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[Improvement] On-screen feedback for how many frames the player is in an idle state

Open V-D-X opened this issue 4 years ago • 2 comments

Where an idle state is defined as an animation that can be cancelled by normal attacks.

I can think of several instances where this would be useful information to have: to practice tight blockstrings, to practice acting quickly after an opponent's attack, to practice precisely delayed options after getting hit/blocking/getting knocked down, to practice really late jumping attacks, and to practice empty jump > immediate buttons

If it's difficult to get the data for every frame of every idle state, the first 15-20 would probably be the most important/most used for grounded ones

V-D-X avatar Nov 23 '20 00:11 V-D-X

I'm not sure what you mean by idle state here. For me, an idle state is by definition always cancellable by a normal or special attack. Can you develop ?

Grouflon avatar Nov 23 '20 08:11 Grouflon

Yep, that's what I mean. The states that would be included would probably be walking, crouching, standing still, and jumping

There are certain moves that are cancellable with a normal faster than others, but those probably aren't very important to consider for this

V-D-X avatar Nov 23 '20 11:11 V-D-X