Strike Frame and Damage Data

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  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #46
    Re: Strike Frame and Damage Data

    Originally posted by Solid_Altair
    Alright, then.

    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.
    only when i am NOT sure that your answer is 100% right and usually i explained why i doubt it like this for ex:

    Originally posted by SUGATA
    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.
    ...In contrast to you, when you ignore my requests and proofs about Dead zone and refusing from the study of the dead zone together in online to REVEAL the TRUE situation and problems of it and ending our conversation by "good luck in your quest".
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    • SUGATA
      MVP
      • Apr 2016
      • 1375

      #47
      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
      Devs, IS this frame data still ACTUAL?

      This is VERY IMPORTANT, to post as soon as possible the ACTUAL and FULL (with ALL strike types and strike variants) Frame data to make possible creating a setups for players especially while Recording tool is BROKEN (re-start replay bug after a whiff)!

      Stop hide game meta, open much meta as possible, otherwise you restricts players from learning the game and provoke spamming.

      Motivated by this:

      IF the actual and full Frame data will not be posted in open sources like OS forum soon enough = this will be one of the most DISRESPECTIFUL actions from the Devs to the Community (the worse thing - hidden meta for some elected persons)!
      The game is suffering from Hidden meta - have more chances to win% those who find hidden meta = this is not right for cyber sport.
      ALL 100% META MUST TO BE IN GAME - tutorials, frame data, Topics-Wiki links from the game at least if you does not have resources to make it more comfortable!
      Last edited by SUGATA; 05-21-2018, 10:21 AM.
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      • Solid_Altair
        EA Game Changer
        • Apr 2016
        • 2043

        #48
        Re: Strike Frame and Damage Data

        Originally posted by SUGATA
        Devs, IS this frame data still ACTUAL?

        This is VERY IMPORTANT, to post as soon as possible the ACTUAL and FULL (with ALL strike types and strike variants) Frame data to make possible creating a setups for players especially while Recording tool is BROKEN (re-start replay bug after a whiff)!

        Stop hide game meta, open much meta as possible, otherwise you restricts players from learning the game and provoke spamming.
        Chill, dude.

        I explained in the other thread.

        Comment

        • SUGATA
          MVP
          • Apr 2016
          • 1375

          #49
          Re: Strike Frame and Damage Data

          Originally posted by Solid_Altair
          Chill, dude.

          I explained in the other thread.
          i am not asking you, dude.

          please stop misleading my questions .
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          • TheShizNo1
            Asst 2 the Comm Manager
            • Mar 2007
            • 26341

            #50
            Re: Strike Frame and Damage Data

            GPD, can you just give SUGATA your personal email?

            Sent from my SM-G950U using Operation Sports mobile app
            Originally posted by Mo
            Just once I'd like to be the one they call a jerk off.
            Originally posted by Mo
            You underestimate my laziness
            Originally posted by Mo
            **** ya


            ...

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

              #51
              Re: Strike Frame and Damage Data

              Originally posted by SUGATA
              Devs, IS this frame data still ACTUAL?

              This is VERY IMPORTANT, to post as soon as possible the ACTUAL and FULL (with ALL strike types and strike variants) Frame data to make possible creating a setups for players especially while Recording tool is BROKEN (re-start replay bug after a whiff)!

              Stop hide game meta, open much meta as possible, otherwise you restricts players from learning the game and provoke spamming.

              Motivated by this:

              IF the actual and full Frame data will not be posted in open sources like OS forum soon enough = this will be one of the most DISRESPECTIFUL actions from the Devs to the Community (the worse thing - hidden meta for some elected persons)!
              The game is suffering from Hidden meta - have more chances to win% those who find hidden meta = this is not right for cyber sport.
              ALL 100% META MUST TO BE IN GAME - tutorials, frame data, Topics-Wiki links from the game at least if you does not have resources to make it more comfortable!
              That frame data I published for the beta took me like half a day to extract and format (we don't have a pipeline to publish the data in human readable form so it has to be done by hand).

              I want to publish everything, but I'm really busy with patch work right now.

              Plus I still need to record videos and write the blog post for the next patch.

              It will get published when I have time. Or not at all.

              Comment

              • 1212headkick
                Banned
                • Mar 2018
                • 1823

                #52
                Re: Strike Frame and Damage Data

                Originally posted by GameplayDevUFC
                That frame data I published for the beta took me like half a day to extract and format (we don't have a pipeline to publish the data in human readable form so it has to be done by hand).

                I want to publish everything, but I'm really busy with patch work right now.

                Plus I still need to record videos and write the blog post for the next patch.

                It will get published when I have time. Or not at all.
                all fighting games in esports make this data public

                Comment

                • SUGATA
                  MVP
                  • Apr 2016
                  • 1375

                  #53
                  Re: Strike Frame and Damage Data

                  Originally posted by GameplayDevUFC
                  That frame data I published for the beta took me like half a day to extract and format (we don't have a pipeline to publish the data in human readable form so it has to be done by hand).

                  I want to publish everything, but I'm really busy with patch work right now.

                  Plus I still need to record videos and write the blog post for the next patch.

                  It will get published when I have time. Or not at all.
                  Solid_Altair said as I got that the only cases why FD is still not public is because 1) you are ending its balance 2) you want to make it in more popular comfortable form.

                  1) you did not answered IS this open FD is still actual or it mostly changed?

