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Part of the on-going Stratocaster's Hitbox Project
Credits:
Frame data: SuperDoodleMan
Image compiling: Aizen and standardtoaster
Image Editing + Uploading: X1-12 and standardtoaster
All gifs are at 1/3 game speed, all aerials are while falling, and therefore...
Started by standardtoaster on
, 15 posts
by 11 people.
Answer Snippets (Read the full thread at smashboards):
I just love these hitbox the Foward air should be slowed down, I can tell....
I can finally put an fsmash in my sig.
The hitbox is different in the air been waiting for this for so long.
Aerial Flare Blade plzplzplzplzplzplz.
Omfg yes! Sw t.
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Credits to SuperDoodleMan for most of the frame data.
Images compiled by Stratocaster and Standardtoaster. Images edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game...
Started by standardtoaster on
, 15 posts
by 7 people.
Answer Snippets (Read the full thread at smashboards):
If someone really wants those hitbox necessary for this what with all....
:3 Post their frame those characters, so I decided to just not include them, haha.
hitbox pics, they're free to make a gif themselves and I'll put it in the op.
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Frame Data (for people that want to learn it) What is Frame Data
Here's the gist of it:
Start up/Execution frames = Speed of the attack
Active frames = Duration of the attack
Recovery frames = Cool down before you can move, attack or block again
Stun ...
Started by Vulcan Hades on
, 20 posts
by 13 people.
Answer Snippets (Read the full thread at trmk):
Re: Frame Data (for people that want to learn it) When the frame as it hit or does it have to be fully....
Because it's going to happen.
Re: Frame Data (for people that want to learn it) what are the odds that you will post the Stryker .
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Ask your Facebook Friends
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I finally got around to completing it.
Check it out here: http://www.8wayrun.com/wiki/index.php/Lizardman_(Soulcalibur_IV)_Frame_Data
Started by OOFMATIC on
, 20 posts
by 12 people.
Answer Snippets (Read the full thread at 8wayrun):
Here's to compare the 7_8_9 K and 7_8_9 B '... .
They really do need to fix it Link is broken .
! :) *Steps on Step_On_Me* sorry had to do it!
Also, thanks for the frame data, maybe now i wont need to use B+K more often
EDIT
fuck that hitbox..
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This thread is organized into 3 parts.
1) Complete Moveset by AngeloBangelo
2) Frame Data by AngeloBangelo
3) Moonwalk Guide by Red Shirt KRT
Note: Most of the moveset is outdated, so I will work on a new CF moveset summary, but for now AngeloBangelo'...
Started by Scar on
, 15 posts
by 12 people.
Answer Snippets (Read the full thread at smashboards):
Lol yeah i always just called it the ....
Just so we’re all clear, this move is called the Tapion Punch Combo developed by a board member named Tapion013."
*Vomits* .
Sweet list, thanks for compiling this info "Still, it’s really awesome/rare to pull off .
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I don't have the frame data and I'm currently looking for a way to get +0 on hit or block for testing. Findings so far
CH 1K is now neg frames
6K and 3K now + on hit
6(B) NSS K is no longer a frametrap, it's awful
4A and CE are + on guard
FOUND IT. WR...
Started by Tiamat on
, 20 posts
by 14 people.
Answer Snippets (Read the full thread at 8wayrun):
His 66k for some stupid reason is unsafe: ↑ I can't wait to we have a frame....
Anyway it goes NM is safer than in 4.
His 66k for some stupid have a frame data sheet.
Anyway it goes NM is safer than in 4.
Wait to we have a frame data sheet.
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NOTICE Viola's Frame Data is nearly finished in her wiki, which you can view at: Viola - Frame Data - SC5 - Mage Note, any moves without W/O or N/O stay the same regardless of if orb is set or not.
Key:
N/O = No Orb W/O = With Orb BT = Back Turned FC ...
Started by Destinizish on
, 20 posts
by 9 people.
Answer Snippets (Read the full thread at 8wayrun):
This was....
Am I misunderstanding something, it's set out by hit.
Am I misunderstanding something? Dagon at better frame advantage on block...and that doesn't really make sense.
frame advantage on block...and that doesn't really make sense.
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14 frames or lower:
AA- i14 and lower
4B
i15-i16:
2A
6B
1B
BB
i17-i18:
4A
K
i19:
2B
3A
1B
-i20:
6A
3BB
2B
3K
A+B
A+K
this is just a start cause this is just sad lol
Started by RiBu on
, 9 posts
by 5 people.
Answer Snippets (Read the full thread at 8wayrun):
Yoda-Early Frame Data Speculation
I'm working....
Yoda-Early Frame Data Speculation
mikosu saidYoda-Early Frame Data Speculation
Went back and got some more specific numbers.
Check the wiki for any updates.
Fluctuate his hitbox.
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Hey all.... So i have a project due in for class VERY VERY soon and I know the code to this is very simple but i can't seem to figure it out
What i want is when 'player_mc' touches 'hitbox_mc' the movieclip 'bat_mc' will play and when it reaches its last...
Started by mastemah on
, 4 posts
by 3 people.
Answer Snippets (Read the full thread at actionscript):
frame 1 = room1 and frame 2 = room2 will do the trick
ActionScript ....
Y ) ; gPos not work?
I'v named the actions panel on 'frame1' and 'frame 2'.
X ,hitbox_mc.
ActionScript Code: var gPos:Point = new Point ( hitbox_mc.
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Hey all.... So i have a project due in for class VERY VERY soon and I know the code to this is very simple but i can't seem to figure it out -.-
What i want is when 'player_mc' touches 'hitbox_mc' the movieclip 'bat_mc' will play and when it reaches its...
Started by mastemah on
, 2 posts
by 2 people.
Answer Snippets (Read the full thread at flashkit):
The first error is saying the function you're calling requires an argument of the type Number but you've given it an argument of the type MovieClip... .
Did you try to understand the error message? It says line 284, which is that if statement that you posted .
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