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Author Topic: Character Rising / Standing Rates (Approximation)  (Read 9656 times)

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Offline AARP|ZTB

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Character Rising / Standing Rates (Approximation)
« on: February 03, 2011, 06:57:48 AM »
Group A(sshole)
[Ryougi]

Group B
[Miyako, Ciel, Sion, VShi, Roa, Mech, Kohaku, Neco, Hisui, NAC]-->[Akiha, Vermilion, Seifuku, Arc]

Group C
[Tohno, Nanaya, Warakia, Satsuki, Shiro]

Group D
[Warc]

Group E
[Aoko, Nero, Len]

Group F(ucking lazy)
[Kouma]-->[Ries]







Group A
Meaty on wake up? What's that? Ryougi's rising rate is noticeably faster than the entire cast and no other even comes close.

Group B
Average rising rate. The rising speed is manageable and most meaties can be setup consistently. **The second set of characters in this group may or may not rise slightly slower (by a few frames) than the characters of the preceding set. More tests will be conducted for closer approximation**

Group C
Noticeably slightly slower rising rate than Group B. Minor tweaks may be needed to setup specific oki.

Group D
Warc's stands significantly slower than the above groups but not as slow as Groups E or F.

Group E
Very slow to stand. Alternative setups and meaty timing adjustments are highly considered.

Group F
The polar opposite of Group A (Ryougi). Even the simplest meaty timings must be severely adjusted to meet the standards of this group (You may want to take a sip of coffee before actually attacking). **While Ries is coupled with Kouma, she actually stands but a few frames slower than Kouma, making Ries technically the slowest standing character. [confirmed w/ an F-Ciel setup]**



***Results were conducted by running several dozen tests using various setups performed with F-Ciel and F-Mech. Data was coupled and sorted logistically based off of said tests. Data is not 100% accurate and is a mere approximation. Supposedly using the emulated version of MBAA would allow for frame-by-frame detail and provide far more accurate data on this subject (Referring to actual numbers would be nice). If anyone has more details on this, post would be appreciated. Also, discuss (or complain lol)!
« Last Edit: February 03, 2011, 06:34:31 PM by ZARtacus! »
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline WYVERN LORD

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Re: Character Rising / Standing Rates (Approximation)
« Reply #1 on: February 03, 2011, 07:49:09 AM »
thanks for this, I had been wondering if there was such a list but was too lazy to do my own testing
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Offline Curbeh

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Re: Character Rising / Standing Rates (Approximation)
« Reply #2 on: February 03, 2011, 08:12:40 AM »
Nice thread
There is probably a list in the frame data or could be derived out of the frame viewer... I'd have to check
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Offline dumba989

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Re: Character Rising / Standing Rates (Approximation)
« Reply #3 on: February 03, 2011, 08:26:42 AM »
Thanks for the info, I had a feeling a thread like this was going to be made soon with all this Ryougi talk,  :D
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Offline AARP|ZTB

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Re: Character Rising / Standing Rates (Approximation)
« Reply #4 on: February 03, 2011, 10:19:26 AM »
thanks for this, I had been wondering if there was such a list but was too lazy to do my own testing
I had a feeling a thread like this was going to be made soon with all this Ryougi talk,  :D
I actually wanted to put up a thread like this a while ago but was kinda lazy myself. Recently came up with some F-Mech setups that gave me a lot more information about overall standing speeds. Using the collective data made it a bit easier to construct the list (easy is my inspiration! =D ).
« Last Edit: February 03, 2011, 10:21:01 AM by ZARtacus! »
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline LivingShadow

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Re: Character Rising / Standing Rates (Approximation)
« Reply #5 on: February 03, 2011, 01:35:48 PM »
Ryougi tier.

I could potentially compile the number of wake-up frames, depends on how bored I am Friday and Saturday.

I also presume Shiro = WLen.

Offline Rokunaya

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Re: Character Rising / Standing Rates (Approximation)
« Reply #6 on: February 03, 2011, 08:08:02 PM »
In preparation for the gathering this weekend, I finally hit the lab up for the first time, seriously figuring things out. I found some things out, but I also decided to see just how legit Nanaya's options after airthrow are. The following is a list below of Normals that work after a aircombo in the corner, either following one JBC, or two JBC's in the air. Obviously, Nanaya gets more meaty the lower to the ground the airthrow, so one JBC is far more meaty than two because of the height difference. All tests were done with the computer on recovery A, with the fastest normal possible their styles could allow; and all aircombos are assumed to be executed well with good timing. Without further ado, here's the list!

