This thread is about GB Asura Dance and how pr
ShenOu: I'm going to sound like an absolute noob but you kinda lost me with these 2 notations:
- Before the B+K hitbox ENDS.
if I understand correctly, you're referring to the time window when B+K could still hit?
- 6B, i41236B
the "i" just means, do 41236B the next frame after 6B?
A. Well a hitbox is the timeframe where an attack can connect, so I think you understand it right.
B. The "i" notation stands for instant. Basically its me being a dick. Let me explain why (Wall of text approaches, scroll to the last line for a summary lol).
Back in SC2 days, I was introduced to all the gibberish we use for move notations.
From what I was taught, we had "iMCF" and "iCS" and "iGDR" (more accurately the iMCF is a 1FS. But people threw in the "i" anyhow because it required an "instant" input). These were all just frames where all the numerical notations had to be done INSTANTLY, one frame after the other. Thus the "i" for instant.
We also had other Just Frames, using the notation ":" I was taught it meant that the following input has to be done at a specific timing.
Using another Kilik example, he had 6AA:B+K
The 6AA could be done normally, but if you tapped B+K too early or too late, you get either 6B or nothing at all. The B+K had to be done at a specific timing in order to be pulled off correctly. I also learnt that this "specific" timing could refer to the same frame. So if the move notation was 6:B it would mean that 6 and B would have to be inputted at the SAME TIME.
So where does my notation come in? Cause its neither here nor there. Well in SC3 days, there were multiple versions of the game, each console REGION had a different version of the game and in the end Namco released the Arcade Edition, which most people didn't get to play.
Those that HAD SC3:AE knew that there was a new kind of Just Frame found in the game, which I've come to nickname the "Buffer frame" where directional inputs have to be done one after another instantly in order to get a special version of the move. Examples are Hwang's 22B and Amy's 66B.
The inputs needed to pull them off were similar to that of the iGDR and the iCS (directional, instant just frames) AE players who discussed stuff on the boards called them i66B and i22B etc. etc.
As we were a minority, it didn't really catch on and people didn't even know these just frames existed.
Insert SC4, people now know of these "Buffer Frames" but didn't know they had existed before. While discussing the moves, they just threw in the ":" in there because its a "JF" after all.
So people started using whack notations like "66:B" which, while it gets the message across, is an incorrect notation.
The ":" notation refers to the next input after it. So "66:B" would imply that the "B" input is where the just frame comes in, incorrect. The just frame is in the 66.. so the correct notation should be "6:6B"
However, if you follow that notation, Cervantes's iGDR would be "2

4:B" Kilik's Asura would be "B+K,6B,4

2

6:B" etc.etc. which isn't just unsightly, but gets busted by the smileys as well. (as : is used in smilies) Thus the practicality of the "i" notation. But yeah, people would probably just mistake the "i" for impact and presume that Amy's "B" takes 66 frames to come out (i66 B!!!)
In short, I use the "i" notation because I'm used to it and because I'm convinced its the right way to go. Them 6:6B or 66:B notations get the message across just as well, I just find them an eyesore and choose to be a dick about it :P