Ultimate Marvel Vs Capcom 3

What you were asking for is Namco to give you frame data which ain't going to happen. I'm sure someone will make a guide and include frame data when the game comes out. You'll be fine.
I requested at least have the info released to be included in a guide. I went on to more bold statements such as to include it in practice mode, but people were challenging that having the info be available even in a guide would be a bad thing; citing that it would reduce the games longevity and enjoyability through lack of testable variables. The only thing I could be missing is perhaps the guide makers personally tested moves and gained the frames themselves but I'm PRETTY sure Capcom released the spreadsheets to the guide makers. I'm just profoundly impressed with MvC3's guide as it demonstrated that giving info to players is in fact a good thing. No one wants to test st.M kick is -5 frames...they want to know when to use it and with the knowledge, can you use it for obscure combo and pressure, etc... purposes. Soul Calibur should look at the innovations Capcom is making and apply them to their next title and perhaps carry them forward.

In the MvC3 guide, it does explain the frame data by the way. Check in the first part of the book. It'll hopefully clear things up for those confused.
 
I have the guide but this is still confusing as hell, and the way it has been explained here is exactly the same as the guide, which means we are not going anywhere like this. Too many divisions for a single move. Check this out for example, how come Chun-Li's S can't be punished by H when the disadvantage of S is -10 and H is 10 start up
 
the active frame occurs AFTER the start up so H hit's on frame 11, the very frame you can block after S...

I know we have a good Soul Cal frame thread, but I may put together a more in depth write up on all frame data in general. We never go over active frames and total move animation, we just cover start up and block/hit advantage. This weekend maybe. Insert Coin just opened and I can't do a good write up at work (if you ever wonder why i edit a million times...im at work doing this crap lol)
 
ohh, I get it now, so active frames is when it will actually land a hit, got it, I only need to understand recovery now, what does that do, do you add it to disadvantage frames?
 
recovery is the time between the move being active and when you can block again. they determine if a move is safe or unsafe. it's just like calling something -11 on soul calibur.
 
Back
Top