Added: 2 months ago
From: fingercramp
Views: 6,228
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  • So if a move has more frames then it will beat move with less frames? or the other way around

  • Great video. The Ami & Trish part was really helpful. Not sure I completely understand it but I'll have to play that part a few more times to get it. Or really fire back with a general question. At this point if I understand it that advantage gets deducted from the data of the following move. I' noticed that when I play I can block but they break through and punish me. I think this is related. Thanks man!!

  • too much information in a video i cannot digest ahhhhhhhhhh

  • MONEYGANG MATERIAL.

  • Comment removed

  • am i sleepy or the background is moving :-0

  • @EriikoElectricEye IT IS LOL

  • Great break down, simple and easy to digest for everyone.

  • Great Video!

  • Excellent! Thanks for doing this, Jago. Kind of a Fighting Game For Dummies approach and I like it!

  • Ama-TOURETTES-u....I'll just leave it at that

    Very good video though!:)

  • Very good breakdown jago

  • Much less douchey than the last video

  • Comment removed

  • This guy's good.

  • I wish Capcom made it so the frame data and the hurt/hit boxes were readily available. It'd make the community so much more knowledgeable about why they are getting bodied! How are you viewing those hitboxes btw?

  • this was great

  • Lol @ Yoshi's Island

  • @AllTheSensesFail yup..I keep wanting to hear the rest of that theme.

  • that baby voice is hilarious haha 

  • G.I.JOE1111

  • ama-tourettes-sue

  • Sentinel's launcher is -8 on block, not -15. It's actually his safest normal on block by frames. Please be more careful when citing frame data.

    Also, the section on applying frame data was good, but when you mentioned how spacing affects frame data usage I thought you were going to mention that some moves have more than one active hitbox, (like Sentinel's launcher). Later in the move it actually hits higher up than at the beginning of the move, just like his foot arcs upwards.

  • @Link1209 in addition, how "silde" type moves (like She Hulk's down+H or Hawkeye's df+H) can have their recovery frames change depending on the distance between the two charaters

  • Comment removed

  • amateratsu

  • Are you guys making up/estimating these hitboxes/hurtboxes or are you getting them from somewhere? If you got them from somewhere, where?

  • @Link1209 They got them from UMvC3 on Playstation Vita.

  • THEY'RE BABIES! AUUUUUUGHGHGUHGUHHHHU

    Shredder @ TMNT 2

  • Yay

  • where can you find the frame data info

  • @NoMindProduction You can get the Brady Games Guide, which has all the numbers and is always true, or you can try searching online.

  • @NoMindProduction In the Brady Games UMvC strategy guide.

  • Ame-tourettesu. Kappa

  • gotta ready study this

  • printouts of this data would be great kind sir

  • i don't know if it's just me, but when you suggest we watch part 1 with the hit boxes, i was unable to navigate my way there by clicking where it said click here. i had to look for the video by itself. not the end of the world, but you may want to fix that!

  • Genius way to show new players the very basics of the game, rather than all that advanced and not always helpful for beginner videos people make.

  • WoW awesome guide jango, thanks.

  • Great videos! There's one thing I have to ask. How do links work ? I have some ideas how they work but most of the time I can't get them to work.

  • I swear I thought I saw this upload yesterday! Oh well, I'm glad to see the next episode diving into combo creation, I could really use some help with that. BTW, this series made me subscribe to FC! Keep it up!

  • Entire team is babies!

  • I really enjoyed this guide a lot. Out of curiosity I was wondering if you would be going back to frames in another guide, only because you gave an example of how trish's cr. short was +2 on block against ami. I know you guys went over what had advantage/disadvantage but was curious on knowing what +/- was. Just curious, but overall I really liked this guide as well as the other Babies Guide. Continue what you guys do cause your doing some great stuff. Thanks

  • @loyaltozero "+2 on block" means that the block-stun caused by the short is 2 frames longer than the recovery animation. meaning Trish has recovered and can act again 2 frames faster than ammy.

  • Damn i love this. Applying numbers to gameplay is great becaus eif you actually study it, youll really understand whats going on!!! As he says lol

  • G.I. Joe!!!!!!!!!!!!!

  • is it me or the background at jago kinda moving... didn't notice it till right now

  • great video I'm having trouble trying to get at 600k or more with zero/ryu/wesker team is it because im starting a lot of combos with a light attack. are you going to do this for AE2012

  • is it just me, or are the silhouettes moving up and down in the background?

  • @nZiFFLe wow i never noticed that lol

  • I thought this was extremely well-produced and explained a great deal. My only gripe is I feel like you could've explained how hitting an attack meaty can cause to normally more frame advantage than normal.

  • Jago, I don't even own a copy of this game but I'm still subscribed.

    How you so godlike?

  • @FxckCensors he watches is own guides. seriously thats how he stays god like. Lol Thanks for watching!

  • for the unsafe moves you might want to add remy on hit

  • doo da doo da doo da doo

    FingerCramp JAAAAAAGGGOOOO 

  • FC JAGO FTW

    

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