User:Indigo

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To-Do List

6.0 Rev2

Giving some time for dust to settle and see if all these bug fixes actually occurred.

  • Sheepherding into Baihe Lv.1 still crashes.
  • Baihe still has some sort of invulnerability state after being hit during armor.
  • Tactical Retreat was nerfed beyond what's listed in the patch notes. Time before you can cancel out of it is now longer.

Complete Advanced Frame Data

  • Arizona ✓
  • Oleander
    • Normals ✓
    • Specials ✓
    • Magic
    • Super
  • Paprika
    • Normals ✓
    • Specials ✓
    • Magic
    • Super
  • Pom
    • Normals
    • Specials
    • Magic
    • Super
  • Tianhuo
    • Normals ✓
    • Specials
    • Magic
    • Super
  • Velvet
    • Normals ✓
    • Specials ✓
    • Magic
    • Super
  • Shanty
    • Normals
    • Specials
    • Magic
    • Super
  • Texas ✓
  • Stronghoof ✓
  • Nidra
    • Normals ✓*
    • Specials
    • Magic
    • Super
  • Baihe
    • Normals ✓
    • Specials
    • Magic
    • Super

Movement Data

Putting this here before figuring out what the best way to implement into character pages would be.
Distances initially measured @ 2560x1440p resolution, non-expanded zoom.
It appears the minimum measurable distance at this resolution is a crisp and consistent 2 pixels, leading me to believe the game uses pixels at 1280x720p for internal units. So 1 "unit" (u) is 1 pixel at 720p, 1.5 pixels at 1080p, 2 at 1440p, etc. Lengths are rounded to nearest 5 for readability.
Jump height measured from floor to bottom of hurtbox. Jump length measured from centerline to centerline.
Dash and backdash movement frames (mf) are until movement stops. Backdash active frames (af) are until able to block.


  • Stage
    • The ENTIRE stage is approximately 3750 units wide. More or less 20x the width of a standard character's hurtbox.
    • At standard zoom (no Texas), the screen is ~1280 units wide.
    • At standard zoom with Texas, the screen is ~1475 units wide (1.15x larger).
    • At max zoomed-out with or without Texas, the screen is ~1600 units wide (1.25x larger).

  • Universal
    • Prejump: 5f

  • Arizona
    • Walk Forward: 7u/f [Fastest]
    • Walk Backward: 5u/f [Medium]
    • Run: 18u/f
    • Dash: 27f, L-385u
      • Peak Dash Speed: 18u/f @ frame 1
    • Backdash: 24af (i2-9), 26mf, L-285u
    • Jump: 40f
      • Forward Air Speed: 12u/f
      • Backward Air Speed: 9u/f
      • Neutral: H-330u
      • Forward: L-480u
      • Backward: L-360u
    • Shorthop: 25f
      • Forward Air Speed: 12u/f
      • Backward Air Speed: 9u/f
      • Neutral: H-165u
      • Forward: L-300u
      • Backward: L-225u
    • Superjump: 54f
      • Forward Air Speed: 14u/f
      • Backward Air Speed: 14u/f
      • Neutral: H-565u
      • Forward: L-755u
      • Backward: L-755u

  • Oleander
    • Walk Forward: 4u/f [Slow]
    • Walk Backward: 4u/f [Slow]
    • Dash: 14f, L-175u
      • Peak Dash Speed: 22u/f @ frame 3
    • Backdash: 24af (i2-9), 24mf, L-235u
    • Jump: 40f
      • Forward Air Speed: 8u/f
      • Backward Air Speed: 6u/f
      • Neutral: H-330u
      • Forward: L-320u
      • Backward: L-240u
    • Double Jump: 25f (before returning to original height)
      • Forward Air Speed: 8u/f
      • Backward Air Speed: 6u/f
      • Neutral: H-120u
      • Forward: [Varies by Timing]
      • Backward: [Varies by Timing]

  • Paprika
    • Walk Forward: 6u/f [Fast]
    • Walk Backward: 4u/f [Slow]
    • Run Forward: 15u/f
    • Run Backward: 13u/f
    • Dash: 32f, L-345u
      • Peak Dash Speed: 13u/f @ frame 4
    • Backdash: 24af (i2-9), 28mf, L-275u
    • Jump: 40f
      • Forward Air Speed: 10u/f
      • Backward Air Speed: 7u/f
      • Neutral: H-330u
      • Forward: L-400u
      • Backward: L-280u
    • Shorthop: 25f
      • Forward Air Speed: 10u/f
      • Backward Air Speed: 7u/f
      • Neutral: H-165u
      • Forward: L-250u
      • Backward: L-175u
    • Superjump: 54f
      • Forward Air Speed: 12u/f
      • Backward Air Speed: 12u/f
      • Neutral: L-565u
      • Forward: L-650u
      • Backward: L-650u

  • Pom
    • Walk Forward: 5u/f [Medium]
    • Walk Backward: 5u/f [Medium]
    • Dash: 26F, L-280u
      • Peak Dash Speed: 16u/f @ frame 3
    • Backdash: 24af (i2-9), 30mf, L-310u
    • Jump: 44f
      • Forward Air Speed: 7u/f
      • Backward Air Speed: 8u/f
      • Neutral: H-330u
      • Forward: L-310u
      • Backward: L-350u
    • Airdash:
      • Forward: 14u/f
      • Backward: 13u/f
    • Float: Reduces Fall Speed to ~1/3
      • Forward: 12u/f
      • Backward: 14u/f

