VF5FS Wiki Movement

Discussion in 'Dojo' started by Myke, Jan 18, 2013.

  1. G0d3L

    G0d3L Well-Known Member

    There you go!
    now the demonstration is complete.
    Good job! ;)
     
  2. Chanchai

    Chanchai Well-Known Member

    Steam:
    SteamID
    PSN:
    Chanchai
    MOVEMENT CANCELLING CHART:
    While it would add another column, I think it would be better to have DM column divided into two columns.
    • Successful DM
    • Failed DM

    I know the fine print explains it but the reader will have to understand that the difference anyway (hence the fine print). Also, there are other columns that exist for things which cannot be cancelled.

    While most people should read the article, I think the chart as a quick reference would serve its purpose better with this additional and important detail.

    also… the default meaning of DM being failed DM is unintuitive.
     
    Myke likes this.
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    Steam:
    SteamID
    PSN:
    Myke623
    Movement cancelling chart has been updated. Please let me know if you find any errors.
     
    Chanchai likes this.
  4. Chanchai

    Chanchai Well-Known Member

    Steam:
    SteamID
    PSN:
    Chanchai
    Thanks for the update! I also like that it clarifies OM can cancel both successful and unsuccessful DM
     
  5. Sente

    Sente Active Member

    As I was perusing the wiki for the movement chart, I realized there were a lot of broken image links in the wiki. The original movement chart kept mixing me up because there were no headings in the chart detailing which side was the initiating action and the cancelling action. So, I just recreated the chart with the headings. Also, for those who would rather have the initiating action be on the left instead of the top, I made one as well. It always takes me at least 10 seconds or more to decipher the movement chart correctly without the headings, so I thought this would be useful to update the wiki.
    movement_chart_original.png movement_chart_transposed.png

    Additionally, I'm made a new chart that describes after how many frames the movement options can be canceled. If there are no frame numbers, then it can be canceled after the first frame. Otherwise, the number details after how many frames the movement option can canceled. The frame numbers in the initial action detail how many frames the action takes if it is not canceled. I did my own testing using Eddienput to determine the frame data. Interesting finding is back dash or crouch back dash puts you into back dash counter state for exactly 20 frames even if you cancel the movement.
    movement_chart_detailed.png
    My test scenario was to use Aoi's 6P to ensure a 0 frame state and buffer the movement option. Then, I would buffer the action into the movement option. I generally used 3K from the attacker as the baseline attack to test frame data. The playbacks allowed me to fine tune to the exact frame. My tests were conducted using Aoi vs Aoi. Example playback files are attached (ignore the incorrectly named files).
     

    Attached Files:

    Last edited: Apr 17, 2025 at 11:57 PM
    G_A and Chanchai like this.

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