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Ryu's Frame Data [Deleted]

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PokemonyeWest

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I see Ryu's "Style" as being All Rounder / Footsies based. He's reasonably fast on the ground but has low air speed and strange jumps. Offense and Defense are probably about even, since he does have highly damaging options but also has Focus Attack and an invincible reversal Shoryuken to get foes off of him. Below average Recovery, because of his low air speed and predictable recovery (Though, yet again, invincible Shoryuken sort of alleviates this). Difficulty, probably all the way up (at least near Sheik level) because of the technicality of his inputs and his different button-press based attacks. From what I've seen, he looks reasonably heavy. Probably somewhere near Captain Falcon or Shulk.
 

KuroganeHammer

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He has higher max air speed than Sheik and Falcon, so idk where you're getting the idea that his air mobility is low.

Otherwise I agree with your post. Kinda wanted to make his style as Shoto lolol
 

KuroganeHammer

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Hey everyone, just bumping because this is coming along really nicely! All that's left are specials and throws. I would continue my research but my power just went out.

So enjoy what I have so far.
 

icraq

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You're the man. Thank you so much. I've been hoping we'd get data on how long hit boxes are active. And I'm stoked to see it is indeed frame 2 on jab and Dtilt. Surprised to see utilt lasts 3 frames where everything else is so much shorter.

Oh man it has everything. This is so great
 
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KuroganeHammer

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Hi again everyone, more data is up regarding specials. Please enjoy!

Hopefully I'll finish this off tomorrow.
 

PapaJ

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Quick question. What is the difference between soft and hard ending lag?

Edit: Also I thought Ryu only had Two hadokens, Tapped and held. But you have light, which is tap, Medium an Hard, held im assuming. Same for his other specials. Is there a way to get a "medium" Tatsu,SRK, and hado? I it tap longer then tap but less then held?
 
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KuroganeHammer

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Quick question. What is the difference between soft and hard ending lag?

Edit: Also I thought Ryu only had Two hadokens, Tapped and held. But you have light, which is tap, Medium an Hard, held im assuming. Same for his other specials. Is there a way to get a "medium" Tatsu,SRK, and hado? I it tap longer then tap but less then held?
soft is just landing

hard is fast falling or autocancelling something

also no, he has medium versions of each special move aside from Focus Attack.

I believe Medium Shoryuken gets him onto the BF platforms where Light won't. Give it a try. They look pretty much identical.
 

Elessar

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Ryu has 3 variations of his specials; this can e seen in the Nintendo Direct presentation. I believe it depends on how long you hold A/B. However, I haven't been able to determine a right length to get the medium version consistently.
 

KuroganeHammer

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I would assume for Shoryuken at least, it's 1-2 frames for light, 3-4 for medium and 5 onward for heavy, haha.
 

PapaJ

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soft is just landing

hard is fast falling or autocancelling something

also no, he has medium versions of each special move aside from Focus Attack.

I believe Medium Shoryuken gets him onto the BF platforms where Light won't. Give it a try. They look pretty much identical.
Damn, I had no idea he had medium moves. Gotta start messing with that. Thanks man
 

icraq

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If this is from a data dump, is there any chance you have intangibility flags?

I'd like to know what frames they're active if at all possible.
 

KuroganeHammer

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If this is from a data dump, is there any chance you have intangibility flags?

I'd like to know what frames they're active if at all possible.
I will have to manually find out for Shoryuken.

Tatsumaki supposedly has lower body intangibility during it but there are no flags at all setting or removing bone intangibility.
 

Pegasus Knight

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I will have to manually find out for Shoryuken.

Tatsumaki supposedly has lower body intangibility during it but there are no flags at all setting or removing bone intangibility.
That's probably a myth holding over from versions of Street Fighter where this is true, re: Tatsumaki Senpukyaku and lower body attributes? I've been regularly nailed out of it in Smash 4 by things like Mario's d-smash.
 

KuroganeHammer

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Ok, I think it's done. I just have to make an image now, but everything relevant should be there.
 

