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Frame trap street fighter
Frame trap street fighter








frame trap street fighter

HK heavy kick (10f, 5a, -4ob) reach 1,25Īpe is charge character.LK light kick (4f, 4a, +3ob) reach 1,05.Read instructions: the sequence, can be read as "I press 2LK for 15 frames and then I press 1LP for 1 frame". But be aware that she still has advantage and can counter after the throw whiff. That's why Cammy blocks in Throw vs Jump. After a given input, the bot will defend. Hence, the situation Safe Jump vs Throw hits but any decent player would never tech throw a jumping opponent. The perfect example is the Jump Tech OS which is most often a bad decision in terms of initiative, but it's the choice that puts you the most far from your opponent where initiative won't matter. While it's hard to assess the better option between two, the result can not be binary. If the attacker does a light, that you block and go for a throw, that's something that is not covered because more that 20 frames passed after the wake-up and the possible situations count explodes. Those situations pretty much covers all that is possible to do without taking into account what your adversary is doing (because of reaction time). Only the first level of the situations is provided. This just give you tools to assess a situation. Well for one, instant overheads put you in negative after hit and secondly this is still a mind-game! So applying stuff by rule sets is always a bad idea. You still need to think! If you blindly apply the table like a dummy you will do DPs because it's the most preferable defense and you will do meaties or instant overheads all the time. This is NOT a general rule, but that's something that should be considered that some situations are weird because of hitboxes. General Remarks Some situations are character specific! For instance, Instant Overhead vs Invincible Reversal whiffs. But that would make the analysis too complex so I left those options out. For instance, it can be possible to punish a whiffed throw with jump (a dive for instance). You are missing this character specific wake-up action. But tell me about it and I'll consider and it. Well I'm not for sophisticated OS here, I already put the Jump Tech OS and the Jump Cancel VT which are already very specific and should be used carefully. Talking to me about it on twitter or on reddit /u/-WydD- You are missing one weird OS. There is something wrong! My inputs are perfect but my reasoning may not be and the way I created may not be as well.

#FRAME TRAP STREET FIGHTER CODE#

For now, I have trouble sharing code that can be used for cheating purposes but I may change my opinion on that. Can you share the tool you used to replicate those experiment? Yes? No? Maybe. Zangief is the most obvious choice for grabbing and he has the fastest special grab (CA). Ryu has a typical DP and a 3f DP with the right hitbox to show off what I wanted to demonstrate on Safe Jumps and instant overheads. Why did you pick those characters? Cammy is my main so I know here normals and options well. If you are attacking and you are on block you still have the initiative, that's something to take into account and that why the empty hourglass icon is here to represent. You said that the attacker is now on advantage but the defender is blocking. How perfect should the input be? That depends on the situation of course, here I suppose the inputs are perfect, for instance if you're going for a DP but you're not reversal it's not in the chart. I've created a laboratory to inject frame-by-frame inputs from both sides. How perfect the input are? They are exactly as described in the later sections. I know I learned one or two things while doing this and I'm gold so most people should benefit from this. How can it actually be useful? Try to answer the question "should I backdash or should I jump to avoid a potential throw?" in 10s. So I created all situations, now you can see them in action and perfectly executed. What for? SFV needs quick decision making, and from what I've seen, even people at Gold Level still have a hard time to understand how some situations behave.

frame trap street fighter

Questions and Answers So what's this about? This table represents every situations (or at the most common ones) in the wake-up mind-game for Street Fighter V. If low enough, the Air SPD can catch the backdash. It was defending on the 2nd frame only, it changed the result againt meaty low light. Changes : Measures on "Light" and "Throw" defense were not buffered.










Frame trap street fighter