Frabisaur examines frame data in Episode 4 of The Fighter’s Dojo

In the latest episode of The Fighter’s Dojo, Frabisaur takes a look at another concept that can separate lower and higher levels of play: frame data. To the uninitiated, it may just look like a series of random numbers, but knowledge of it is essential to take your game to the next level, and it’s a concept that can be applied to all titles.  Questions answered in the video include “What is frame data?” and “Why is it so important?” He also mentions that this video will have follow-ups to explain how to apply frame data both offensively and defensively in greater detail. Frabisaur begins by defining frame data.

 The simplest way I could describe frame data to you, is that it’s how we describe the animations of character’s movements. Frame data has to do with animations, and there are three things we measure when we talk about it. They are the startup frames of animation, the active frames of animation and the recovery frames of animation.

Utilizing Street Fighter V’s replay functions to look at a moment frame-by-frame, Frabisaur takes Necalli’s Standing Heavy Kick, which has 12 startup frames, 4 active frames and 21 recovery frames. Slowing the move down, he shows the entire animation of his leg at each of those three points, as well as how frame data impacts hitstun, blockstun and reeling animations.

In closing, Frabisaur emphasizes that frame data will help players have a greater understanding of the levels of commitment associated with every attack, and will also have deeper insight into what makes combos possible.

You can view the video below, and can also check out his past episodes on hitboxes and hurtboxes, as well as a mini on crossups, to supplement this content.

Though he has a schedule of episodes planned, Frabisaur is open to taking suggestions for future videos from viewers, so feel free to chime in with an idea. You can also follow him on Twitter at Frabisaur and catch his stream at twitch.tv/frabisaur for more tips and demonstrations.

Source: Frabisaur

Pokkén Tournament’s Burst Mode, Exhaust Frames, and design philosphy

Note: This article uses numpad notation for moves!

It’s easy to walk away from playing Pokkén Tournament with the sense that this game was designed to bring new players into the fighting game genre. Pokkén distances itself from typical fighting game conventions at almost every turn; the lack of a mid/low block mixup, single button specials, the shifting Phase perspectives, and the color-coded attack triangle are all examples of this. Pokkén Tournament does a good job of streamlining the fighting game experience for new players, while still being grounded enough for any FGC-head to march in with strong fundamentals and run the shop.

Burst Mode, on the surface, seems like an extension of this accessibility philosophy. Pokkén’s equivalent of a super meter grants you temporary access to both a high-powered super attack (which, for almost every character, is safe on block, if not having frame advantage!), and a passive defensive buff that allows you to further pressure the opponent. The mode can really be looked at as an activation super–like Yun’s Genei Jin, or Juri’s Feng Shui Engine, in the Street Fighter series–that grants a high-powered state to the whole cast.

But while it’s easy to write it off as a candy-coated Genei Jin, Burst Mode does a lot of complex things for the game’s system mechanics. All at once it gives:

  • A panic button. When activated, Burst Mode sends out a damageless, invincible hitbox on frame 1, protecting the user. In a game lacking invincibility moves, this is basically the FADC Dragon Punch of Pokkén.
  • A reset tool for juggles. If the invisible hitbox hits, it resets phase shift points in Duel Phase.
  • A pressure tool. Burst Mode grants armor versus light attacks, unless the opponent is also in Burst Mode, or is using Eevee.
  • Health Regeneration. Exactly what it says on the tin.
  • Comeback opportunity. Burst Mode heals recoverable health and gives temporary, one-time access to that character’s super. For some characters, it even changes their move-list considerably.

And just condensing Burst Mode down to the above four points is a gross simplification of the mental push/pull that Burst Mode causes in a match. Much of this complexity comes from attributes the game itself never touches on. A game which focuses on accessibility shockingly never tells you about phase points, Burst Mode‘s invisible hitbox, or the strange state Burst Mode ends in, dubbed Exhaust Frames by the Pokkén Community.

Exhaust Frames Change Everything – But Only If You Know How To Use Them

Imagine, if you will, a version of Street Fighter V that punishes you for not KOing your opponent with V-Trigger. In this theoretical game, if your V-Trigger runs out, your character freezes in place, unable to jump or attack. It seems like your only option, for just a split second, is to guard. Meaning, in this fake-SFV land, free command grabs for the opponent. That’s, in a nutshell, Exhaust Frames. And for several months, it messed up a ~lot~ of players who were trying to remain active while their Burst Mode was ending.

Well, turns out, that wasn’t what Exhaust Frames really were. Like any good hypothesis, further study changed what we knew about the science.

