frameadvantage.blogspot.com
The Frame Advantage blog: October 2009
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The Frame Advantage blog. All things fighting games and arcade technology. Sunday, October 25, 2009. Akuma/Gouki Combo Expo video. This video shows some viable combos that can be used in matches - taken from a link in the shoryuken forums! Friday, October 23, 2009. After spending quite a bit of time in the arcade and practicing at home, a couple new developments have come up since that time. First of all, training mode has a few neat features to get a player up to speed in any game. The Arcade UFO Stick.
frameadvantage.blogspot.com
The Frame Advantage blog: Arcade UFO's latest Tournament trailer!
http://frameadvantage.blogspot.com/2010/02/arcade-ufos-latest-tournament-trailer.html
The Frame Advantage blog. All things fighting games and arcade technology. Tuesday, February 16, 2010. Arcade UFO's latest Tournament trailer! So I spent this past Sunday helping film the most hype tournament trailer for our arcade, which will happen this coming Saturday. But doesn't the trailer seem awfully familiar? More after the jump. Subscribe to: Post Comments (Atom). Video: Akuma Combo Expo. Scrub to Seasoned Player. The Arcade UFO Stick. Modding TE for all Consoles. Modding a 360 TE for PS3.
frameadvantage.blogspot.com
The Frame Advantage blog: September 2009
http://frameadvantage.blogspot.com/2009_09_01_archive.html
The Frame Advantage blog. All things fighting games and arcade technology. Sunday, September 27, 2009. Modding a Madcatz TE Stick for all consoles - for a pro player. A switch for PS3/360 Selection. No Imp switch, as he needs to know for sure that he's on a specific console. No 4th column buttons. Easy modification with panel plugs. An MC Cthulhu. Allows for PS3, and PS2 compatibility for 3rd Strike. A ethercon port for PS2 cables. Strong, Small, and easily serviced. Subscribe to: Posts (Atom).
frameadvantage.blogspot.com
The Frame Advantage blog: May 2010
http://frameadvantage.blogspot.com/2010_05_01_archive.html
The Frame Advantage blog. All things fighting games and arcade technology. Sunday, May 16, 2010. Frame Data - Part 3. Lets take a look at some frame data for Ryu, a snippit from eventhubs. . Lets look at the close light punch. As you can see, each field is filled in with a value. Generally, 3 frames for startup is relatively quick, and is the same speed for a throw in this game. It actively his for 3 frames, and takes 6 frames to recover. Simple so far right? Subscribe to: Posts (Atom).
frameadvantage.blogspot.com
The Frame Advantage blog: An Introduction to Frame Data
http://frameadvantage.blogspot.com/2010/04/introduction-to-frame-data.html
The Frame Advantage blog. All things fighting games and arcade technology. Monday, April 12, 2010. An Introduction to Frame Data. If you have been playing fighting games for a while, or you are moderately new to it, you have most likely heard people referring to "Frame Data". What exactly is it? Why is it important? What does it tell you? Why do so many people in the Fighting game community talk about it and reference it? When you make an attack, what dictates if you will be counter hit by the opponent?
frameadvantage.blogspot.com
The Frame Advantage blog: Akuma/Gouki Combo Expo video
http://frameadvantage.blogspot.com/2009/10/akumagouki-combo-expo-video.html
The Frame Advantage blog. All things fighting games and arcade technology. Sunday, October 25, 2009. Akuma/Gouki Combo Expo video. This video shows some viable combos that can be used in matches - taken from a link in the shoryuken forums! Subscribe to: Post Comments (Atom). Video: Akuma Combo Expo. Scrub to Seasoned Player. The Arcade UFO Stick. Modding TE for all Consoles. Modding a 360 TE for PS3. Video: Modding Madcatz SE w/ Sanwa. About me: triskadecaepyon.blogspot.com. Home Arcade: Arcade UFO.
frameadvantage.blogspot.com
The Frame Advantage blog: Frame Data - Part 2
http://frameadvantage.blogspot.com/2010/04/frame-data-part-2.html
The Frame Advantage blog. All things fighting games and arcade technology. Wednesday, April 28, 2010. Frame Data - Part 2. Fighting games have some special cases that really aren't explained too well, so I have included them in my discussion of frame data as they will be of great importance later. Chains, as I said above, are character specific. So if you try to use Ken's Strong Fierce target combo with Ryu, it won't work. Chains also operate as a form of cancelable normals that combo. You ar...I hold a ...
frameadvantage.blogspot.com
The Frame Advantage blog: July 2009
http://frameadvantage.blogspot.com/2009_07_01_archive.html
The Frame Advantage blog. All things fighting games and arcade technology. Thursday, July 23, 2009. The Frame Advantage blog's plan. Street Fighter 4 is my FIRST fighting game, and so it's been quite a learning experience with the concept of mix ups, mind games, spacing, and frame and priority data. That's why I'm going to try to share my findings with everybody else. So wish me luck on this project! Tuesday, July 14, 2009. My Tutorial Video for Modding a Madcatz SE Fightstick to full Sanwa.
frameadvantage.blogspot.com
The Frame Advantage blog: Frame Data - Part 3
http://frameadvantage.blogspot.com/2010/05/frame-data-part-3.html
The Frame Advantage blog. All things fighting games and arcade technology. Sunday, May 16, 2010. Frame Data - Part 3. Let's take a look at some frame data for Ryu, a snippit from eventhubs. Let's look at the close light punch. As you can see, each field is filled in with a value. Generally, 3 frames for startup is relatively quick, and is the same speed for a throw in this game. It actively his for 3 frames, and takes 6 frames to recover. Simple so far right? Frame Advantage on block is calculated as:.