Hey all! Here are some things I've been working on lately. None really make for a good solo post, so here they are!
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I did some looking at pre and post patch ladder combo percents. While it was compared in training mode, in both cases I worked until I could no longer get the combo to register on the combo counter.
It's not meant to give a sense of realistic range and reliability (di, stale moves, and rage all change that), but instead give a sense of relative change between patches.
Anyways, the dummy was Cloud with and without limit. And the results are as follows:
No Limit
Per: 38 - 47
Post: 34 - 49
Limit
Pre: 38 - 54
Post: 40 - 56
I think that the combo's maximum viability will extend to later percents on all characters, but whether its minimum viability changes will be based on the gravity of the character in question.
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Another small, but not solo post worthy, thing I've worked on are throw FAFs. Since they do not exist on Kurogane Hammer, I estimated them in 1/4 advance mode. All values are subject to a plus or minus 1 frame error. Frame counting starts when the input direction for the throw is given.
Down
Hits on 27, 29, FAF = 44
FAF - last = 15
Up
Hits on 4, 9, FAF = 45
FAF - last = 36
Forward
Hits on 6, 15, FAF = 33
FAF - last = 18
Back
Hits on 9, 15, FAF = 32
FAF - last = 17
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A while back we all sussed out a way to hit an outwardly facing flip kick with reduced momentum, making it safer. The method involved hitting the control stick and the c stick on opposite directions.
I think I found a way that halts momentum completely.
If you flip kick to the right, kick inward to the left and immediately move the control stick to the right. Importantly, you must hit the attack button for the inward kick before moving the control stick.
Switch directions fast enough, and you'll have an outwardly facing flip kick that's effectively in place. I like it for making off stage kick attempts. Try it out!
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Lastly, I may have worked out a Hype Kick III. It's got some execution barriers and I've never used it in a match. It depends on ledge cancelling, so I'm trying to finally unravel the buffered nair mystery... why do ledge cancelled flip kicks lead to buffered nairs even if you only gave the game one input?
Anyways,
Those are some small thoughts I've had over the last few weeks. I hope it helps people.
Cheers!