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. > ========================================================================= > You are subscribed to the Cape Town Fighting Game Community mailing list. > > //www.freelists.org/list/cpt-fgc > > > > > > > > > >