PapaJ

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That's probably a myth holding over from versions of Street Fighter where this is true, re: Tatsumaki Senpukyaku and lower body attributes? I've been regularly nailed out of it in Smash 4 by things like Mario's d-smash.
The thing Is I had some weird clashing issue with this and made a thread. Some attacks, that were 9% stronger, we were able to clash with, not get hit/put into recoil, and continue the attack and hit them. So In the OP i made this assumption.
 

icraq

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yeah ryu's defensive moves are kinda.. garbage

but focus attack being intangible frame 1 means you can downB at the end of little mac's rapid jab and tank the last hit and punish him for it... do any counters have frame 1 intangibility? it gives him sort of a unique edge in breaking out of combos.

i suppose true shoryuken should work there too but i haven't tried that.
 
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PapaJ

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...Damn ;~;
Yeah That was probably done because in the SF games you are at your unsafest in the air but at your strongest, due to jump in combos. This seems to be reflected in all of his aerials doing decent-great damage/combo starting.
yeah ryu's defensive moves are kinda.. garbage

but focus attack being intangible frame 1 means you can downB at the end of little mac's rapid jab and tank the last hit and punish him for it... do any counters have frame 1 intangibility? it gives him sort of a unique edge in breaking out of combos.

i suppose true shoryuken should work there too but i haven't tried that.
yeah TSRK and FA are really good in the sense we have super armor until the move comes out, if done right, and FA gives us the option to attack in front or behind an Dash Cancel beyond frame 26 or on hit. Whereas counters force you to attack and you are committed to a large recovery time. Not to mention the whole crumple state.

we could also use FA if we have a stock/percent lead and just keep tanking hits and getting more rage but that's just a possible "win more" strategy
 

icraq

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hi there
with the recent data dump i've found some possible errors, specifically with FAF. e.g. nair is FAF 28

having difficulties finding tilts and such. ryu's data dump is weird.

edit: not sure if you've had the time to look at ryu's but there's a lot of stuff missing in his data dump. i'd appreciate any tips you can give on where it might be, like, dsmash only shows the lowest dmg of 12.. but usmash and fsmash both look complete.. wtf
 
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KuroganeHammer

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hi there
with the recent data dump i've found some possible errors, specifically with FAF. e.g. nair is FAF 28

having difficulties finding tilts and such. ryu's data dump is weird.

edit: not sure if you've had the time to look at ryu's but there's a lot of stuff missing in his data dump. i'd appreciate any tips you can give on where it might be, like, dsmash only shows the lowest dmg of 12
Good pick up on the FAF, thanks.

I haven't looked at the data dump for Ryu, I used files given to me by someone.
 

icraq

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Good pick up on the FAF, thanks.

I haven't looked at the data dump for Ryu, I used files given to me by someone.
happy to help.
i'm planning on doing my best to figure it all out, i also found dash attack is FAF 38 and might have some intangibility? i'm assuming the bone=0x0 flag usually means no intangibility and if it differs from 0x0 it means it's in there somewhere. i'm not sure how it works though.
it's so weird because his dash attack is in subaction 218 (i believe)

anyways i'll keep digging and just edit this post with whatever i find



rough list:
i hosted ryu's subactions on here to easily scan through them: https://c048824de597338e7e629c7e4c825aea6eac87f9.googledrive.com/host/0BwpP0WNhAe9veEtKTk9iYWltRFU

air dodge is invulnerable 4-25 see subaction 4E

spot dodge is now 3-17 and FAF is 28 see subaction 4B

both rolls are 4-17 FAF 31 see subactions 4E 4C

from a knocked down/grounded state:
standup is 30 FAF invulnerable 1-22

getup attack is 46 FAF invulnerable 1-20
hits on frame 14

roll forward is 36 FAF invulnerable 1-23

roll back is 36 FAF invulnerable 1-19

subactions DA-DD

techs:

wall tech (E9) invulnerable 1-20 FAF 27

stand up tech (EA EB?) invulnerable 1-20 FAF 41?

jumped wall tech FAF 41 no invulnerability?

ceiling tech EE FAF 27 intangibility 1-17

ledge stand up (sub 105) FAF 35 intangible 1-33
ledge attack (sub 106) faf 56 tangible 1-21
ledge roll (sub 107) FAF 50 intangible 1-31
ledge jump (sub 108) intangible 1-12 No FAF?


