Thank you, how can i check this myself?Yeah, you're practically right.
If you hit on the first active frame I believe it'd be 10(1)15(2)16. I could be wrong, it's been a while since I bothered to check.
But basically the remaining active and recovery frames are used during the "String Delay" phase, which is also in the Move Details.
I believe the game will register total startup for a string attack? so like in your example it'd say 26(2)16. But again, I don't recall exactly.
I think the frames are on the first page... but I can't be sure, I'll have to look again when I get home.
Nah, we have winter break over here, and I was away at a dentist appointment for a while.
Well, she did use that teeth pick on me the entire time, and I had to hold my phone down low whilst I was responding to this thread![]()
It will be listed as DELAY I believe, but I forget. It will tell you what frames of the move are in the delay window.
The difference between both extremes of the follow-up interval is the amount of ''delay frames'' you have in a movestring. So let's say your follow-up interval is 12~22F, then you have 10 delay frames. Frame 12 is when you follow-up with no delay at all, and frame 22 is when you follow-up with maximum delay without cancelling the string.Theres one that tells you how delayble anymove is and there is one that tells you the exact interval between to different strikes within the same string..... the number you get in that section changes based on how long you delay the input.
One of them Is called the "Follow-Up Interval"..... lol I don't remember which one.