Frame Count
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posted04/22/2003 09:45 PM (UTC)by
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Hawthorne
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03/18/2003 02:35 PM (UTC)
Does anyone know a movelist that has the frame #s for every move?
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Satyagraha
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"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

04/21/2003 07:47 PM (UTC)
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I sent an email out about this a while ago, requesting frame data, but I never got a response. I've asked several resources weather or not it would be possible to actually disect each move frame by frame if captured at 60fps. Of course this can be done, but there will be undoubtable frame loss in the proccess; both through the inacuracy of the capture and human error. So, until we get a response from midway, no go. Unless Ray can give us the hook up grin. HINT HINT!!! Peace and love ya'll.
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Hawthorne
04/21/2003 08:13 PM (UTC)
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Thanks for the quick reply Satyagraha!
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sputnik7
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And in the End sputnik7 will rise.

04/22/2003 11:03 AM (UTC)
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1 questions:
- why do you want to know that?...just out of curiosity...
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Hawthorne
04/22/2003 01:47 PM (UTC)
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Because if you know the Frames on every move, it is easier to disect and pick out which move beats which move and then pick out what is more safe against X character's overall arsenal due to most of his moves being over X frames, etc. Just like every other 3d game.
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MrSchpfmut
04/22/2003 02:30 PM (UTC)
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Something I do instead of counting frames (come on there's 29.7 a second!) is look at the character for a specific kind of 'twitch.'

Bear with me for a second here... The character ['you' from here out] has a set movment animation for when he's just standing there (just his breathing and rhythm). You must be in that form to do any attack.

After attacking, lets use a kick for example, your foot must come back to the ground from being in your opponents face. If you look carefully you can see where the body animation from the kick ends and goes to the plain stance. There is the 'twitch.'

________________________________________________

A very easy example that I can think of to try this is with Sonya. Switch to Tae Kwon Do and we'll be using the 2 attack. Try hit them twice in a row with this kick (2 hits 22%). Timing this can be very hard, but if you look for that twitch it will be a lot easier. What you should look for here is the left foot, it will slide back a little bit as well as the rest of her body will move. Here is when you can execute the second kick successfully.
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Satyagraha
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"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

04/22/2003 04:18 PM (UTC)
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MrSchpfmut Wrote:
A very easy example that I can think of to try this is with Sonya. Switch to Tae Kwon Do and we'll be using the 2 attack. Try hit them twice in a row with this kick (2 hits 22%). Timing this can be very hard, but if you look for that twitch it will be a lot easier. What you should look for here is the left foot, it will slide back a little bit as well as the rest of her body will move. Here is when you can execute the second kick successfully.


Heh, that's not exactly what is meant by frame count or frame data. It comes down to who has priority; if player "A" and player "B" input an attack at the same time, who has priority? Well, if player "A" attacks with a move that takes 12 frames before it connects, and player "B's" attack is 16 frames until it connects, then player "A" gets priority and thus their move connects. That's in theory, becuase there is always a frame advantage/disadvantage off of a blocked move, stun, ect. It's each moves "special properties" so to speak.

DA's frame data is strange becuase stuns don't mean jack, there isn't a guard break besides the shove and it seams as though there are a lot of moves wich are like 4-6 frames; the fastest attack in Tekken 4 is julias Mad Axes, and that's 5 frames. Anywho, peace and love ya'll.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
04/22/2003 07:27 PM (UTC)
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Satyagraha Wrote:

stuns don't mean jack


MKDA is jacked...combos that are long and thought out do shitty damage and the ones that do the most are the combos that are launched and ended.

For example:

Kenshi Katana 1,3, 4,1,1,3 = 35%
Kano Powerup Xing Yi Wall u+4, cs,4,3,cs,b+2 = 79%
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MrSchpfmut
04/22/2003 09:34 PM (UTC)
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Hey, I just went off on that cause thats what works for me. I like giving people my ideas to help them out, and I just can't imagine that anyone can see their opponent's attack, decipher which one it is, then decide what attack will be quicker to hit them first.

The fastest move that takes over everything?
->SM !
The special throw will hit before anything, you can even get in a throw before a person's arm can go up to block!

I use this defensively to spot when a person who may stop mid combo to jump right in on them. I also use it offensively to quickly get off a second attack if the first one was blocked.

Motion capture has come a very long way, but you can still tell when the animation switches from captured movement to computer generated (or from one motion to another), you just need to look for it.

This is a very key aspect to the game for me. I use this and other tactics to compete against very good players like Rayrokka.
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rayrokka
04/22/2003 09:45 PM (UTC)
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I do all my stuff on instinct and many hours of practice.

MK is not something I think about when I play. I have a set strategy, and use reflexes, instinct, and hours of ingrained behavior.

I just know things. I break combos and counter with high priority because it is instinct.


I've been playing MK since the first test versions hit the arcades for MK 1.

That's a long time...MK is more than just a game to me...it is and has been my lifestyle for over ten years.
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