string frame

ramin

New Member
Hi, sorry if the question is stupid,
Suppose pp is a string, and the execution of
the first one is 10(2)11 and of the second one 15(2)16
then the whole strings sequence is 10(2)15(2)16, that is the recovery of the first
strike is canceled. Am i right?
 
Last edited:

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
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.
 

Lulu

Well-Known Member
Its my understanding that Those Gaps inbetween are reffered to as the Start Up of the next strike in the string. Recovery applies only to the last strike in the string.
 

ramin

New Member
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.
Thank you, how can i check this myself?
 

KasumiLover

SovereignKnight_
Premium Donor
LoL.... did he strap you two a chair a jam a pair of big ass pliers in your mouth. Because thats my last memory of the dentist. :eek:
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 :p
 

Lulu

Well-Known Member
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.

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.
 

KING JAIMY

Well-Known Member
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.
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.

For reference (by @Force_of_Nature), from 41:38 in the video:
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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