noodalls
[10] Knight
Noodalls investigates JG and GI
This was done using a programmable stick of my own creation, combining and Arduino Mega with two MC Cthulhus. Capture was with Hauppauge HD PVR, playback via avidemux on PC.
Fn refers to an input done of frame n. This style will be used throughout. For example, if I say that Natsu does A on F0, this means that on the first frame (frame 0) Taki presses A. Unfortunately, it appears on the screen on F1 (which is different to how Tekken displays command, where I've done most of my work). Again with Natsu's standing A, it is input on F0, it appears on the screen (and she begins to move in her animation) on F1, and it hits (big high mark appears and opponent loses life) on F10. This fits with her known frame data.
Done using Natsu vs Natsu, Natsu's A being the main move used.
First point of interest. Natsu doing A on F0, followed by A on F16 will give nothing, but input A on F0 followed by a second input A on F17 will give another standing A. This hits on F47, i.e. despite the input on F17, it is buffered and used as if it had been input on F37. This would suggest that SC has 20F buffer windows, however that's a discussion for another day. This doesn't change whether the A is blocked or hits, suggesting an absence of hit freeze like SF has.
Blocked standing A punished by a move input on F10 will hit on F39. This would make standing A -8 on block, which agrees with Future Press' frame data. Good.
To guard attack normally, you must be pressing or holding guard the frame before they connect. For example, if you are attacked by Natsu's standing A input on F0 (which will hit on F10), you must input A on F9 to block it. If you input it at the same time as it connects, you will be hit.
If for the same attack (opponent's standing A on F0, hits on F10). You press G on F8 and release on F9, you will get JG. You can get JG for a single frame touch of G all the way down to F3 (pressing G on F3 and releasing on F4 gives you JG). Pressing G on F2 and releasing on F3 will not get you a JG, it will get you hit.
Similarly, holding G for 5 frames will not give you JG. The longest you can hold G to get JG is 4 frames (release on the 5th). However, the release window is the same as for holding it for a single frame. For example, if you press G on F0-3 (where Natsu also presses A on F0) you will get a JG. If you press it 1F before Natsu presses A, and hold it for 4 frames, you will not get a JG.
Interestingly, if you press G on F8 (which would normally give you a JG) you can miss out on the JG by inputting a move on F9 (where Taki's standing A hits F10).
If you JG Natsu's standing A, you will still retaliate at the same speed. e.g. After a JG'd standing A, your retaliatory A will still connect on F39. For the attacker however, inputs are only accepted from F22. The fasted possible standing A following a JG'd standing A will hit on F52, i.e. 5frames slower than it normally would.
EDIT with further testing, it appears that if block stun is long, it will be replaced by the JG block stun, which is much shorter (~20F). I suspect for Taki's standing A the block stun is 19F, so this is not replaced with the JG recovery (would actually be worse off).
People could fairly easily test to see if JG always gives a bonus +5 to guarded moves.
EDIT
Actually, I've gone and tested with A,A B,B K,K as well as AA BB and KK. All of these gives +5 extra frames to the defender. It does not appear to depend on when the JG is input.
EDIT
Cooldown is another important aspect of JG. You cannot simply press G multiple times and expect to get JG each press.
If you press G on F0, the next time you will be able to JG is from F29 (holding it for 4Fs, likely that for a single press the earliest would be F32, though I didn't actually test this). If you try to repeat JG from F28 it will not work. Interestingly, it doesn't matter whether you held or released your initial G, you can release it on F28 and press G again from F29-32 and JG will still occur.
I looked brielfy at GI as well, the parry window is until F2-11.
tldr;
JG can be held for up to 4frames
You must release JG 1-6F before the attack hits.
The earliest you can repeat JG is 29F after the last time you pressed guard.
JG gives an extra 5F of recovery to the attacker. (for the seven moves I tested, including strings and single hits)
Recovery for block stun can be reduced by JG.
GI window is F2-11.