forward aerial subaction 69 FAF 35 (yours was 38)

dtilt1 (subaction 219) FAF 15 (yours was 16) hits on frame 2
dtilt2 (subaction 21A) is correct

utilt1 (subaction 217) is correct
utilt2 (subaction 218) is correct (has bone intangibility? the bone flags are at 13, 15, 16)

dash attack (subaction 056) is correct

ftilt 1 (subaction 215) faf 27 (yours was 30)
ftilt 2 (subaction 216) is correct


fsmash (subaction 05F) is correct
dsmash (subaction 065) is correct
usmash (subaction 063) is correct

fair (subaction 069) faf 38 (corrected, my bad, f u FSM)
nair (subaction 068) faf 28 (different)
bait (subaction 06A) FAF 42 (yours is correct)
uair (subaction 06B) FAF 36 (yours is correct)
dair (subaction 06C) FAF 46 (yours is correct)

grounded shoryuken B version subaction 223
grounded shoryuken true inputted version subaction 224

aerial shoryuken B version subaction 227
aerial shoryuken true inputted version subaction 228



now begins the hunt for special moves, inputted vs B standard moves.. I feel like this isn't going to be easy.

I found out why I couldn't find Ryu's moves in the data dump, datarion's parser or something doesn't work with this because his subactions are in weird places because of the extra amount of moves. So I had to figure out how it all worked, turns out damage is encoded in IEEE 754 and I found a converter and figured out where some of his moves are. Right now I know dtilt 1 is in subaction 219, and I'll have more FAF info soon too.
 
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KuroganeHammer

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happy to help.
i'm planning on doing my best to figure it all out, i also found dash attack is FAF 38 and might have some intangibility? i'm assuming the bone=0x0 flag usually means no intangibility and if it differs from 0x0 it means it's in there somewhere. i'm not sure how it works though.
it's so weird because his dash attack is in subaction 218 (i believe)

anyways i'll keep digging and just edit this post with whatever i find
Would be appreciated. Thank you.
 

KuroganeHammer

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@ icraq icraq , worth mentioning that Fair was definitely FAF 38 last patch.

Also these params are what frame you can be hit on:

Changed fighter_param_vl_ryu.bin[0]sub[04B][4] from 19 to 18
Changed fighter_param_vl_ryu.bin[0]sub[04C][4] from 19 to 18
Changed fighter_param_vl_ryu.bin[0]sub[04D][4] from 19 to 18

So his roll and spotdodge are both 4-17 now, not 4-18. That changes a lot in your post btw.
 

icraq

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@ icraq icraq , worth mentioning that Fair was definitely FAF 38 last patch.

Also these params are what frame you can be hit on:

Changed fighter_param_vl_ryu.bin[0]sub[04B][4] from 19 to 18
Changed fighter_param_vl_ryu.bin[0]sub[04C][4] from 19 to 18
Changed fighter_param_vl_ryu.bin[0]sub[04D][4] from 19 to 18

So his roll and spotdodge are both 4-17 now, not 4-18. That changes a lot in your post btw.
ah okay so increase the vulnerability frames by 1 when looking at parameters? that'll affect the grounded/tech data too for sure

edit: i adjusted the intangibility frames to be 1 frame less for everything
 
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KuroganeHammer

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Thanks for your hard work. It's good to see that my pages have pretty much a 99% accuracy rate.
 

icraq

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Thanks for your hard work. It's good to see that my pages have pretty much a 99% accuracy rate.
this is just fun for me, it's like a puzzle.
for a while i was just staring at it, not really able to make any sense out of it, but once i figured out the key i basically went from there.
kind of like sudoku, i know the key now, just gotta fill in the blank spaces.

anyways i just found shoryuken and tatsu, not sure on how to find inputted versions yet. i'll go over and make sure landing lag and starting/ending active frames are correct at some other time, i've checked probably 50% of the things for starting/ending frames so far as i've gone along and seen no inconsistencies.

edit: how certain are you on the damages for tatsu and shoryuken?
 
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icraq

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Tatsu and shoryuken are 100% right lol
k ty just making sure

hit a dead end with the inputted specials tatsu and shoryuken, im not sure where hadouken would be either but i could probably find it, guessing it's 21B and 21C and you're right on the FAF.

ahh I think I found shoryuken at least.
subaction 224 and 228. it's weird, but i can see it has intangibility 0-7. im not sure why it's 0.
 

