newjilo.blogg.se

Mame street fighter 3
Mame street fighter 3












Parry: Gauge opponent gains when he parry the move (in pixels).Hit: Gauge you gain if you hit the opponent with the move (in pixels).

mame street fighter 3

  • Blocked: Gauge you gain if the move gets blocked (in pixels).
  • Miss: Gauge you gain if you miss the move (in pixels).
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL).
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL).
  • # ~ # : Advantage/disadvantage can vary from # to #.
  • - # : You have # frames of disadvantage.
  • Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit while he's crouching.
  • Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit.
  • Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent have been blocked the hit.
  • Recovery: Number of frames it takes to recover from the move.
  • Hit: Number of frames that can hit the opponent.
  • Startup: Number of frames it takes to start the move.
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the length of each bar (in pixels).
  • Throw Range: Range of the throw (in pixels).
  • Super Cancel: If you can cancel the move into a Super Art.
  • Special Cancel: If you can cancel the move into a Special Move.
  • Chains into itself: If you can combo into the same movement.
  • Stun Damage: Stun Damage it does (in pixels).
  • Motion: What you must do to execute the move.
  • All Frame data in the "Move Analysis" section is taken from Game Restaurant, this means the Frame data isn't from the Dreamcast version, like Karathrow, it's from the Arcade version.
  • All those sprites are taken from the site.
  • Hokaku Oyobi Touteki ni yoru Daraku Shougeki
  • Q takes 2 additional frames of blockstun, standing or crouchingĮxecute parry after blocking a hit in a combo.
  • Also increases stun recovery rate for the whole round by 10% (one taunt is the maximum).
  • Taunt: Increases defense for the whole round by 12.5% (maximum 3 taunts, 37.5% bonus).
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 22.
  • tall, thin hurtbox making him an easy crossup and large juggle combos target.
  • Struggles in a lot of matchups, especially ones against defensive or pressure-heavy characters.
  • slow mobility and limited offensive mixups.
  • Nearly all his normals don't cancel into specials or supers, his heavy attacks are very unsafe.
  • mame street fighter 3

    can avoid all throws while crouching, essentially validating many of the cast's pressure when he blocking low.

    mame street fighter 3

    great command grab allowing him to gain a solidly good offensive presence.

    mame street fighter 3

  • Medium range pokes with good recoveries and damage.
  • Very high damage output with meter, great super arts.
  • Punch rushes allow him to control footsies decently, and can mixup unready opponent with high-lows.
  • Can setup the best Defense in the game, with 3 of his quick, somewhat safe taunts.
  • Additionally, he has the highest potential stamina in the game if the player finds safe times to taunt, making him very difficult to kill at that point. Perhaps the most popular of the low tiers, Q is a fairly simplistic brute-force brawler with good power, range and many useful normals, but he is also fairly slow, meaning every move must be deliberate.














    Mame street fighter 3