## Frame Rate Stats by JUttayaya

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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
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
AD time is the window of opportunity your opponent has to counter after
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

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