Sorry for the slow response in this thread! I appreciate the ping, this stuff is my jam, and I'm always happy to explain this stuff in detail.
- I'm blocking, and the AI finishes their combo
- I immediately try to counter attack
Despite your earliest attempts to counter attack, your counter attack still came out
very slow
. This is likely because we usually expect the AI to do their ground combo all the way to the end, or close to it, before using a launcher. Perhaps this sudden launcher caught you by surprise, and your input and reaction was delayed as a result?
I've recorded an example of what the proper fast punish looks like on Filia's launcher as Robo-Fortune with Dash Attack, here:
You can see that Filia's launcher has so little "blockstun", that you can cancel into a Dash Attack extremely quickly. Here's the first frame where Robo-Fortune enters her Dash Attack animation. You can still see the faint outline from the
⃠ DO NOT ENTER ⃠ blockstun effect.
In your video, Robo-Fortune almost completely recovers to the idle stance before she begins doing her Dash Attack, which is why Filia was able to fire off her queued Blockbuster.
You can use the period and comma key (< and >) to advance one frame forward or backwards in a YouTube video, which should also help with the analysis.
but personally I think this kind of BB usage is complete bullshit
I understand where you're coming from, and this hair trigger AI reaction time is something that I've been wanting to look at for awhile. But, any time we change core AI logic like this, it does carry a lot of risk.
In a similar manner, cerebella has the ability to react in 1 frame before your grab touches her, and use DAF in your face.
This is the biggest offender that we've been made aware of recently and will hopefully be looking into.
Where can you see frame data btw? I didn't know it was available, so i've been going with how it feels while playing.
The frame data for Skullgirls mobile has always been different than Skullgirls 2nd Encore, and it was recently changed even more in 3.2. The most recent information can be found in the
COMBAT REFACTORS section of the 3.2 update notes:
https://forum.skullgirlsmobile.com/threads/official-3-2-1-update-notes-live.5781/
Here's a snippit:
NORMAL ATTACKS ON BLOCK
Every character can now perform TWO safe on block "tap attacks" with or without advanced combo upgraded on the skill tree. This means that if you attack the opponent with one tap, then tap again, and see that they are blocking, it is safe to start holding the block input - you can't be punished!
The final hit of a tap attack sequence can still be easily punished on block.
As a general rule, stop attacking as soon as you notice the opponent is blocking, and you're safe from being punished. If you continue attacking, you will be punished.
Eventually, I'd love to have frame data (including start up, recovery, attack values on block and hit, etc) available in game!
Turns out I misremembered and it was really that the hit boxes are the same.
The hitboxes are the same, yeah. We change attack frame data, but we don't touch the hitboxes outside of VERY rare circumstances, like making Robo-Fortune's Magnetic Trap more reliable, for example.
side note id always wanted combo counters on ai's side thou so i can see how i missed my chances in big red letters lol
We're going to need to do this for VERSUS mode, so this is on our "very soon" roadmap. ^^