Free Step Dodge

KING JAIMY
KING JAIMY
Hmm... I'm not sure. I advise at least including the start up frames (they determine the speed of a move) and the on block frames (they determine if a move can be punished or not). The active frames and recovery frames are not as important in my opinion, but it's all up to you of course.
KING JAIMY
KING JAIMY
If you want to keep it simple, include the startup frames and on block frames. And if you want to include everything, I recommend using the notation of the frames in game:

Startup (Active) Recovery --> for example 12 (2) 25
KING JAIMY
KING JAIMY
And include the block frames separately if you include everything.
KasumiLover
KasumiLover
Thank you! I'm looking forward to making this guide and I want it to be as good as possible. I'll be sure to include you in the section where I say who helped me:)
KING JAIMY
KING JAIMY
Awww that's really nice of you but that honestly isn't necessary, haha. But I'm glad my advice helped you.
KING JAIMY
KING JAIMY
Also if a few Phase 4 setups come to mind I'll make sure to share them with you. Although I'm no expert with Phase 4, I know a few tricks with her.
KasumiLover
KasumiLover
That would be most appreciated. I plan on including a few set ups and crit. burst combos (at least 3) that beginning or learning players can use so they have something to work with. If this goes well, then I'll make a guide a little more...advanced; -)
KING JAIMY
KING JAIMY
And for reference I didn't include the active frames and recovery frames in my Jacky guide. I asked myself the following questions in analyzing and explaining each move:
KING JAIMY
KING JAIMY
1. What is the input of the move?
2. What is the name of the move? (optional; this is easier if the moves have English names, which unfortunately isn't the case for Phase 4)
3. What is the speed of the move? (i.e. startup 4. 4. How much (dis)advantage is the move on block?
5. What are the main benefits/advantages of the move? (i.e. WHAT makes it useful)
6. In which (specific) situations can the move be used?
KING JAIMY
KING JAIMY
Yeah you're right you wanted to make a beginners guide after all. I hope it all goes well and if you need any advice or help feel free to ask. :)
KasumiLover
KasumiLover
Thank you, I gladly will:) Wish me luck
KasumiLover
KasumiLover
I got all the frames and now, how would I type the start up frames? For example, for back facing P, how would I display the start up frame next to it neatly?
KING JAIMY
KING JAIMY
That depends if you want to just describe it or explicitly mention it.

For example, you can describe it by saying:

''BT P is ix * and is a high strike. It is -x on block which makes it safe. It is useful after such and such and can be used in situations such as...''

Or you could just say ''BT P has 9 startup frames'', in case you think the speed is the only relevant aspect.
KING JAIMY
KING JAIMY
Another way of writing is:

BT P (ix, -x on block) - [Describe its uses]
KING JAIMY
KING JAIMY
It all comes down to preference really. There's a lot of ways of explaining things in a guide. I hope this helps.
KING JAIMY
KING JAIMY
*NOTE: i refers to the speed stands for initial frames or frames on impact, and x is the speed of the move expressed as a number. For example, if a move has 9 startup frames, you write it as 'i9'.
KasumiLover
KasumiLover
Thank you, I'll do the mentioning setup you explained first.
KasumiLover
KasumiLover
Ok, final question, I'm sorry for asking so much:-( But when I collected frame data, certain moves had two frame displays, like for example PPP was 11(2) 7 at first, but 7(2)25 was displayed next to it. Should I just add the start ups together or say 11 was first and 7 is the second part?
KING JAIMY
KING JAIMY
That's the frame data for a movestring.

PPP consists of four punches, hence you get to see four different displays of execution data.

I recommend using the frame display which you see at last. In other words you should use the frame display for the last punch, and you can disregard the data for the first three punches.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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