KuroganeHammer

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idk about intangibility in the code but inputs seem to just be damage multipliers on the base damage.
 

icraq

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I've been thinking about something. If you're certain fair had a 38 FAF it would've shown up in the param changes right? I don't have access to the params from the prior version, Dantarion only released the current version's so I can't check so..
Maybe it's a frame speed multiplier thing? I wonder if other stuff I found that differed is different because of FSM. The only things that are shown to have changed is a frame difference in tatsu and his spot dodge/rolls.

Also I'm still wondering, true shoryuken's invincibility frames say 0 and 7 in the params, from what I'm gathering the end number is when you're vulnerable to attack so that lines up with what is on your site, which is frame 6. But then why does the B version of shoryuken list it as 3-6? That matches yours, which is invincible on 3 through 5 and ends on 6. So the starting frame matches yours on the B version of shoryuken, but not the true shoryuken. I've heard reference of a frame 0, that that's actually the true frame 1, is that maybe the case here? That would mean it's invincible 7 frames total then, 0-6.
 

KuroganeHammer

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oh i forgot about frame speeds

let me check the data i have

Edit:

[collapse=fair]
  1. async timer 2.0
  2. bit set 2100000d
  3. async timer 6.0
  4. special hitbox
  5. id=0
  6. gid=0
  7. bone=0
  8. dmg=15.0
  9. angle=61
  10. kbg=49
  11. bkb=80
  12. size=4.300000190734863
  13. y=5.5
  14. x=10.600000381469727
  15. hitlag=1.7999999523162842
  16. ?16?=1
  17. ?17?=1
  18. ?19?=2
  19. ?20?=54
  20. ?22?=1
  21. ?23?=6
  22. ?24?=63
  23. ?25?=0
  24. ?26?=15
  25. ?27?=0
  26. ?29?=0
  27. ?30?=0
  28. ?32?=0
  29. ?33?=0
  30. ?35?=0
  31. ?36?=0
  32. ?37?=0
  33. ?38?=0
  34. ?39?=0
  35. ?40?=0
  36. special hitbox
  37. id=1
  38. gid=0
  39. bone=0
  40. dmg=9.0
  41. angle=70
  42. kbg=25
  43. bkb=65
  44. size=3.799999952316284
  45. y=5.5
  46. x=2.5
  47. hitlag=1.7999999523162842
  48. ?16?=1
  49. ?17?=1
  50. shieldDamage=15
  51. ?19?=1
  52. ?20?=54
  53. ?22?=1
  54. ?23?=6
  55. ?24?=63
  56. ?25?=0
  57. ?26?=15
  58. ?27?=0
  59. ?29?=0
  60. ?30?=0
  61. ?32?=0
  62. ?33?=0
  63. ?35?=0
  64. ?36?=0
  65. ?37?=0
  66. ?38?=0
  67. ?39?=0
  68. ?40?=0
  69. async timer 8.0
  70. special hitbox
  71. id=0
  72. gid=0
  73. bone=0
  74. dmg=13.0
  75. angle=61
  76. kbg=49
  77. bkb=80
  78. size=4.0
  79. y=5.5
  80. x=10.600000381469727
  81. hitlag=1.7999999523162842
  82. ?16?=1
  83. ?17?=1
  84. ?19?=2
  85. ?20?=54
  86. ?22?=1
  87. ?23?=6
  88. ?24?=63
  89. ?25?=0
  90. ?26?=15
  91. ?27?=0
  92. ?29?=0
  93. ?30?=0
  94. ?32?=0
  95. ?33?=0
  96. ?35?=0
  97. ?36?=0
  98. ?37?=0
  99. ?38?=0
  100. ?39?=0
  101. ?40?=0
  102. special hitbox
  103. id=1
  104. gid=0
  105. bone=0
  106. dmg=8.0
  107. angle=70
  108. kbg=25
  109. bkb=65
  110. size=4.599999904632568
  111. y=5.5
  112. x=2.5
  113. hitlag=1.7999999523162842
  114. ?16?=1
  115. ?17?=1
  116. shieldDamage=15
  117. ?19?=1
  118. ?20?=54
  119. ?22?=1
  120. ?23?=6
  121. ?24?=63
  122. ?25?=0
  123. ?26?=15
  124. ?27?=0
  125. ?29?=0
  126. ?30?=0
  127. ?32?=0
  128. ?33?=0
  129. ?35?=0
  130. ?36?=0
  131. ?37?=0
  132. ?38?=0
  133. ?39?=0
  134. ?40?=0
  135. async timer 15.0
  136. remove hitboxes
  137. frame speed multiplier 1.149999976158142
  138. async timer 43.0
  139. bit unset 2100000d
  140. end
[/collapse]
 