                  2) you could ask (give a permission) Solid_Altair to publish FD which he has - what is the problem if this is NOT a secret?
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                  • Poulpy
                    Rookie
                    • Feb 2018
                    • 186

                    #54
                    Re: Strike Frame and Damage Data

                    Originally posted by Solid_Altair
                    Those unique strikes, like stiff jab, backfist and Celtic cross have the same frames as the regular version.
                    And range ?

                    Im the only one who feel the looping cross have more range than regular straight ?

                    After 6 or 7 jab-cross in training, my fighter cover half the octogon without moving the stick.
                    If i do the same with regular version i move less much.
                    Last edited by Poulpy; 05-22-2018, 04:51 AM.

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                    • RomeroXVII
                      MVP
                      • May 2018
                      • 1663

                      #55
                      Re: Strike Frame and Damage Data

                      I just want to know- why do hooks hit me in the air when I'm doing a flying knee? I would understand an uppercut for obvious reasons, but hooks should not be able to hit me while I'm in the air, or make me fall down. Flying knees are almost useless in this game due to the risks of some random shot hitting you in the air. I've been able to knock out people with them plenty, there have been times where doing flying knee would get interrupted by a jab of all things.
                      Last edited by RomeroXVII; 05-22-2018, 07:20 AM.
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                      • Solid_Altair
                        EA Game Changer
                        • Apr 2016
                        • 2043

                        #56
                        Re: Strike Frame and Damage Data

                        Originally posted by SUGATA
                        Solid_Altair said as I got that the only cases why FD is still not public is because 1) you were revising it 2) you want to make it in more popular comfortable form.

                        1) you did not answered IS this open FD is still actual or it mostly changed?

                        2) you could ask (give a permission) Solid_Altair to publish FD which he has - what is the problem if this is NOT a secret?
                        Correction ^

                        Originally posted by Poulpy
                        And range ?

                        Im the only one who feel the looping cross have more range than regular straight ?

                        After 6 or 7 jab-cross in training, my fighter cover half the octogon without moving the stick.
                        If i do the same with regular version i move less much.
                        I think it moves you forward more, leaving your fighter a bit further ahead if you combo it. But I don't think it's actual range is longer.

                        Originally posted by RomeroXVII
                        I just want to know- why do hooks hit me in the air when I'm doing a flying knee? I would understand an uppercut for obvious reasons, but hooks should not be able to hit me while I'm in the air, or make me fall down. Flying knees are almost useless in this game due to the risks of some random shot hitting you in the air. I've been able to knock out people with them plenty, there have been times where doing flying knee would get interrupted by a jab of all things.
                        This behavior is normal, like that of other strikes.

                        If you think the flying knee should have special properties in evading or armoring some attacks, I suggest you propose them. Folks might agrree and maybe it can make it in.

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                        • aholbert32
                          (aka Alberto)
                          • Jul 2002
                          • 33106

                          #57
                          Re: Strike Frame and Damage Data

                          Originally posted by 1212headkick
                          all fighting games in esports make this data public
                          And he isnt opposed to making that happen. Its just he's kind of busy working on patches. I personally dont give a **** about this info. So if I have to choose between him taking a day to publish data that likely less than 5% of the community will use or him using that same day to improve things like grappling....I'll take the latter.

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

                            #58
                            Re: Strike Frame and Damage Data

                            Originally posted by SUGATA
                            Solid_Altair said as I got that the only cases why FD is still not public is because 1) you are ending its balance 2) you want to make it in more popular comfortable form.

                            1) you did not answered IS this open FD is still actual or it mostly changed?

                            2) you could ask (give a permission) Solid_Altair to publish FD which he has - what is the problem if this is NOT a secret?
                            1) The frame data published is mostly correct. The biggest changes were to the body strikes which came I believe with the day 35 patch.

                            Any changes since have been extremely minor.

                            2) I don't want to publish frame data that may still change. I'd rather only do it once. Solid doesn't even know right now what I'm referring to when I say this.

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                            • ryan4889
                              Pro
                              • Dec 2006
                              • 513

                              #59
                              Re: Strike Frame and Damage Data

                              If memory serves me correctly didn't Arlovski go for a flying knee when he got taken out by a hook from Fedor or I guess technically an overhand but same deal sorta

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                              • ZombieRommel
                                EA Game Changer
                                • Apr 2016
                                • 659

                                #60
                                Re: Strike Frame and Damage Data

                                Body strikes and a lot of kicks have changed (with recent tuner). For example, body switch kick has much faster startup.

                                I agree frame data would be useful, especially to have a HUD display in training mode with frames, damage made, vulnerability graphic etc.

                                This was the first time we've had a command record in the training mode, so it's very basic. Hopefully in UFC4 it's more fleshed out and less limited. It's still very hard to test some scenarios without two human players.

                                I like all your ideas in the thread about VF4 Evo practice mode, Sugata. I really do hope we get something like that going forward as I think it would ease casual pain a lot. And if the meta changes, the devs could edit the tutorial to reflect changes.

                                I think you said Killer Instinct actually does this.

                                I think it's especially important in an MMA game because most people have zero frame of reference for how to play an MMA game. Whereas if you play fighting games, you generally have some idea what is going on. In other words, if you understood Marvel Vs Capcom 3, you understand Dragonball FighterZ.

                                If you understand Street Fighter, you kinda understand Guilty Gear.

                                And these traditional fighting games have been around forever.

                                But with MMA games, people have no frame of reference and immediately feel like they are in the deep end of a pool.
                                Last edited by ZombieRommel; 05-22-2018, 09:34 AM.
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