Edited summary to reflect new findings.
This was done using a programmable stick of my own creation, combining and Arduino Mega with two MC Cthulhus. Capture was with Hauppauge HD PVR, playback via avidemux on PC.
Fn refers to an input done of frame n. This style will be used throughout. For example, if I say that Natsu does A on F0, this means that on the first frame (frame 0) Taki presses A. Unfortunately, it appears on the screen on F1 (which is different to how Tekken displays command, where I've done most of my work). Again with Natsu's standing A, it is input on F0, it appears on the screen (and she begins to move in her animation) on F1, and it hits (big high mark appears and opponent loses life) on F10. This fits with her known frame data.
Done using Natsu vs Natsu, Natsu's A being the main move used.
First point of interest. Natsu doing A on F0, followed by A on F16 will give nothing, but input A on F0 followed by a second input A on F17 will give another standing A. This hits on F47, i.e. despite the input on F17, it is buffered and used as if it had been input on F37. This would suggest that SC has 20F buffer windows, however that's a discussion for another day. This doesn't change whether the A is blocked or hits, suggesting an absence of hit freeze like SF has.
Blocked standing A punished by a move input on F10 will hit on F39. This would make standing A -8 on block, which agrees with Future Press' frame data. Good.
To guard attack normally, you must be pressing or holding guard the frame before they connect. For example, if you are attacked by Natsu's standing A input on F0 (which will hit on F10), you must input A on F9 to block it. If you input it at the same time as it connects, you will be hit.
If for the same attack (opponent's standing A on F0, hits on F10). You press G on F8 and release on F9, you will get JG. You can get JG for a single frame touch of G all the way down to F3 (pressing G on F3 and releasing on F4 gives you JG). Pressing G on F2 and releasing on F3 will not get you a JG, it will get you hit.
Similarly, holding G for 5 frames will not give you JG. The longest you can hold G to get JG is 4 frames (release on the 5th). However, the release window is the same as for holding it for a single frame. For example, if you press G on F0-3 (where Natsu also presses A on F0) you will get a JG. If you press it 1F before Natsu presses A, and hold it for 4 frames, you will not get a JG.
Interestingly, if you press G on F8 (which would normally give you a JG) you can miss out on the JG by inputting a move on F9 (where Taki's standing A hits F10).
If you JG Natsu's standing A, you will still retaliate at the same speed. e.g. After a JG'd standing A, your retaliatory A will still connect on F39. For the attacker however, inputs are only accepted from F22. The fasted possible standing A following a JG'd standing A will hit on F52, i.e. 5frames slower than it normally would.
EDIT with further testing, it appears that if block stun is long, it will be replaced by the JG block stun, which is much shorter (~20F). I suspect for Taki's standing A the block stun is 19F, so this is not replaced with the JG recovery (would actually be worse off).
People could fairly easily test to see if JG always gives a bonus +5 to guarded moves.
EDIT
Actually, I've gone and tested with A,A B,B K,K as well as AA BB and KK. All of these gives +5 extra frames to the defender. It does not appear to depend on when the JG is input.
EDIT
Cooldown is another important aspect of JG. You cannot simply press G multiple times and expect to get JG each press.
If you press G on F0, the next time you will be able to JG is from F29 (holding it for 4Fs, likely that for a single press the earliest would be F32, though I didn't actually test this). If you try to repeat JG from F28 it will not work. Interestingly, it doesn't matter whether you held or released your initial G, you can release it on F28 and press G again from F29-32 and JG will still occur.
I looked brielfy at GI as well, the parry window is until F2-11.
tldr;
JG can be held for up to 4frames
You must release JG 1-6F before the attack hits.
The earliest you can repeat JG is 29F after the last time you pressed guard.
JG gives an extra 5F of recovery to the attacker. (for the seven moves I tested, including strings and single hits)
Recovery for block stun can be reduced by JG.
GI window is F2-11.
Edited summary to reflect new findings.