DS Hold g 8/2 p the rule!!!

Discussion in 'Vanessa' started by MakiLeSushi, May 17, 2020.

  1. MakiLeSushi

    MakiLeSushi Well-Known Member

    PSN:
    MakiLeSushi
    Ok, since every vf moves are gorverned by mathematical rules, who better than the "vf scientist" @G0d3L could find the real rule of this weird move. (Not a noob like me ofc lol)
    So here is his research, which i verified and confirm that it s true.
    He recorded vanessa doing ds 6pkk which is -15 on block and hgp immediatly after. To record it, it s a lil tricky coz hgp cannot be buffed. Then he used a 16 fr move, 17 18 to see until which move it will avoid...
    Conclusion, hgp avoids any linear and semi circular moves from frame 1 to 4. no matter if it s a high mid or low.
    Ofc, to avoids semi circular moves u have to input on the side the move is evadable.
    1 thing i need to point out, it avoids a move in this 4 frames window but the active frame of the evaded move has to be in this window to avoid it successfully. If the first active frame is in the window and the second out, u ll be CH.
    Here is his video to prove this fact and i think it belongs to vanessa thread.
    Ty G0d3L
     
    Chanchai, KyouG, Jason Elbow and 5 others like this.
  2. NecromancyBlack

    NecromancyBlack Well-Known Member

    Steam:
    SteamID
    Updating this for R.E.V.O.

    I believe the evasion window has been expanded by 7f, meaning there's now evasion from frame 1 to frame 11.

    As per the above, if the active frames of the move you're evading extend beyond this window Vanessa will be hit still.
     
    Myke likes this.
  3. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    Assuming the patch notes aren't lying it should be exactly 7 now, not buffed by 7 to go up to 11.

    It was buffed to 10 in REVO beta (I also tested this to be true back then) and according to REVO launch notes it was slightly toned back down in REVO launch and set to 7.

    upload_2025-3-26_7-14-48.png
     
  4. NecromancyBlack

    NecromancyBlack Well-Known Member

    Steam:
    SteamID
    Testing it and it certainly larger then 7f, I swear I was getting it around 10-11f

    It's a pain to test, but from multiple situations it seemed I was able to it to work until frame 10 or 11. I wonder if it's bugged in training mode or not viable to test correctly due to the way it works with buffering it.
     
  5. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    I ran the test and it's 7 evasive frames.

    My first test during beta needed Goh at +8 so for a 3 frame shorter window I'd need +11 to use otherwise the same test scenario and as it just so happens Goh jumping descending P gives +11 for easy test case.

    First off, Goh's 2/8 K+G is unchanged and has 7 evasive frames. I first tested this to be true by recording Goh desc. P, 3P which should and could be avoided with 7 evasive frames and then desc. P, K which should and does hit me on it's last active frame which would be 8th evasive frame but since it has 7, that happens.

    So now I can brute force this scenario with Vanessa by repeating it ad nauseum to see if I can lose to Goh K. I set my P on my stick to turbo to make this faster and ran the test until I had lost to Goh K 5 times and each and every time I'd end up -11 due to it hitting on it's final active frame which confirms Vanessa's move to have 7 evasive frames now.

    It's just unreliable like that due to it not being able to be buffered. Any time I'd lose to that final active of Goh K it means the P input in Vanessa's move was a just frame input on the first frame I could act and if I evaded and won against it, the move wasn't starting up as fast as it could.
     
    Manjimaru likes this.

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