Hatson
12.4K posts

Hatson
@HatsonFGC
I post about SF6 tech, framedata and hitboxes. I work on Frame Assistant Tool (FAT) for SF6 and SFV. https://t.co/ImcqEdPzvY | https://t.co/lCSlf0Dad4
Iceland Katılım Haziran 2010
251 Takip Edilen3.3K Takipçiler

@HatsonFGC sick, will it have other modern training mode options as well?
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This is the most exciting SF project I've seen in a long time.
Also what do you MEAN Honda's sweep was +2 on block...
dantarion!@dantarion
sweeping the house
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@dantarion It makes sense given how slow start-up it is, but it's still crazy to me. I never knew it was +2 oB.
It goes to show how much tools like this are invaluable for older games.
OFC FrameTrapped 3 has always been there, but it's a big buggy and janky. So I'm very excited for this.
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@HatsonFGC wiki.supercombo.gg/w/Ultra_Street…
The tool is correct! I don't know why I didn't know this, I played Honda in SF4.
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@HatsonFGC @jav1ts I thought it changed based on what move you triggered it with? I remember seeing a clip on here where it showed different ones, is that not needed?
Like if 2LP you do 5MP>2LP>OD DP
If 5MP you do 2LP>5LP>OD DP
From safejump j.HP you can do DR 2LP>2MP>OD DP
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@ssshuckle @magmateja Perhaps it's a bit pessimistic of me to assume the devs would overlook something so obvious, and that Fuha is simply designed to be a really bad projectile deterrent.
But I feel that, in the history of fighting games, most of the cool stuff are unintentional mistakes by the devs
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@ssshuckle @magmateja I'm pretty sure Fuha was fully meant to be a tool to nullify projectiles while storing up for her own in the future.
I just doubt Capcom devs are fully aware of how the projectile clash rules work in relation to hitstop. Or perhaps they forgot to consider it for moves like Fuha.
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@AutoMattock @Arlieth @TheShend On top of that, they keep adding more active frames to throws for some reason. Which again, makes it harder to go for any pre-jump cancels to beat throw/cmd grab attempts.
They even tried to nerf this in SF6 recently despite how insanely risky and unreliable it is in that game.
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@AutoMattock @Arlieth @TheShend In more recent SF games they keep homogenizing the pre-jump frames more between characters. Which ironically makes pre-jump / 360 / 720 / grappler shenanigans like this harder perform and utilize in any meaningful manner.
I much prefer the big bodies have these very slow jumps.
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I really hope Doom’s team is just a bunch of haters of each other team.
Just villains from each other squad ready to get revenge
MARVEL Tōkon: Fighting Souls@MARVELTokon
The Challenge of the Champion threatens the planet, and the Fighting Avengers are the third team to answer the call! Led by Captain America and featuring Iron Man, the Fighting Avengers bring two new characters into the fight: Shuri as Black Panther, wielding her aggressive style and Wakandan weaponry, and Hulk, angrier than ever and ready to smash his opponents!
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@lightcourse_ @yellowslotcar @IcekinQC @burnoutfighter Except Daigo is using HP DP in this clip, which does the most damage, but also isn't special (FADC) cancelable. That's also what makes this clip more impressive.
Jyobin's favorite move on Ryu was also HP DP.
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@yellowslotcar @IcekinQC @burnoutfighter Don’t forget dp x focus attack dash cancel x ultra (not in this video but in general). DP FADC was safe until later versions which kinda helped the issue once they made it punishable
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@broskiFGC Yeah his 5HP shifts him forward so if you do it too close in a bunch of juggle conversions you'll end up on the other side, thus not being able to cancel it into anything.
Jamie sucks in general, but also in a lot of other subtle ways too.
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