IdleMind
BANNED FOREVER
[notice]For anyone reading this from 2012 onward, this applied to SCIV and previous games. The information in this post does not necessarily reflect information that can be applied to SCV.
- Heaton[/notice]
Inspired by boredom and genver.
Alot of you have probably seen terms that are related on the forums, like i25, or -15 ect, ect. Some of you probably have even looked into the frame data of such a thing on the wiki, and been somewhat dumbfounded, or have a lack of understanding as to the point of such a thing is. This thread is here to explain that.
Frame Data Use #1: Punishing
Some of you may be familiar with the concept of punishing, blocking a move then retaliating in such a way that your opponent can't block in return. Frame data can expand upon that understanding.
Lets take an sitational example.
Cassandra vs Mitsurugi
Cassandra 236B's and Mitsurugi blocks it. Mitsurugi BB's Cassandra as a punish.
This is a fairly standard scenario, but lets look under the hood of the frame data and see how it all works.
Cass 236B is -19 on GRD, which means its -19 frames where she cannot block on guard.
Mitsurugi is i17 to IMP, which means it takes 17 frames from the time you hit B for the first B to hit. The second B always hits when the first one does because its NC, which means its Natural Combo.
Using frame data, we can also see that by the frames, Mitsurugi could also have also punished with 3B which is i18 IMP and launches which gives you a combo, which is more damage than a BB alone.
Using the frame data, we can see how to make the most of a punishment situation.
Frame Data Use #2: Safe-Step Situations
Sidestepping is an important defense aspect in Soul Calibur, used properly it can defeat mixups and get you out of tight spots. A key factor in sidestepping, is it takes a certain amount of frames to activate (11). Understanding frame data can help you understand situations in which you can and cannot step effectively should you expect a vertical move from your opponent.
Heres another Situational Example
Cassandra vs Mitsurugi again.
Mitsurugi hits Cassandra with BB. BB gives +4 ADV on hit. Mitsurugi opts to BB again and Cassandra decides to Step.
Step takes 11 frames to activate, +4 more frames for the advantage that make the total time until she begins stepping 15 frames. This is short of the i17 frame of the first B of BB, allowing Cassandra to step safely and most likely avoid the attack.
Note that different characters have different lengths to their step, and their hitboxes are different sizes. In the above example, Astaroth, for example could not step the second BB, but not because of the frame data, more because of his large hitbox till gets hits by the hitbox of BB, even if he steps.
(MORE TO COME)
- Heaton[/notice]
Inspired by boredom and genver.
Alot of you have probably seen terms that are related on the forums, like i25, or -15 ect, ect. Some of you probably have even looked into the frame data of such a thing on the wiki, and been somewhat dumbfounded, or have a lack of understanding as to the point of such a thing is. This thread is here to explain that.
Frame Data Use #1: Punishing
Some of you may be familiar with the concept of punishing, blocking a move then retaliating in such a way that your opponent can't block in return. Frame data can expand upon that understanding.
Lets take an sitational example.
Cassandra vs Mitsurugi
Cassandra 236B's and Mitsurugi blocks it. Mitsurugi BB's Cassandra as a punish.
This is a fairly standard scenario, but lets look under the hood of the frame data and see how it all works.
Cass 236B is -19 on GRD, which means its -19 frames where she cannot block on guard.
Mitsurugi is i17 to IMP, which means it takes 17 frames from the time you hit B for the first B to hit. The second B always hits when the first one does because its NC, which means its Natural Combo.
Using frame data, we can also see that by the frames, Mitsurugi could also have also punished with 3B which is i18 IMP and launches which gives you a combo, which is more damage than a BB alone.
Using the frame data, we can see how to make the most of a punishment situation.
Frame Data Use #2: Safe-Step Situations
Sidestepping is an important defense aspect in Soul Calibur, used properly it can defeat mixups and get you out of tight spots. A key factor in sidestepping, is it takes a certain amount of frames to activate (11). Understanding frame data can help you understand situations in which you can and cannot step effectively should you expect a vertical move from your opponent.
Heres another Situational Example
Cassandra vs Mitsurugi again.
Mitsurugi hits Cassandra with BB. BB gives +4 ADV on hit. Mitsurugi opts to BB again and Cassandra decides to Step.
Step takes 11 frames to activate, +4 more frames for the advantage that make the total time until she begins stepping 15 frames. This is short of the i17 frame of the first B of BB, allowing Cassandra to step safely and most likely avoid the attack.
Note that different characters have different lengths to their step, and their hitboxes are different sizes. In the above example, Astaroth, for example could not step the second BB, but not because of the frame data, more because of his large hitbox till gets hits by the hitbox of BB, even if he steps.
(MORE TO COME)