Nanaya's Meaty Approximations

Off a Single JBC in the corner

No real options at all, turns into a Yomi game = Ryougi

No Meaty, but Anti Mash [On Point Dash 2A] = Miyako

No Meaty, but Anti-Mash [Decent Dash 2A] = Ciel, Sion, V.Sion, Roa, Mech, Kohaku, Hisui

Meaty [If done really low with a On Point dash 2A] = Tohno, Nanaya, Warakia, W.Len[Hardest to Time]

Meaty [Decently Timed Dash 2A] = Warc, Len

Pure, Delicious Meaty [Free Dash 2A] = Aoko, Nero

Ridiculously Delicious Meaty [Decently tTmed Dash 5B] = Kouma

Stupidly Good Meaty [Easily Timed FUCKING 2C, no dash] = Riesbyfe


Off a Double JBC Airthrow in the corner


No Meaty, but Anti-Mash [On Point Dash 2A] = Vermillion, Akiha, Seifuku, Arc

No Meaty, but Anti-Mash [Decently Timed Dash 2A] = Tohno, Nanaya, Warakia, Satsuki, W.Len[Hardest to Time]

No Mety, but Anti-Mash [Easily Timed 2A] = Warc

Pure, Delcious Meaty [On point dash 2A] = Aoko , Nero, Len [Hardest to Time]

Ridiculously Delicious Meaty [On Point Dash 5B] = Kouma

Super Free Meaty [On Point 2C, no dash] = Riesbyfe


My list seems to mirror yours almost exactly, with the exception of both Lens and Miyako. Both Lens seem to be in a 'tier' a bit higher than you specified, though that might be me not being able to aircombo them well enough in the corner to be able to get legit meaty, as they have extremely odd airhitboxes. Miyako might be the same because of her small hitbox, but I had to be REALLY on point in order to not get mashed out.

I should also note that the meaty for Kouma and Riesbyfe because of their slow getup is so fucking free that Nanaya can 2A otg after a grab against Riesbyfe and 623B/C after a throw versus Kouma.



« Last Edit: February 03, 2011, 08:17:52 PM by Rokunaya »
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Offline AARP|ZTB

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Re: Character Rising / Standing Rates (Approximation)
« Reply #7 on: February 04, 2011, 06:24:51 AM »
good to see info being put to use already XD.
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline Rokunaya

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Re: Character Rising / Standing Rates (Approximation)
« Reply #8 on: February 04, 2011, 08:58:23 AM »
good to see info being put to use already XD.

Yeah, me hitting the lab was something I've never done and put off ever since I joined the scene, so when I saw your list I was finally motivated to get off my lazy ass for once. I need to hit the lab FAR more often.
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Offline MissedFRC

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Re: Character Rising / Standing Rates (Approximation)
« Reply #9 on: February 04, 2011, 11:23:58 AM »
Good shit, Zar. +HEAT
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Offline LivingShadow

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Re: Character Rising / Standing Rates (Approximation)
« Reply #10 on: February 16, 2011, 02:53:33 PM »
Okay, after some investigation, here's my data.

Knockdown sequences (format: frames after hitting ground(total)):
Seq.26: Knockdown from standing
Seq.27: Knockdown from air, including airthrow
Seq.29: Knockdown from trip (low)
Seq.30: Knockdown from launcher

Wakeup sequences (format: frames until hitbox (total, can be canceled after hitbox appears)
Which sequence is used depends on orientation upon landing. Seq.26 and Seq.27 use Wakeup2, Seq.29 and Seq.30 use Wakeup1.

I'm not sure about the wakeup numbers for the Nekos, it didn't look like the full animation.


Code: [Select]
Character      Seq.26       Seq.27      Seq.29     Seq.30     Wakeup1   Wakeup2

