PSN-iiDRiiS
[10] Knight
Yo, can I use this quote? It's very informative.Hey what's up guys. I would like to first introduce myself. I am relatively new to 8 way run. I've been strong casual SC player and on a recent forum poster, mostly on SRK. I game usually with the Olympia Fightclub in Lacey, WA USA.
Anyways, I have been testing α Pat's Just Frames moves. Specifically looking for frame information and here is what I have found.
All testing is not 100% accurate. I am using a Hori Command Stick PS (Red) and a HDE PS2 to XBOX 360 Adapter which has input lag but my success rate for programmed Just Frame attacks is at least 75%.
[1A;A;A]- The JF input window is 2 frames. 1st JF input from 21~22 frames the 2nd JF input is on 44~45 frames. (20 frames of delay for both JF's).
*Tips: The reason why I kept missing the last hit was because the animation for the 3rd hit looks faster than the 2nd so your body tends to rush the 3rd input when its really the exact same timing.
[FC 3B;B]- The JF input window is 3 to 4 frames. BE JF input window is 5 frames. 1st JF input is on 13~16 frames.
[B.Turn B+K;B]- The JF input window is 3 to 4 frames.
[1B;B]- The JF input window is 2 frames. JF input is on 16~17 frames. You have 37~60 frames after [1B;B] to extend this combo with another [1B;B] and into FC 3B;B;BE 8A+B B FC 3A;B Nothing is guranteed after the 60 frames.
*Tips: You can tell the seond [1 B;B] fully combos because the opponent will be in the Face Up Feet Towards and not the Face Down Feet Away poisiton.
[FC 3A:B]- The JF input window is 1 frame. There can be no additional inputs with the B input not even a neutral input. Best to use the finger slide method. You have 52 frames after the first [FC 3A:B] to input another [FC 3A:B]. It becomes an Ukemi Trap after 60 frames.
*Interesting Info: With the computer on Just Guard after knockdown the AI could not JG or GI for 30 frames after the Ukemi; tested after frame 60. However, they could still block it.
THIS IS UP FOR DEBATE/TESTING!
BOUNUS ROUND: Comboing two [FC 3A;B] after [214 B+G] throw. You have to wait 120~127 frames til you can input [FC 3A:B] and then 52~60 frames for the second [FC 3A;B]. As soon as you see α Pat pull the sword out of the opponents face you can buffer in the [FC 3A:B].
That should cover all his JF moves and shed a mathematical light on t α Pat. As you can see [FC 3B;B] and [B.Turn B+K;B] have really the longest input windows. [FC 3A:B] has the shortest input window but with the finger slide method makes this move much more viable. [1A;A;A] and [1B;B] are 2 frame input windows but the timing for the JF is very awkward [1B;B] being the faster and easier from my experiences.
EDIT:
[A;G;B]- This JF input window is 4 frames. You have up to 9 frames to Guard cancel A in order to get a normal [A;G;B]. To get the JF version you will need to complete all inputs in 4 frames. So you can Guard cancel A in 2 frames G in 1 and B on the last frame, it can also be done in 1, 2, 1 and so on. There have been some instances where doing it in 5 frames fulfills the requirements but it wasn't successful 100% of the time.
*Tips: I use my thumb/index finger to do a downward swipe across A;G and then I use my middle finger to tap B.
I added it to the general strategy thread it still has your name on it, but if you want me to take it down just tell me.