Free Step Dodge

Matt Ponton
Matt Ponton
Depends on the whiff punishment, if it's the start of a string then it requires the +2. I didn't think of stun disadvantage punishment. The key is that the start of a string is delayed by 1 frame, and you always have to add 1 frame for the hit frame of any attack in the game.
D
dawnbringer
Is there difference for impact frames between whiff punishing and attacking "in open space"? From your comment I understand that there is. However, I don't understand practical meaning of "open space" move frames.
Matt Ponton
Matt Ponton
What I just said was the rule. The game delays the initial string starting attack by 1 frame, this does not apply for holds or throws. From there, you have to add 1 frame for all attacks to count for the hit frame. If an opponent is in disadvantage, the can't do anything, therefore it's just your string starting attack or throw against the window of when they can't move. So if you're doing a 12i attack when your
Matt Ponton
Matt Ponton
opponent is in disadvantage of 12 frames you will miss because your i12 is an attack so you have to +1 and then you have to +1 for the hit frame. If both of you are standing in open space in neutral stance and one does a 12i attack and the other an 11i attack at the same time, the 11i attack wins. If your opponent is in a 5 frame disadvantage then your 15i attack will beat his 20i attack, and lose to his 19i attack
Matt Ponton
Matt Ponton
because he has the same delay frame when coming out of the disadvantage due to performing an attack. Guarding, Holding, and Throwing do not have a delay frame.
D
dawnbringer
I think I misunderstood your post, since I thought you meant that 1 additional frame (the first additional frame of two) is needed for an attack to connect after guarding, and not needed otherwise.
D
dawnbringer
So this makes 11i (initial) move always i13 (impact) move for guard and whiff punishing, and for move speed comparison, i.e. for all practical purposes.
D
dawnbringer
So could you explain what did you mean by "The 11i example you gave is an i12."? (I was using Jann Lee's mid punch as an example.)
D
dawnbringer
Oh, and I'm talking about strikes here.
Matt Ponton
Matt Ponton
I was mistaken, probably through misreading your statement. The point I think I was trying to make is that the animation's hit frame is still on the 12th frame of animation, it's just the animation begins 1 frame late. Likewise, you wouldn't +2 any string extension initial frames.
D
dawnbringer
It's already very different for mid-string follow-ups because of unknown block stun and follow-up cancel window data. It makes mid-string initial frames harder to compare etc.
Matt Ponton
Matt Ponton
The hit/guard dis/advantage isn't applied until the move ends its string delay window. During the window, the hit does 0 additional frames to the stun.
D
dawnbringer
Notation thing is going to be pretty confusing. There are three notations: frames (#), impact frames (i#), initial frames (#i). All three notations are used randomly. Some people add +2 to #-notation, some people mix i# with #i.
Matt Ponton
Matt Ponton
Yes, I'm aware. The community fell on those terms before mixing with other fighting game communities who used i13 as an impact frame. We were always using "15 frames" or "15i" since back in the DOA3 days. Much like Stagger Escape being called Slow Escape.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top