's Recovery duration after his whiff + startup of his fastest strike)?
It is impossible to tes via recording tool b/c it is BUGGED:
Question #2
Could you add Frame data for other stand up strikes types (Knee, not standard strikes) in the table?
Question #3
What strikes can be Swaying strikes (i.e. has 'setup to flow quickly from sway" = <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> SS is faster than the same strike from neutral state in the same conditions = by 4 frames.
SS is started after 2 frames just after Sway start.)?Last edited by SUGATA; 05-19-2018, 06:20 AM.Comment
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Re: Strike Frame and Damage Data
Question #1
20F after swaying Straight and 36F after swaying Uppercut/Hook/etc - is this a Punishment window (i.e. opponent needs 20F/36F for returning to Neutral state and activate Block) OR this is a Safe window (i.e. opponent's Recovery duration after his whiff + startup of his fastest strike)?
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Re: Strike Frame and Damage Data
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?
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.Comment
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Re: Strike Frame and Damage Data
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)
With all these numbers, how can I calculate (+-) the damage my fighters will do in UT if i add some points ?
I have the felling that between 90 and 100 power, there is a big difference in striking so if a strike makes 25 base damage, how much will it do to the maximum? 25 × 0.5 = 37,5 ?
And if i have my grappler at 50 power : 25 + ?Comment
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Re: Strike Frame and Damage Data
This one:
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.
In my after yr post question to GPD i mentioned yr version (safe window, not punishment).
But
i am NOT sure that your are right:
1. I tried to record and after swaying straight my body hook was guaranteed (not blocked). But then i discovered the BUG in recording which re-starts pattern just after my successful sway. So, i have not a way to test it 100%
2. Based on many other fighting games large punish windows (20F) are possible especially after a whiff when opponent's recovery is large.
3. If you will check frame data - you will see 50+ recoveries for some strikes.
> So, the best way was to ask GPD ti be 100% sure about that.Comment
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Re: Strike Frame and Damage Data
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)
With all these numbers, how can I calculate (+-) the damage my fighters will do in UT if i add some points ?
I have the felling that between 90 and 100 power, there is a big difference in striking so if a strike makes 25 base damage, how much will it do to the maximum? 25 × 0.5 = 37,5 ?
And if i have my grappler at 50 power : 25 + ?
Also, it seems the minimum value for the attributes is 55. That would be the zero, where the fighter would deal only the base damage.
I dont understood which your answer i ignored.
In my after yr post question to GPD i mentioned yr version (safe window, not punishment).
But
i am NOT sure that your are right:
1. I tried to record and after swaying straight my body hook was guaranteed (not blocked). But then i discovered the BUG in recording which re-starts pattern just after my successful sway. So, i have not a way to test it 100%
2. Based on many other fighting games large punish windows (20F) are possible especially after a whiff when opponent's recovery is large.
3. If you will check frame data - you will see 50+ recoveries for some strikes.
> So, the best way was to ask GPD ti be 100% sure about that.
And, as mentioned, you have to account for how the strike flows from the sway. It can have frames added or shaved.
The AI is actually very good at making use of big whiff punishment windows. I've had it ducking a jumping roundhouse and punishing me with a wheel kick, more than once.
But if you slip a basic punch, I think the best punishment is a hook or upper. I could be wrong, though. Maybe the haymaker, overhand or spinning backfirst (or elbows) would hit soon enough, even without flowing well from the slips.Comment
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Re: Strike Frame and Damage Data
GPD, we need frame data for the rest of strikes too (Stiff jab, Backfist, Celtic cross, Knees, etc.)
Could you add them to the table?Comment
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Re: Strike Frame and Damage Data
Those unique strikes, like stiff jab, backfist and Celtic cross have the same frames as the regular version.Comment
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Re: Strike Frame and Damage Data
2) I asked not only about some special versions, but also about OTHER strikes types (Backfist, Knees, etc)
3) I am asking GPD. Not you - b/c frame data you posted in your videos is wrong.Comment
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Re: Strike Frame and Damage Data
I actually only bothered to answer because other people could see your question and be curious, too. I already noticed the patterns of you disregarding my answers.Comment
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