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icraq

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oh i forgot about frame speeds

let me check the data i have

Edit:

[collapse=fair]
  1. async timer 2.0
  2. bit set 2100000d
  3. async timer 6.0
  4. special hitbox
  5. id=0
  6. gid=0
  7. bone=0
  8. dmg=15.0
  9. angle=61
  10. kbg=49
  11. bkb=80
  12. size=4.300000190734863
  13. y=5.5
  14. x=10.600000381469727
  15. hitlag=1.7999999523162842
  16. ?16?=1
  17. ?17?=1
  18. ?19?=2
  19. ?20?=54
  20. ?22?=1
  21. ?23?=6
  22. ?24?=63
  23. ?25?=0
  24. ?26?=15
  25. ?27?=0
  26. ?29?=0
  27. ?30?=0
  28. ?32?=0
  29. ?33?=0
  30. ?35?=0
  31. ?36?=0
  32. ?37?=0
  33. ?38?=0
  34. ?39?=0
  35. ?40?=0
  36. special hitbox
  37. id=1
  38. gid=0
  39. bone=0
  40. dmg=9.0
  41. angle=70
  42. kbg=25
  43. bkb=65
  44. size=3.799999952316284
  45. y=5.5
  46. x=2.5
  47. hitlag=1.7999999523162842
  48. ?16?=1
  49. ?17?=1
  50. shieldDamage=15
  51. ?19?=1
  52. ?20?=54
  53. ?22?=1
  54. ?23?=6
  55. ?24?=63
  56. ?25?=0
  57. ?26?=15
  58. ?27?=0
  59. ?29?=0
  60. ?30?=0
  61. ?32?=0
  62. ?33?=0
  63. ?35?=0
  64. ?36?=0
  65. ?37?=0
  66. ?38?=0
  67. ?39?=0
  68. ?40?=0
  69. async timer 8.0
  70. special hitbox
  71. id=0
  72. gid=0
  73. bone=0
  74. dmg=13.0
  75. angle=61
  76. kbg=49
  77. bkb=80
  78. size=4.0
  79. y=5.5
  80. x=10.600000381469727
  81. hitlag=1.7999999523162842
  82. ?16?=1
  83. ?17?=1
  84. ?19?=2
  85. ?20?=54
  86. ?22?=1
  87. ?23?=6
  88. ?24?=63
  89. ?25?=0
  90. ?26?=15
  91. ?27?=0
  92. ?29?=0
  93. ?30?=0
  94. ?32?=0
  95. ?33?=0
  96. ?35?=0
  97. ?36?=0
  98. ?37?=0
  99. ?38?=0
  100. ?39?=0
  101. ?40?=0
  102. special hitbox
  103. id=1
  104. gid=0
  105. bone=0
  106. dmg=8.0
  107. angle=70
  108. kbg=25
  109. bkb=65
  110. size=4.599999904632568
  111. y=5.5
  112. x=2.5
  113. hitlag=1.7999999523162842
  114. ?16?=1
  115. ?17?=1
  116. shieldDamage=15
  117. ?19?=1
  118. ?20?=54
  119. ?22?=1
  120. ?23?=6
  121. ?24?=63
  122. ?25?=0
  123. ?26?=15
  124. ?27?=0
  125. ?29?=0
  126. ?30?=0
  127. ?32?=0
  128. ?33?=0
  129. ?35?=0
  130. ?36?=0
  131. ?37?=0
  132. ?38?=0
  133. ?39?=0
  134. ?40?=0
  135. async timer 15.0
  136. remove hitboxes
  137. frame speed multiplier 1.149999976158142
  138. async timer 43.0
  139. bit unset 2100000d
  140. end
[/collapse]
so okay i found 7172A764 is the flag for all frame speed multipliers and fair is the only move that has a FSM for ryu. i'm not sure how to get from 35 to 38 using 1.149999976158142 yet, i know higher FSM means slower frames. probably best to just say i dunno and move on
 
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