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Awesome work.SCh 6AA6 is +23 into SoN on block. SoN K (i31) trades with Taki 2bA (i8); SoN B (i38) beats i16 but loses to i14.
I believe SCh 1BB6 is +31 exactly. GI will get Impact Countered by SoN 6A (i33), but GI activates on F2, so if it were +32, an impact counter wouldn’t be possible. SoN K (i31) combos naturally. The same holds for SCh 4B6.
BB is i15 at tip range. Tested with B (+2) into 6B (i16). At the very farthest range 6B will win instead of clashing.
I only tested moves that would hit him midair. The STJ will beat a lot of horizontals, including Grøh’s own AA. Finding the startup and any invulnerability frames on the teleports is on my to-do list.Awesome work.
Questions:
1. For SoN B after 6AA6, will it lose because it's got an actual slower startup somehow, or are we assuming they're doing something that'll hit vertical, as my understanding is it'll beat some faster horizontal moves by virtue of the absurd angle.
2. Do we have the actual SoN teleport frame data? I see 33f on the site, but startup breakdown would be nice. For example i'm fairly sure that 6BB64 on block isn't punishable by most AA's, as you'll teleport behind them and the AA will whiff (Same thing for perfectly spaced 6A+B64 vs at least soph, but seems to be character specific).
@NewbieJordan Testing with the first-action and second-action settings in training mode can be unreliable, as in some cases there's a delay before the dummy executes the second action. A better way to test these scenarios is to use the recording feature two menu pages to the right of the dummy settings. To test block frames for example you could record the dummy doing the move you're testing then blocking immediately after, and see what moves you can punish it with. (If the move is safe, you can have the dummy do a fast attack such as AA after the first move is blocked and see what will trade with it; e.g. if the dummy does a blocked move then i12 AA and it trades with your i14 BB, the blocked move is -2.) See my above posts in this thread for examples; most of these were tested by recording the dummy doing one move into another and me trying different options to see what trades with the second move.So far, I’ve found out that, Gr0h’s 8 way run canceled into A,A string in his main attacks part of his move list is -1 frame disadvantage if blocked. How I figured this out was by setting the CPU to guard all for action 1 and then action two to standing jump afterwards.
Starter | Counter | Frame tested
-----------------+---------------+--------------
AVN K on block | Groh FC A | F1
WR A6 on block | Taki AA | F2
AVN B on block | Groh 3A | F3
WR A6 on block | Groh AA | F4
WR A6 on block | Groh 3K | F6
6A+B6 on block | Groh 6/3A | F6
WR A6 on block | Groh 6/3A | F8
WR A6 on block | Groh 66AA | F10
6A+B6 on block | Groh 66AA | F12
WR A6 on block | Groh 4K | F14
WR A6 on block | Groh 8A | F16
WR A6 on block | Groh 1A | F18
6A+B6 on block | Groh 1A | F20
AVN K on hit | Sophitia 3A | F21
WR A6 on block | Groh 4A | F22
6A+B6 on block | Groh 4A | F24
6A6 on block | Groh 4A | F26
AVN K on block | Groh SCh 2A+B | F27
WR A6 on block | Groh SCh 2A+B | F30