hide results

    Frame Rate Stats by JUttayaya

    Updated: 01/01/70 | Printable Version | Search This Guide

    
    Topic: New VF2 Frame Rate Statistics
    
    Source: GamestMook
            Kawabe Koh     Japanese VF2 FAQ
            Chia Jin Ngee  English VF2 FAQ
            Yupasawa       yupasawa@aol.com
    
    Well it's the second installment of Peaking Duck's GAMEST translation
    and it's a biggie.  This is probably the most vital section of the GamestMook,
    the statistics of all the characters' moves.  If you subscribed to the VF2
    mailing list (virtua-fighter@netcom.com), then these numbers should be
    familiar.  As an aside, I suggest you join the VF2 mailing list since
    there are several key points on VF2 discussed there and not on this newsgroup.
    Also, I use the mailing list to post speculative information or rough
    translations (or mistranslations).  Besides, it's fun for the whole family.
    
    A bit of caution before we proceed.  It it well publicized in Japan
    that GamestMook numbers contain some significant errors.  In fact one
    person posted that GamestMook has a "storm of mistakes".  Caveat VF2'or.
    
    Several statistics should be new to those sans GamestMooks.  First is 
    execution time (Ex).  This is how many frames a move requires to come out.
    Second is continuation time (Co).  This shows how many frames a move is
    considered "active"  ie. the computer will register the move as a hit.
    Recovery time numbers should be familiar from Chia's FAQ.  It's how many
    frames after the move before you can do anything again.  Finally, the most
    controversial and maybe the most important statistic is advantage time (AD).
    There's still some debate about the interpretation and the validity of this
    number.  Here's my take on AD time.  Yupa and Colin have there own
    interpretation which you should ask them about sometimes.  Quite simply
    AD time is the window of opportunity your opponent has to counter after
    your opponent blocks your attack.  For the countermove to hit, your opponent's
    move execution time plus your AD time must be less than 0.  Here's an example.
    
    Wolf attacks Jeffry with a sidekick, which Jeffry blocks.  Then Jeffry
    counters with a PK combo.  Wolf's sidekick has an AD time of -13.  Jeffry's
    punch has an execution time of 12.  Since 12 + -13 is -1, which is of course
    less than 0, Jeffry will hit with the punch, kick. (Remember, if the punch
    hits, the kick is automatically guarenteed).  
    
    Here is the mechanics of AD time.  When you perform an attack which your
    opponent blocks, your opponent is in block stun, which is actually dependent
    upon the damage of your move.
    
    
    Block Stun Time = Damage * 2/3  +  6    
    
    
    with a maximum block stun time of 22 frames.
    
    When you hold guard after a move, the guard command will not take effect
    until after your recovery time.  And this is what AD time measure, the
    difference between block stun time and recovery time.
    
    
    Advantange time =  Hardening Time -  Recovery Time
    
    
    Thus if your opponent comes out of block stun and has enough frames to
    execute a move before you can recover, then you are in big trouble.
        
    My understanding is that block stun for aerial moves like knees and
    jump kicks work a little differently, but I haven't translated that section
    yet.
    
    Whew, a little complex, eh.  I wonder if Tekken has a comparable methodology.
    
    Reinterating my previous warning, some of these numbers may be incorrect.
    I would appreciate a report of any discrepancies you can find.  I think
    Yupa reported an error with Akira's double palm AD time.  Unfortunately,
    no one plays VF2 around here anymore.  I hope this is of some use.
    
    A special thanks goes to Yupa for providing some frame rate information.
    
    
    Terminology
    
    u = up    d = down   f = forward   b =  back   H. = hold
    P = Punch   K = Kick   G = Defense   Lev = Level of attack
    * = Attack level depenent on foot stance (see Trans. 1)
    
    
    Regular P+G throws are given with 3 recovery time.  The first one is your
    recovery time if the P+G throw successfully connects.  The recov time
    in parenthesis is the recovery time if the P+G throw is escaped.  The
    first number is your recovery time and the second is your opponent's
    recovery time.
    
    
    
                                    Sincerely,
    
    
                                    Jirawat Uttayaya a.k.a. Peaking Duck