I think that's what the conversation is about at the moment.
No
We weren't talking about hitstop at all and btw you are again plain wrong, as you're looking at Frame Advantage
It doesn't really surprise me that you are unable to read as well, though.
This is a direct contradiction.
It's not a contradiction at all. If you are too dumb to understand my posts that's fine, but don't try to act like I'm wrong - when it comes down to you being unable to read
I can try one last time, though I figure it still won't work
1. "Frame advantage matters for how easy/hard a confirm is"
(this is what you are saying) is a factually wrong statement
2. The REASON you believe frame advantage to matter, is that high frame advantage is impossible without high hitstun (a move can't be +20 on hit without having at the very least 20f of hitstun - usually it will need 30f or more of hitstun for that), *and hitstun matters* - so a move with high frame advantage will always be easy to confirm from (because it has high hitstun! and hitstun matters!).
It would be JUST AS easy to confirm from if you dramatically increased its recovery - which would change the frame advantage, but not affect how easy it is to confirm from at all, EVIDENCING that frame advantage doesn't actually matter.
3. To give a basic example; you are trying to link into s.LP (4f startup)
Move A has 30f hitstun, 10f recovery; thus is +20 on hit (15f link)
Move B has 30f hitstun, 25f recovery; thus is +5 on hit (1f link)
- You hit with A:
Now your brain has to process that you hit with it.
You need to do so before the 26th hit-stun frame is reached (as else, you couldn't link into the 4f startup anymore),
Meaning you have 25f to recognize that you hit.
- You hit with B:
Now your brain has to process that you hit with it.
You need to do so before the 26th hit-stun frame is reached (as else, you couldn't link into the 4f startup anymore),
Meaning you have 25f to recognize that you hit.
Despite the Frame Advantage quadrupling from B to A, you have the same 25f to confirm the hit
Because Frame Advantage doesn't matter for confirms
4. To give another basic example; you are trying to link into s.LP (4f startup)
Move A has 10f hitstun, 5f recovery; thus is +5 on hit (1f link)
Move B has 100f hitstun, 95f recovery; thus is +5 on hit (1f link)
- You hit with A:
Now your brain has to process that you hit with it.
You need to do so before the 6th hit-stun frame is reached (as else, you couldn't link into the 4f startup anymore),
Meaning you have 5f to recognize that you hit.
- You hit with B:
Now your brain has to process that you hit with it.
You need to do so before the 96th hit-stun frame is reached (as else, you couldn't link into the 4f startup anymore),
Meaning you have 95f to recognize that you hit.
Despite the Frame Advantage not changing at all from A to B, the "Ease of Confirm" multiplied with factor 19
Because Frame Advantage doesn't matter for confirms
5. Hitstun+Hitstop-StartupOfTheNextMove. Note how Frame Advantage doesn't appear in this formula!
And, again, one last time: The REASON you think Frame Advantage matters is because a move with high frame advantage (say, +20 on hit) NEEDS to have high hitstun (as Frame Advantage is hitstun-recovery), really high in fact (recovery won't be zero, so "+20 on hit" is usually gonna read as something like "40f hitstun, 20f recovery", or at least "30f hitstun, 10f recovery").
Since Hitstun matters *one hell of a fuckload* for how easy/hard a confirm is, high frame advantage (which automatically means high hitstun) also "means" easy confirm.
However, THE REASON IT IS ACTUALLY EASY IS DUE TO THE MASSIVE HITSTUN.
1)
If you increased the recovery of the move, the frame advantage would disappear (remember, frame advantage = hitstun-recovery; if the recovery gets higher the frame advantage gets smaller)
, but it wouldn't get any harder to confirm (as the hitstun stays constant, and hitstun is what actually matters)
2)
If you reduced the hitstun of the move, and reduced its recovery at the same time (if you reduce both hitstun and recovery by the same number, the frame advantage stays unchanged - eg 30f hitstun/10f recovery is +20f frame advantage; both sides -5 leaves us with 25f hitstun/5f recoery, which is still +20f frame advantage)
, the frame advantage stays constant, but it gets harder to confirm (as the hitstun gets lower, and hitstun is what actually matters)
I wrote it for babies. If you still didn't understand, back to school with you.