Low Throw Frame Data

Discussion in 'Dojo' started by Sente, Mar 11, 2025 at 6:14 AM.

  1. Sente

    Sente Member

    Core Information Summary
    • Typical low throws are 10 frame startup with 1 active frame and 36 total frames

    • When a player is forced into a crouch position from a hit, they are still registered as crouching for another 4 frames. This means a +6 normal hit forced crouch move will allow the attacker to attempt a low throw on the opponent if the opponent does not attack or evade.

    • The forced crouch position from a hit also allows the defender to use from crouch moves without the need to buffer a crouch.
    Detailed Information Summary
    • From neutral, holding 2+G for a minimum of 5 frames will register the player as fully crouched for throw purposes. If 2+G is held for exactly 5 frames, the player will be registered as fully crouched for throw purposes for exactly 1 frame.

    • A forward crouch dash will be considered crouching for throw purposes for 8-22 frames (depending on if and when G is pressed)

    • A backward crouch dash will be considered crouching for throw purposes for 19-21 frames (depending on if and when G is pressed)
    To Do List
    • Test low throws from characters other than Aoi

    • Test more forced crouching moves other than Aoi's 6KP, 64P, and 3P moves.
    Recreating Testing Data
    • Tests were done only with Aoi low throws, so data may be skewed.

    • I suspected a 10 frame execution, with 1 active frame for low throws based on side roll fall recovery windows and verified it with further testing in various circumstances. Low throws needed to be done 4 frames later than Aoi's 6P to hit the same frame, implying a 10 frame startup. Active frames longer than 1 frame would have resulted in much larger low throw windows. The nail in the coffin was in neutral testing where the low throw window could be restricted to only 1 frame.

    • Testing scenarios were considered from the DIY frames analysis thread, however some of the data was either incorrect or changed for REVO. Attempting to recreate some of the scenarios resulted in different outcomes from what was stated in the thread. One of the first tests stating low throws may have a 0 frame startup with 10 active frames was from an incorrectly applied 1P > 33G scenario with Kage and Aoi. Strictly applying the inputs causes the low throw to whiff instead of connect. Further testing showed a crouch dash can have 8-22 frames of being fully crouched depending on when G is pressed.

    • Testing data can be recreated from the attached Eddienput scripts. They assume the vf5revo_keyboard.json is used from the Testing Frame Data thread.

    • To easily sync the attacker and defender actions, the recorded commands should not enable the delay option. The non-recorded commands should enable the delay option. A 2-frame delay is usually consistent on my setup. If the recorded commands do not sync properly to the 2-frame delay, re-recording the commands normally does the trick instead of needing to change the 2-frame delay. Your mileage may vary.
     

    Attached Files:

    Mister likes this.
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Myke623
    This is incorrect. Holding [2_][G] takes 7 frames to be considered crouching (for throw purposes) which is why you can crouch under a throw from -1 to -3 disadvantage, and is the basis for Fuzzy Guarding.

    Further, a forward Crouch Dash [3][3] enters a crouching state (for throw purposes) in 5 frames. This is why you can CD Fuzzy Guard from -4 to -5 disadvantage, and why you cannot crouch under a throw (either by holding [2_] or [3][3]) when at -6 disadvantage or worse. This situation is commonly known as nitaku (or perfect/true nitaku) where you are forced to deal with either of the two choices of mid or throw, and cannot entirely nullify both with a single defensive technique.
     

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