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Different characters' wake up timings

Yomabuddy

I don't play Big Band just for the assist.
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Yomabuddy
Filia Big Band
Link to pastebin with the data http://www.pastebin.com/vKCmEast

If anyone has any corrections, better methods to test certain things, or wants to know what I tested and why is it useful, please don't hesitate to post.

TLDR version

How long it takes characters to get up from hard knockdowns, from fastest to slowest
  1. Filia 28
  2. Fukua 28
  3. Robo-Fortune 31
  4. MsFortune 31
  5. Squigly 34
  6. Eliza 34
  7. Peacock 34
  8. Painwheel 34
  9. Cerebella 34
  10. Parasoul 34
  11. Beowulf 34
  12. Big Band 35
  13. Valentine 35
  14. Double 36
Teching from Filia c.HK

Forward tech
From top to bottom in ascending order
  1. Robo-Fortune +12
  2. Big Band +13
  3. Beowulf +14
  4. Eliza +14
  5. Cerebella +14
  6. Double +15
  7. Valentine +15
  8. MsFortune +15
  9. Fukua +17
  10. Squigly +17
  11. Filia +17
  12. Peacock +18
  13. Painwheel +18
  14. Parasoul +20
Actual tech animation time (done by taking 44 frames of Filia's sweep recovery, adding the advantage from the knockdown and subtracting the time the opponent is invulnerable)
From top to bottom in ascending order
  1. Cerebella 34
  2. MsFortune 37
  3. Valentine 37
  4. Robo-Fortune 37
  5. Filia 39
  6. Double 39
  7. Squigly 39
  8. Big Band 39
  9. Fukua 39
  10. Eliza 39
  11. Beowulf 39
  12. Peacock 40
  13. Painwheel 40
  14. Parasoul 41
Back tech
From top to bottom in ascending order
  1. Robo-Fortune +12
  2. Big Band +14
  3. Beowulf +15
  4. Eliza +15
  5. Valentine +15
  6. MsFortune +15
  7. Cerebella +15
  8. Double +17
  9. Squigly +18
  10. Peacock +18
  11. Painwheel +18
  12. Fukua +19
  13. Filia +19
  14. Parasoul +19
Actual tech animation time (done by taking 44 frames of Filia's sweep recovery, adding the advantage from the knockdown and subtracting the time the opponent is invulnerable)
From top to bottom in ascending order
  1. Cerebella 35
  2. MsFortune 37
  3. Robo-Fortune 37
  4. Valentine 37
  5. Peacock 40
  6. Parasoul 40
  7. Painwheel 40
  8. Squigly 40
  9. Big Band 40
  10. Eliza 40
  11. Beowulf 40
  12. Filia 41
  13. Double 41
  14. Fukua 41
Time taken for people to crumple down from fastest to slowest
From top to bottom in ascending order
  1. Squigly 32
  2. Eliza 32
  3. MsFortune 32
  4. Peacock 32
  5. Painwheel 32
  6. Filia 32
  7. Cerebella 32
  8. Valentine 32
  9. Fukua 32
  10. Robo-Fortune 32
  11. Double 33
  12. Beowulf 34
  13. Big Band 36
  14. Parasoul 40
Enjoy!

WHY DO FORWARD TECHS AND BACK TECHS HAVE DIFFERENT FRAME ADVANTAGE AND WHY DO DIFFERENT CHARACTERS HAVE DIFFERENT GET UP TIMING AND CRUMPLE TIMING ASVASFGASDFSDFGASDSDFAVASDCADVAERGHSRTHRFGBVSJDFBVADBFV
 
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WHY DO FORWARD TECHS AND BACK TECHS HAVE DIFFERENT FRAME ADVANTAGE AND WHY DO DIFFERENT CHARACTERS HAVE DIFFERENT GET UP TIMING AND CRUMPLE TIMING ASVASFGASDFSDFGASDSDFAVASDCADVAERGHSRTHRFGBVSJDFBVADBFV
Fwd and back techs have different frame advantage because they were initially based on Filia's animation, rather than standardized.
Different characters have different wakeup timings because it means you can't practice a universal setup against a situation where the opponent has no control. Also because they're based on the animation, but that answer is why I'm okay with it.
Different characters have different CRUMPLE timings because I messed up on some of them...that, I will totally fix so everyone matches. :^P
 
Fwd and back techs have different frame advantage because they were initially based on Filia's animation, rather than standardized.
Different characters have different wakeup timings because it means you can't practice a universal setup against a situation where the opponent has no control. Also because they're based on the animation, but that answer is why I'm okay with it.
Different characters have different CRUMPLE timings because I messed up on some of them...that, I will totally fix so everyone matches. :^P
Can you explain the first one again with context to this setup please? (setup being Filia c.HK in their face and then seeing how + they are)
As a player I really don't agree with the second one, because it just makes it take more time for me to find setups that will work on everyone with slight changes. This is part of what turns me off Guilty Gear for example, with its highly diverse character hitboxes, weights and get up timing making me have to check whether my BnB will work on every single character and I can go into my setups without being like "Oh this setup works differently on X because they get up faster or slower, I have to change this". There's already different reversals for that (eg against Bella while doing safejumps I can't just downback while doing my safejump otherwise she'll 360 me as she gets up) that make me have to change how I go in. Though if you don't want to change it it's whatever, I can learn to deal with it.

Also if you have some way to like check using your code whether my data is right or wrong, please do let me know. I don't want to have wrong information out there.

Side note: When characters get up after they tech, if you leave all directions and stuff to neutral, there's this green bar that runs during the advanced frame counter up the top, with different numbers for different characters, ranging from like 20 to 4 or something. Can you explain what that number is?

EDIT: Also if you have a method using which I can calculate tech roll times that isn't slow the game down to 10% and count it, or if you just gave the numbers from the game, that'd be amazing.
 
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Me gathering this info is almost as much work as you doing it, and I have less time. So...not right now, nope. (^.^)

The first one and the second one are basically the same: I'm fine with the timings being different because it means there's nothing that's truly universal without slight changes, which gives the defender more of a chance / requires more effort and adaptation from the attacker. That doesn't bother me at all.

The number after a ground tech is their extra cancellable recovery frames - animation that is just there to make the transition to standing look better. It gets a green bar because it is incorrectly tagged, probably.
 
Also because they're based on the animation, but that answer is why I'm okay with it.

I like this but does that mean you literally told the animators "ok make this animation between 28 to 40 frames long, just do whatever looks the best/coolest for that character"? I'm kinda confused.
 
I like this but does that mean you literally told the animators "ok make this animation between 28 to 40 frames long, just do whatever looks the best/coolest for that character"? I'm kinda confused.
Nope, it means they didn't get a specification at all for those. "Just kinda like Filia's".