  • Tianhuo
    • Walk Forward: 5u/f [Medium]
    • Walk Backward: 4u/f [Slow]
    • Dash: 25f, L-300u
      • Peak Dash Speed: 18u/f @ frame 8
    • Backdash: 24af (i2-9), 30mf, L-310u
    • Jump: 44f
      • Forward Air Speed: 8u/f
      • Backward Air Speed: 7u/f
      • Neutral: H-330u
      • Forward: L-350u
      • Backward: L-310u
    • Superjump: 59f
      • Forward Air Speed: 14u/f
      • Backward Air Speed: 14u/f
      • Neutral: H-565u
      • Forward: L-825u
      • Backward: L-825u
    • Airdash:
      • Forward: 18u/f
      • Backward: 13u/f
    • Fly:
      • Forward: ~9u/f
      • Backward: ~7u/f
      • Upward: ~4u/f
      • Downward: ~19u/f

  • Velvet
    • Walk Foward: 4u/f [Slow]
    • Walk Backward: 4u/f [Slow]
    • Dash: 28f, L-300u
      • Peak Dash Speed: 19u/f @ frame 4
    • Backdash: 22af (i2-9), 30mf, L-335u
    • Slide Forward: [Varies by Timing]
    • Slide Backward (crouching ASAP): 24af (i2-9), 80mf, L-645u
    • Jump: 40f
      • Forward Air Speed: 6u/f
      • Backward Air Speed: 6u/f
      • Neutral: H-330u
      • Forward: L-240u
      • Backward: L-240u

  • Shanty
    • Walk Forward: 7u/f [Fastest]
    • Walk Backward: 5u/f [Medium]
    • Stance Run Forward: 24u/f
    • Stance Run Backward: 17u/f
    • Helm Forward: 19u/f
    • Helm Backward: 13u/f
    • Dash: 28f , L-385u
      • Peak Dash Speed: 18u/f @ frame 4
    • Backdash: 24af (i2-9), 27mf, L-285u
    • Jump: 40f
      • Forward Air Speed: 12u/f
      • Backward Air Speed: 9u/f
      • Neutral: H-330u
      • Forward: L-480u
      • Backward: L-360u
    • Shorthop: 25f
      • Forward Air Speed: 12u/f
      • Backward Air Speed: 9u/f
      • Neutral: H-165u
      • Forward: L-300u
      • Backward: L-225u

  • Texas (Measurements were multiplied by 1.15x to account for big guy camera.)
    • Walk Forward: 4u/f [Slow]
    • Walk Backward: 3u/f [Slowest]
    • Rodeo Run: 18u/f
    • Backdash: 39af (i2-30), 39mf, L-140u
    • Jump: 50f
      • Forward Air Speed: 8u/f
      • Backward Air Speed: 5u/f
      • Neutral: H-410u
      • Forward: L-400u
      • Backward: L-250u
    • Shorthop: 34f
      • Forward Air Speed: 8u/f
      • Backward Air Speed: 5u/f
      • Neutral: H-225u
      • Forward: L-275u
      • Backward: L-170u
    • Superjump: 59f
      • Forward Air Speed: 10u/f
      • Backward Air Speed: 6u/f
      • Neutral: H-535u
      • Forward: L-590u
      • Backward: L-355u

  • Stronghoof
    • Walk Forward: 3u/f [Slowest]
    • Walk Backward: 3u/f [Slowest]
    • Dash: 32f, L-275u
      • Peak Dash Speed: 16u/f @ frame 5
    • Backdash: 40af (i2-9), 45mf, L-380u
    • Slide Forward: [Varies by Timing]
    • Slide Backward (crouching ASAP): 40af (i2-9), 70mf, L-470u
    • Ice Slick Skate Forward: 12u/f
    • Ice Slick Skate Backward: 10u/f
    • Vetr Shield: 5u/f
    • Jump: 40f
      • Forward Air Speed: 6u/f
      • Backward Air Speed: 6u/f
      • Neutral: H-330u
      • Forward: L-240u
      • Backward: L-240u

A Mystery

All of the following moves have the "can't cancel into super" property (dark red squares in training) during their startup frames.

  • Arizona 5A, 5B, 5C, 2A, 2B, 2C, 3C, 22A, 22B, 22C
  • Oleander (none)
  • Paprika (none)
  • Pom (none)
  • Tianhuo 3C, jA, jB, jC
  • Velvet 3C, jC
  • Shanty 5A, 5B, 5C, 2A, 2B, 2C, 3C
  • Texas 5A, 5B, 5C, 2A, 2B, 2C, 22X (not 22X22X)
  • Stronghoof 5C, jC, 22X

What do these moves have in common? I have no idea. This property is irrelevant most of the time anyway since TFH normals can't super cancel on whiff regardless of having this property, so I don't really know what it's supposed to be preventing. The only time it really comes up is preventing Texas from kara-cancelling into super because he doesn't have a 236 special.

Note

This is something I initially wrote off as me making an error when I noticed it, but I think it's actually the case - it appears that the duration of hitstun for 3C launchers is actually shorter after JD max than it is before. This difference is also the same across every character in the cast, with pre-JDmax launchers having 26 frames of hitstun and post-JDmax launchers having 24.

An easily observable instance of this is Texas's chain from 3C into 6D, which works fine at below JD max, but immediately stops connecting afterward and allows the opponent to tech out.

I'm unsure if this property might apply to other moves with nonstandard hitstun properties (the ones that don't show anything on the "hitstun bar" in training), although they may be harder to test since a lot of them last so long that opponents always hit the ground before exiting hitstun.

Update: It appears that it does - sometimes, but not always. Arizona's 2C has 30 frames of hitstun before JDmax and 28 after. The launch from 22D on the other hand has hitstun for 44 frames regardless of JD.