[CPT-FGC] Re: Hi

  • From: Ryan Williams <ryan820509@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Thu, 12 Dec 2013 08:28:45 +0200

Dat zoning. Bring on the Hadoukens!


On Thu, Dec 12, 2013 at 6:17 AM, lindsey kiviets <lindseyak@xxxxxxxxxxx>wrote:

>
> http://www.eventhubs.com/news/2013/dec/11/eliza-revealed-tekken-revolution-female-vampire-character/
>
> i see preparations are in place for tekken x sf
>
> ------------------------------
> Date: Wed, 11 Dec 2013 21:43:56 +0200
> Subject: [CPT-FGC] Re: Hi
> From: ilitirit@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
>
>
> Generally, in SF the block/hit stun is the same no matter which one of the
> active frames hit.  But, after it connects, the rest of the active frames
> are converted into recovery frames.  So a move that hits on the first frame
> causes the same block/hit stun as if it hit on the last active frame.
> However, if it hits on the last frame, there are no more active frames to
> convert into recovery frames, so that gets added to the block/hit advantage.
>
>
> On Wed, Dec 11, 2013 at 7:24 PM, Stephen Scheidel 
> <gieroadsteve@xxxxxxxxx>wrote:
>
> They exist in a few moves but only by + or - 1 frame.
> (certain moves being a frame quicker up close)
> Not even sure about the new Tekken wrt this.
>
> Most of the time if a move is blocked the frames will be the same
> regardless of range.
> Meaties exist in the game mostly by just spacing a move to make it hit
> deep or shallow to have different spacing after block.
> Pretty sure they have a system in place to keep the frames on block the
> same regardless.
>
> In SF how do they occur ?  by overlapping active frames with recovery
> frames ?
>
>
> On 11 December 2013 07:58, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
>
> I'm curious about how 3D games like Tekken work.  Meaties should
> theoretically exist (eg. when an opponent runs into an active attack), but
> I suspect that Namco might adjust the frame advantage to compensate.
> Shouldn't be too hard to test I reckon.
>
>
>
>
> On Wed, Dec 11, 2013 at 5:40 PM, Stephen Scheidel 
> <gieroadsteve@xxxxxxxxx>wrote:
>
> SF is so weird with frames and meaty stuff.
> That does make it interesting though.
>
>
> On 11 December 2013 06:46, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
>
> It actually depends on the move.  Capcom programmed some moves to have
> different frame advantage (and even damage eg. Ryu's close st.hp) depending
> on which frame they hit.
>
> But in general to calculate the max frame advantage of a meaty, you take
> the base frame advantage, add the active frame you're interested in, then
> subtract 1)
>
> So for Boxer's LP dash straight on block (it's actually +5f, not +6f - I
> was looking at incorrect frame data):
> 1st active frame = -1f
> 2nd = 0f
> 3rd = +1f
> 4th = +2f
> 5th = +3f
> 6th = +4f
> 7th = +5f
>
>
> I suspect Boxer's overhead may be one of those moves where Capcom decided
> the frame advantage for active frame individually, because as a late meaty,
> it should currently give 10 + 21 - 1 = +30f on hit!
>
>
>
>
> On Wed, Dec 11, 2013 at 4:25 PM, Ryan Williams <ryan820509@xxxxxxxxx>wrote:
>
> Is there a set amount of frames that are added to a meaty attack? It's not
> something I've ever researched but I'd be interested to know. I was just
> curious as you mentioned that the dash straight would be +6 on block as a
> late meaty.
>
>
> On Wed, Dec 11, 2013 at 3:56 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:
>
> PR Rog says Boxer's LP dash straight being -1 on block is too strong.  I
> agree with him.  As a late meaty, that would make it +6f on block.  If you
> consider how it's used at the moment (spaced so that it only hits late in
> the active frames), so characters would be able to do anything but
> block/focus afterwards.  Even their backdashes can get hit because of the
> low pushback.
>
> His LP and MP overhead are now safe on block, but you can only use it for
> combo afterwards if they hit very meaty.
>
> TAP charges faster and is safe even on level 2.
>
> EX Smash is also safer.  He didn't even need that buff lol.
>
> Ultra 1 hits differently and may be changed so that it can be used to
> chip, but they're still considering changing it.
>
> I'm really disappointed they didn't fix his hurt and push boxes.  He can
> easily avoid x-up oki now with delayed wake up so now some characters don't
> really have pressure options against him.  Red Focus doesn't affect him at
> all (he doesn't have multi-hit attacks that don't break armour).  He really
> doesn't need hitbox anomalies that make it harder to attack him.
>
>
>
> On Wed, Dec 11, 2013 at 2:58 PM, Nicholas Robertson-Muir <
> nicmuir@xxxxxxxxx> wrote:
>
> I just "slowly" moved from the last db to uf.
> An odd half circle.
> Guile stepped foreward, then Ultra.
>  On 11 Dec 2013 13:15, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:
>
> nice nick , what is the notation?
>
> also when can we put plan BB into place place? I want to poon lumi and
> khan at the same time
>
> ------------------------------
> Date: Wed, 11 Dec 2013 12:20:43 +0200
> Subject: [CPT-FGC] Re: Hi
> From: nicmuir@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
>
> So, I managed to get a walk forward ultra with Guile yesterday.
> ...aaaaand couldn't do it when I tried to record it :(
> On 11 Dec 2013 11:41, "Sean Carrington" <theseancarrington@xxxxxxxxx>
> wrote:
>
> #RESPECT_TO_SMUGDABEST
>
> Loser's Final : http://www.youtube.com/watch?v=WKx4aut0ufY
>
> Salty Run back : http://www.youtube.com/watch?v=WKx4aut0ufY.
>
> On Tue, Dec 10, 2013 at 10:55 PM, Ashraf Barendse <
> ashraf.barendse@xxxxxxxxx> wrote:
>
> It's called Xbox because it's so kak you'll put it back in the box.
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