Exhaust Frames have been misunderstood for a large part of Pokkén’s Tournament life, and the actual data on it still seems to be poorly documented and shared. The truth is, this same state where you can only guard, can also be altered by the player going through the exhaust. If you hold a direction without pressing any buttons, you gain a ton of invincibility. Take this example:

  1. Mega Blaziken’s Burst Mode is about to end. He jumps, the Burst Mode meter depletes, but since you don’t go into Exhaust Frames until you touch the ground, he remains in Burst Mode and does j.X.
  2. His opponent blocks at around chest level, then mashes 5Y.
  3. Mega Blaziken touches the ground and holds any direction, pressing no buttons (including guard). He turns back into normal Blaziken.

With the above situation, the entire cast’s 5Y (except the unusually slow Chandelure’s i21 5Y) passes through Blaziken during the white exhaust flash, even if you hold towards the opponent. Given that Charizard’s jab starts up at a slow 17 frames and even he misses, this quirky state allows players that are knocked down as their burst ends to get yet another get-out-of-jail card. In short, you cannot perform meaty attacks on a Burst Mode’s exhaust wakeup. The mental game is no longer “do they think I will do mixup option A or B?” but rather “will they use exhaust invincibility, or do they not know about it?”

Does Invincibility on Exhaust Frames Make Sense In Pokkén?

Exhaust Frames can be counter-played, of course. If your opponent uses them, you can just delay your mixup. Use cancels to bait it out, then run a grab/attack mixup. The question I am posing isn’t “Can this be beaten?” but rather, “Does this mechanic make Pokkén Tournament a better game?”

If these invincibility frames are by design–which certainly seems to be the case, given their continued existence in the latest arcade patch–then one wonders why there is no mention of them anywhere in the game’s many tutorials or hints. One also has to wonder how a game design team that worked so hard to make an accessible mass-market fighter showed no such inclination on one of the game’s most important systems.

There is an industry term for software bloat–“Feature creep“–that almost perfectly describes what ended up happening with Burst Mode. To Pokkén’s credit, it’s a well-made, fascinating, adventurous fighter that has mostly stayed true to its design philosophy. And it is that strong, unique vision that makes me wonder what the future really holds for Burst Mode. A theoretical Pokkén Tournament sequel will likely want to reach out to a wider audience, but could you imagine trying to explain Exhaust Frames to someone outside of the FGC? If that game ever comes, I imagine Exhaust Frames will be reworked from the ground up. Even if, in a way, the invincibility frames ended up being better than the original understanding of the mechanic: getting grabbed for free.

The player in me is fine with Exhaust Frames only because the average player doesn’t know about it, and I find that exploitable. But the critical part of me doesn’t see how this does anything but make it a worse game. Either Exhaust Frames should be axed all together and replaced with a seamless transition, or reworked into a intuitive mechanic that makes sense for Namco’s design philosophy.

Until the day a sequel or major revision to the mechanic comes, though, don’t forget to hold a direction when your meter is out.

Humorous videos expose BlazBlue: Central Fiction Noel Vermillion’s weaknesses

Noel Vermillion has been a bit of an underdog in the BlazBlue series. Though there were some versions where she was comparatively stronger, the dominant characters in Central Fiction generally push her lower in the hierarchy.

Alizonius, who recently published a Noel combo video, has been a Tweeting a mini series of “match up” videos. Sometimes set to the X-Files theme, they humorously — but accurately — expose the weaknesses of the character.

Looks like Hakumen’s counter Astral just happens to work on Noel’s command grab.

What kind of effective tools does Noel have against Celica? Any? Anyone? Is character switch a legitimate advice then?

This Tweeted video probably hits the hardest. Or it doesn’t. It just whiffs.

To be fair, it’s possible to cancel into the Distortion Drive earlier to make this chain better, but that air Noel super is known to whiff like that sometimes.

How to Stuff Noel: A Practical Guide.

To be fair, Alizonius also puts out videos that showcase Noel’s strength, like a Fatal counter combo and a way to side-switch in a Noel combo.

Do you struggle but remain loyal to your favorite characters, or do you switch to someone else when you see them nerfed? Let us know in the comments.

Source: Alizonius

West Coast Warzone 6 streaming live from Orange, California

One of SoCal’s hottest events is going down this weekend. West Coast Warzone 6 is bringing together players from California and beyond for some action in five games. The Street Fighter V singles tournament is a part of the Capcom Pro Tour as a ranking event, another chance for US players to boost their ranks on the still-fresh leaderboards.

Tournament Games

Some of the names you’ll see competing this weekend include CYG|Snake Eyez, circa|LPN, brenttiscool, LU|Alex Valle, PG|Punk, JayceTheAce, DNL|Chris Tatarian, Pnoy, Nacer, WFX|XsK_Samurai, EG|NYChrisG, Filipinoman, FOX|Justin Wong and RN|Alex Myers. Check here for a list of brackets.

Level|Up Series and GuardBreak will be providing live streams for the event. Tune in and enjoy!

LevelUpLive

Watch live video from leveluplive on www.twitch.tv

GuardBreak

Watch live video from GuardBreak on www.twitch.tv

Source: West Coast Warzone, Capcom Pro Tour