@Ziarist with target combos, how are you calculating stuff like active frames? Are you only counting the first active box as active frames or are you doing stuff like 5 [X] 5 like how you listed with Laser Sword for Jago? I was trying to see if you had the info listed for Sabrewulf target combos to get a framework for this but I noticed you didn’t have it listed.
Right now I’m working on TJ Combo and just trying to get a solid idea on how you want it listed.
On and off. Summer, for me, is extremely difficult. I’m just tired all the time because of how hot it is during work. There will be a harder push, from me, once things cool off a bit in October. Until then, @RFGCAtsumachi is still working on it as much as they can.
Although the move is -11 on block, that is only to throws. During the last two recovery frames of the move he gains strike invulnerability. This means that it is -9 to strikes and -11 to throws.
Kan-Ra shadow clutch move properties: hard knockdown and projectile invincibility are missing
Also all ender infos are missing.
You guys are awesome.
EDIT: cr. HK causes hard knockdown vs airborne opponents. That’s a hidden property but it’s important to know for some setups
Also:
St. HK, cr. HK and j. HK are all breakable none-tradeable projectiles.
Spike, shadow spike, stinger and antlion are projectiles
Swarm is a breakable projectile until the actual swarm appears which is not breakable.
Back + HP has a ridiculous amount of push back on block
That’s on the docket. Atsu’s making his way through the cast double checking Shadow data, and adding Ender data, while I’m finishing up Shin Hisako and Eagle. Then, I’ll be joining him double checking things, and adding Invincibility frames to the special properties.
After some radio silence, the frame data for all moves has been added and the sheet is (pretty much) complete!
The only things missing are:
Invincibilities
What can be manual’d off of openers
(that last one would be pretty nice if character specialists for each character could list what the longest startup move could be manual’d after each characters opener, wink wink)!