Just a record for the frame data changed in this version:
(SC)44A+B / Recovery=45 as same as 44A+B
44K / B-8
A+B / BA+10>FC(opponent)
22B / B-14
66B+K / GD=8+16 / 2nd Hit's Move LV: Medium /** GD# is showed as points and the cap is 240
66(B+K] / GD=8+30 / 2nd Hit's Move LV: Medium /** GD# is...
There are some issues on buffering A, B and K cancel. If you buffer them and hold G right the way, the cancel doesn't work. You have to press the G button in a specific timing to cancel them. That make A, B and K cancel not practical and playable.
I hope Bamco fix them.
Right now my solution is...
I tested them in PC with a video player and recorder. It is not hard to do if you know the way.
Here is the instruction in the end of the post:
For finding Mina's AT frame, it is complicated because I have to find several data...
I tested Mina, Xianghua and Astaroth's regular throw. Assume Zass's throw is the same,
A+G ~ Break Windows: 17 frames / Throw Break Advantage: 0
4A+G ~ Break Windows: 18 frames / Throw Break Advantage: 0
Do you mean the normal impact frame of RE?
I just do some test on Siegfried's throw. Here is the throw break frame data:
A+G (front and side), there are 17 breaking frames from 2nd to 18th frames after the impact. Throw break advantage is 0.
6A+G - 2nd to 13th (12 frames). Throw Break: +8
FC3A+G and FC1A+G - 2nd to 16th (15 frames)...
Somethings I forgot to mention. Do you guys see some moves have odd frame # in SCUFFLE? Most of them are launchers or upward attacks with ground hit. Actually, these moves have extra specific hit box for ground hit that only hit downed body. It will not affect on standing body even the hit box...
The fastest version of 2bA is i8. You have to input A at the 3rd frame of the B's motion. Input A at 2nd frame doesn't work. At 4th frame, it will get i9.
Every moves like 2bA, b6, aB, or 4(B] are wrong on the impact # (speed) in SCUFFLE because it cancels the first move and replace by a new...
Slade, I have tested Xianghua's and Mina's throw. I found some tricky things.
For their A+G (front and side), there are 17 breaking frames from 2nd to 18th frames after the impact.
For their 4A+G (front and side), there are 18 breaking frames from 2nd to 19th frames after the impact.
5H1N00B1, from the SCUFFLE's notes:
A ~~ Active # is showing how many hit frames it last for a move. Mostly, every moves have around 1 to 3 active frames and some exceptional moves have 4 to 5 active frames.
1/2 ~~ the moves with multiple hitboxes now display a ½ in the NOTES section
I tested the throws' frame. Here is my result:
For A+G, there are 17 breaking frames from 2nd to 18th frames after the impact. Throw break advantage is 0.
For 4A+G, there are 18 breaking frames from 2nd to 19th frames after the impact. Throw break advantage is 0.
For 46A+G, there are 12...