V.Akiha        26(49)       14(36)      29(45)     34(77)     23         23
Akiha          26(49)       14(36)      29(45)     34(77)     27         23
Aoko           27(49)       14(36)      29(42)     34(71)     28         27
Arc            27(58)       14(61)      29(43)     34(79)     23(37)     23(34)
Ciel           27(46)       14(40)      29(45)     34(81)     23         23
Hisui          27(47)       14(39)      29(50)     34(75)     23         23(41)
Kouma          31(61)       14(44)      29(54)     36(82)     25         26
Kohaku         27(50)       14(37)      32(53)     34(75)     23         23
Len            27(49)       14(36)      29(45)     35(75)     23         27
Mech           27(52)       14(39)      29(42)     34(75)     23         23(50)
Miyako         27(52)       14(39)      29(41)     32(66)     23         23
Nanaya         27(47)       14(34)      29(41)     34(75)     23         24(40)
NAC            26(43)       14(31)      29(50)     34(67)     10         10
NekoArc        27(44)       14(31)      29(50)     34(67)     10         10
Nero           27(49)       14(36)      29(50)     34(79)     26         27
Ries           30(60)       14(44)      24(40)     37(71)     25         28
Roa            27(55)       14(40)      28(50)     36(72)     23         23
Ryougi         21(52)       8(42)       26(42)     33(64)     25         23
S.Akiha        27(49)       13(36)      29(45)     34(77)     23         23
Sacchin        27(47)       14(34)      29(46)     41(82)     26         24
Tohno          27(47)       14(34)      29(41)     36(78)     23         24
Sion           27(60)       14(47)      29(50)     34(83)     23         23
V.Sion         27(60)       14(47)      29(50)     34(83)     23         23
Wara           27(55)       14(42)      29(48)     34(81)     23         24
Warc           27(70)       14(57)      29(43)     34(79)     22(34)     26(38)
W.Len          24(46)       14(36)      26(42)     41(81)     23         27


Some numbers of note, Ryougi has the lowest Seq.27 (5 frames less than S.Akiha at second lowest), lowest Seq.26 (Beating W.Len by 3 frames), second lowest Seq.30 (losing to Miyako by 1 frame), Tied for second lowest Seq.29 (Tied with W.Len, Ries being the lowest), the most common wakeup2, and above the common (by 2 frames) wakeup1.

Lowest including wakeup
Seq.26: Ryougi, 44 frames
Seq.27: Ryougi, 31 frames
Seq.29: Ries/W.Len, 49 frames
Seq.30: Miyako, 55 frames

Highest including wakeup
Seq.26: Ries, 58 frames
Seq.27: Ries, 42 frames
Seq.29: Aoko, 57 frames
Seq.30: Sacchin, 67 frames

Most common scores including wakeup
Seq.26: 50 frames
Seq.27: 37 frames
Seq.29: 52 frames
Seq.30: 57 frames

To sum things up:

Off an airthrow, you have about half a second before Ryougi can act after she hits the ground.






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Offline LivingShadow

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Re: Character Rising / Standing Rates (Approximation)
« Reply #11 on: January 01, 2012, 04:44:00 PM »
New game, new data. Here are the changes:

I'm assuming all other characters remain the same.
Code: [Select]
Character      Seq.26       Seq.27      Seq.29     Seq.30     Wakeup1   Wakeup2

Archetype      27(46)       11(30)      27(46)     35(63)     23         23
P.Ciel        27(53)       14(36)      29(47)     34(74)     23         29
Ryougi         26(52)       15(42)      29(42)     33(64)     25         23

Ryougi took a huge nerf to wakeup speed, they added frames to Seq. 27 and 29. Archetype actually has a rather fast wakeup off of airthrows. Her speed is two frames slower than what Ryougi's used to be.

Offline dumba989

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Re: Character Rising / Standing Rates (Approximation)
« Reply #12 on: January 02, 2012, 03:20:57 PM »
New game, new data. Here are the changes:

I'm assuming all other characters remain the same.
Code: [Select]
Character      Seq.26       Seq.27      Seq.29     Seq.30     Wakeup1   Wakeup2

Archetype      27(46)       11(30)      27(46)     35(63)     23         23
P.Ciel        27(53)       14(36)      29(47)     34(74)     23         29
Ryougi         26(52)       15(42)      29(42)     33(64)     25         23

Ryougi took a huge nerf to wakeup speed, they added frames to Seq. 27 and 29. Archetype actually has a rather fast wakeup off of airthrows. Her speed is two frames slower than what Ryougi's used to be.

Someone needs to do testing on the rest of the cast because when I played this weekend when I was attempting to do my Oki with F-Kouma & tried to go on the other side, when the characters woke up, he went back to the same side so either my timing is still slightly off due to the new buffering system or the speeds have changed but it's really not too difficult to mistime the setup so I'm thinking it's the ladder. Would test myself but have no access to play or test ATM.

Edit: If it helps the numbers, the characters that I played against this weekend were Aoko, Shiki, Nanaya, P-Ciel, and Ryougi
« Last Edit: January 02, 2012, 04:27:18 PM by Malik »
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Offline LivingShadow

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Re: Character Rising / Standing Rates (Approximation)
« Reply #13 on: January 02, 2012, 03:39:46 PM »
All the Akihas have the same numbers, I could check Kouma for you.

Edit: Kouma's numbers are the same.
« Last Edit: January 02, 2012, 04:00:23 PM by LivingShadow »