Wednesday, December 14, 2011

Wesker Amendment

Just a quick follow up article to cover the things people wanted. This will be included in future articles by default now.

Assists Startup Active Recovery (This Assist) Recovery (Other Assist)
Ghost Butterfly 42 3 117 87
Samurai Edge 39 2 116 86
Jaguar Kick 49 5(9)4 114 84

Well there isn't much to mention here.  The "Other Assist Recovery" is actually the time until you can use the other assist that isn't Wesker.  It may not seem like much of a difference but there are characters who are ~20 frames slower than the average.

Wesker's assists are all pretty much combo utilities with Jaguar Kick possibly doubling as a lockdown tool and Samurai Edge being used for unblockable setups.

Hypers Startup Active Recovery On Hit On Block
Phantom Dance 10+1 83 40 -- -20 ~ -30
Rhino Charge* 5+0 16 28 -- --
Lost in Nightmares** 6+8 5 30 -- -12
*Invincible on frame 5.
**Invincible on frames 1-16.

I assume that the variance in Phantom Dance depends on if the 15th or 16th hit was blocked last.  This is why we don't use it point blank on block.  -20 frames (best case scenario) means that characters like Hulk (with those lightning fast 8 frame normals) can go get a cup of tea and come back with time to punish.

There was sarcasm there.  I hope you caught it.

Rhino Charge has lost a bit of utility since the first game since it used to have 5 full frames of invincibility and now is only invincible on frame 5.  What this means is that punishing hypers on reaction to the flash is a little more dangerous than it used to be.

As far as it being punished, Wesker is active while his arms aren't moving for that brief 1/4th of a second that is 16 frames.  Once they start moving you can feel free to hit him, it's 28 frames (roughly half a second) so you have a little breathing room.
Lost in Nightmares has kind of replaced Rhino Charge in terms of utility.  16 frames of invincibility means that you are safe from harm for the entire startup and for 2 of the active frames.  Expensive?  Yes.  However, the point is that you now know (if you didn't already) that you have an invincible hyper you can use on reaction to other poorly timed moves.

On block though it's completely punishable by any character's LM(H)S at -12.  So be careful and make sure you can connect it (lab time with P2 Record is a good idea) before throwing it out.

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Again, thanks for reading.  Any feedback anywhere is great and encourages me to do more and get better.  Suggestions are welcome any time.

The next article will most likely be out Friday.

1 comment:

  1. Good job. I have the guide but it's good to read others thoughts about frame data

    ReplyDelete