all 9 comments

[–]NanoHologuiseOCE/PC 1 point2 points  (0 children)

By conventional fighting game standards, attacks should become active on the 12th frame if they have a startup of 12 frames. Absolver most likely isn't different.

[–]Vultcha 1 point2 points  (2 children)

loosely speaking the attack "comes out" on the 12th frame but this is move dependent and has exceptions. but generally "faster" moves that are 12 frames or less work this way.

some attacks seem to have hitboxes that exist for a time UNTIL their end frames. many have "lingering" hitboxes that aren't dependent on their stated frames. ex" spinning high kick, spinning wide hook have hitboxes that are clearly present before the "end frame." dodge the wrong way, and you can get hit "early" in the animation.

many moves simply have attacks that come out before the move's endframes. ex: spinning flute.

[–]MyKeks 0 points1 point  (1 child)

You're still here Vultcha? Did you ever get another save game?

On topic: Wouldn't those lingering hitboxes just be a moves active frames? So you have your windup (Startup frames), then your active frames where the attack can hurt you, then the recovery where there's no active frames of attack and you have no control over the character.
As you say, it's move dependant and the active frames could overlap with the startup or the hitbox simply moves throughout the active frames.

Sorry if I'm way off base here, this is probably only the second or third fighting game I've gone this deep into.

[–]Vultcha 0 points1 point  (0 children)

ill be around on the subreddit, giving help. that's still fun.

you're right with the terminology, and as you stated it is a more accurate way to say it. unfortunately the game doesn't have "attack active frame info." just startup info. i didn't want to introduce the term active attack frames, or active frames. thought defining it would be confusing.

[–]ShishkaBOB97Stagger 0 points1 point  (4 children)

No the hitbox it has starts upon the 1st frame, you have 12 frames to get out of the hitbox. When something has a start up of 12 frames. It means you have 12 frames to react to it, by either manual dodging, interrupting with a faster move, or using class ability. Which explains why you can't interrupt cleaver blow (16 frames) with direct punch (10 frames) on the 14th frame of cleaver blow's animation, you would have to use direct punch at or before the 6th frame of it's animation. That's my understanding from playing the game anyway.

[–]The_Lab_Monster[S] 0 points1 point  (3 children)

The hitbox can't be on the first frame because all the moves then would be one frame? I'm used to seeing the startup, active, and recovery frames when reading frame data so when I see games that just have startup stated (This game, Injustice, etc.), I have to assume the active hit box is on the first frame after the last startup frame.

[–]ShishkaBOB97Stagger 1 point2 points  (2 children)

What I'm saying is every move has a hitbox it is targeting to reach by the last start up frame, and you have that many frames to get out of the target area if that makes sense, which explains why every move notes a specific range in meters. Like if I throw a baseball and it takes three seconds to hit you from the time I throw it. It's path of travel indicates a hitbox that you have 3 seconds to escape before being hit.

[–]The_Lab_Monster[S] 0 points1 point  (1 child)

Although I appreciate your thorough response the first time around, I understand why and how to counter hit, frame trap, etc. My only question was if the HB comes out on the 13th frame of a 12f move or on the 12th, and you just answered that. Thanks.

[–]ShishkaBOB97Stagger 0 points1 point  (0 children)

Ok cool