Free Step Dodge

KING JAIMY
KING JAIMY
[...] punishable with i4 low throws. So I have a suspicion that the frame data is stated incorrectly. Assuming that the move truly is -6 on block, it should be punishable with i5 low throws. But according to my testing, it is not punishable with i5 low throws, only i4 low throws.
KING JAIMY
KING JAIMY
Therefore, I believe that the frame data is stated incorrectly in the move details and that the true frame data of 2P is equal to ''-5 on block'', not ''-6 on block''.
KING JAIMY
KING JAIMY
Codemaster92163
Codemaster92163
If it frustrates you more, her BT2P is also, surprisingly unpunishable, even being -6 on block, from both standing and crouching throws. I noticed this a while back, it have yet to make any use of it other than saying that, in a sense, she's safe off of punishable moves.

More interesting than that, attacking will cause her to get thrown, but only standing throws.
Codemaster92163
Codemaster92163
So standing throws miss = Nyo blocks or attacks low following blocked BT2P or regular 2P.

Standing throws connect in all other situations.

Crouching throws connect = if she blocks or tries to attack low.

They whiff in all other circumstances.
Codemaster92163
Codemaster92163
Essentially she can select her safety after those moves, which, as far as I know at this given moment, is unique to those two moves.
Codemaster92163
Codemaster92163
And, to clarify, I'm not including moved that can transition into other things and select safety (Zack's 3P+K or 3P+K2), but rather her being unique in that there's no string variation, just the player choosing whatever after it connects.
D
Dark-truth
I know I sound really dumb right now but, what's i5 ?
KING JAIMY
KING JAIMY
i5 means that a move needs 5 startup frames before it becomes active. i stands for 'initial' or 'impact'. Basically it's the animation BEFORE the move hits.

A smaller number means a faster move (i.e. LESS startup frames). For example, an i5 move is faster than an i10 move.
D
Dark-truth
I'm already confused XD
KING JAIMY
KING JAIMY
It's quite tricky to explain. Basically a move consists of three types of frames:

- Startup frames = Amount of frames before the move becomes active. Less frames means that a move is faster. For example Kasumi is a very fast character so that means she has very little startup frames.

- Active frames = When the move actually hits. When you hear the BANG!, KAPOW! or WHOOSH! effect of a move.
KING JAIMY
KING JAIMY
- Recovery frames = The amount of frames it takes to get to neutral stance after the active frames are finished. Longer recovery is usually worse, but not always as move with a long recovery can still be safe if the block stun is long.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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