Topic: New VF2 Frame Rate Statistics Source: GamestMook Kawabe Koh Japanese VF2 FAQ Chia Jin Ngee English VF2 FAQ Yupasawa yupasawa@aol.com Well it's the second installment of Peaking Duck's GAMEST translation and it's a biggie. This is probably the most vital section of the GamestMook, the statistics of all the characters' moves. If you subscribed to the VF2 mailing list (virtua-fighter@netcom.com), then these numbers should be familiar. As an aside, I suggest you join the VF2 mailing list since there are several key points on VF2 discussed there and not on this newsgroup. Also, I use the mailing list to post speculative information or rough translations (or mistranslations). Besides, it's fun for the whole family. A bit of caution before we proceed. It it well publicized in Japan that GamestMook numbers contain some significant errors. In fact one person posted that GamestMook has a "storm of mistakes". Caveat VF2'or. Several statistics should be new to those sans GamestMooks. First is execution time (Ex). This is how many frames a move requires to come out. Second is continuation time (Co). This shows how many frames a move is considered "active" ie. the computer will register the move as a hit. Recovery time numbers should be familiar from Chia's FAQ. It's how many frames after the move before you can do anything again. Finally, the most controversial and maybe the most important statistic is advantage time (AD). There's still some debate about the interpretation and the validity of this number. Here's my take on AD time. Yupa and Colin have there own interpretation which you should ask them about sometimes. Quite simply AD time is the window of opportunity your opponent has to counter after your opponent blocks your attack. For the countermove to hit, your opponent's move execution time plus your AD time must be less than 0. Here's an example. Wolf attacks Jeffry with a sidekick, which Jeffry blocks. Then Jeffry counters with a PK combo. Wolf's sidekick has an AD time of -13. Jeffry's punch has an execution time of 12. Since 12 + -13 is -1, which is of course less than 0, Jeffry will hit with the punch, kick. (Remember, if the punch hits, the kick is automatically guarenteed). Here is the mechanics of AD time. When you perform an attack which your opponent blocks, your opponent is in block stun, which is actually dependent upon the damage of your move. Block Stun Time = Damage * 2/3 + 6 with a maximum block stun time of 22 frames. When you hold guard after a move, the guard command will not take effect until after your recovery time. And this is what AD time measure, the difference between block stun time and recovery time. Advantange time = Hardening Time - Recovery Time Thus if your opponent comes out of block stun and has enough frames to execute a move before you can recover, then you are in big trouble. My understanding is that block stun for aerial moves like knees and jump kicks work a little differently, but I haven't translated that section yet. Whew, a little complex, eh. I wonder if Tekken has a comparable methodology. Reinterating my previous warning, some of these numbers may be incorrect. I would appreciate a report of any discrepancies you can find. I think Yupa reported an error with Akira's double palm AD time. Unfortunately, no one plays VF2 around here anymore. I hope this is of some use. A special thanks goes to Yupa for providing some frame rate information. Terminology u = up d = down f = forward b = back H. = hold P = Punch K = Kick G = Defense Lev = Level of attack * = Attack level depenent on foot stance (see Trans. 1) Regular P+G throws are given with 3 recovery time. The first one is your recovery time if the P+G throw successfully connects. The recov time in parenthesis is the recovery time if the P+G throw is escaped. The first number is your recovery time and the second is your opponent's recovery time. Sincerely, Jirawat Uttayaya a.k.a. Peaking Duck