Big thank you for making these videos! I know how much work goes into this kind of video and how important it is for general knowledge! Keep up the great work! DeepL Translate: このようなビデオを作ってくれてありがとうございます。この種のビデオにどれだけの労力がかかっているか、そして一般的な知識を得るためにどれだけ重要であるかを知っています。これからも素晴らしい仕事を続けてください。
This was something I needed to know for a while so I'd have the balls to dodge through things like Teo's flamethrower and Narwa's ring attack thingies. Thanks so much!
After watching your other vid on evade extender. I noticed that the time remains constant while distance increases at each level. With equation speed = distance (increase)/time(seem constant). The speed in this equation has to increase to. If we dodge faster then we also move through hit zone faster with small invisibility frame
Thank you very much for making this video! I've been curious as to the evade timing for 12 whole years (yes, I've been trying to figure this out since Freedom Unite)! I'm gonna recommend this whenever I possibly can!
Thanks a lot for this, I tried and find infos about HH : Perform synergy (or lack of) with Evade Window, and you're explanations are really simple and good :)
Who Are You , thanks for taking the time to putting this together. There is nothing left for me to research about Invincibility frames. Amazing bra.Thanks
MH World/iceborne and the rest of games across the MH franchise have almost always had about 0.20 or 1/5th of a second of invunerability on a normal dodge roll (the amout of frames vary from game to game due to frame rates, but the invulnerability time has always been around 0.20 or 1/5th of a second) Rise is the one outlier having 0.13 or about 1/7th of a second which is literally un-usable with any real consistency. The nerf in Rise seems pretty unreasonable and wholly unnecessary, 1/5th of a second was already very very tight timing and difficult to use consistently. (for reference Dark souls has about 0.50 or half a second and even that was pretty difficult to utilize effectively.) i'm hoping that they bring the s back to the normal amount with the Sunbreak expansion, it would be nice for them to be somewhat useful again and not almost purely luck.
I think they did this (reduce i-frames) to promote the counters, super-armors and evades they've added into the game. I don't know what I prefer more, tbh. Adding counters etc adds another level of mastery per weapon that is unique to them. But I really miss my roll i-frames. I main(ed) hammer and water strike is not a useful counter for me, because I'm always charging. And iirc, the mode switch on it is also about 4 frames. Whereas in IB, with 3 points in Evade Window, I could roll through almost anything.
@@MrDeni23n I prefer the old i-frames and adept guarding way more than the stupid wirebug counters ,cuz the later takes no skills, you're only get punished by the cooldown imposed by the amounts of bugs used. Everything should've been like adept guarding, it's risky but you get rewarded by timing them correctly.
WAIT, so the EW doesn't affect HH perf.? o_O and on bow the dodgebolt has the same s as chargestep... this doesn't seem right - shouldn't it be a tradeoff of distance for s between those two skills?
I believe that evade extender may synergize with evade window. More distance but dodge time is same means that the speed has to be faster. Can you also please test that? Thank you @Yukino San
If dodging through the attack, it does. As your evade distance is longer you'll spend less time inside the hitbox so less frames are needed to dodge the hit. For example at 09:58 gunlance could have avoided the hit if the step distance was longer But if you are dodging away from an attack you'd just extend the time in front of / inside the hitbox.
a bit late to the question sorry that's not how it works, the 4 to 9 frames range is for 30fps, the reason it's like this is because Rise initally released on Switch and it had to ran at 30fps because the switch caps the frames at 30fps for performance on PC you have the option you pla at 60fps, here the only thing that matters for this topic is that you can "observe" more frames, now the range goes from 8 to 18 frames of invicibility at 60fps, if the framerate doubles (30fps >>> 60fps) then the i-frames observerd do so too (4-9 >>> 8-18) if you were at 9fps then your i-frames would be like around 1.1 to 2.7 frames of invicibility, it would look toooo choppy and you won't be able to properly react in fact, you MAY be able to evade better at 60fps because you can react more precisely because you can see more frames (in theory)
@@gaogaogaga Does this scale to 144 FPS etc? The patch they did a while back made it better, with tracking etc for us PC users for sure, but does it scale all the way up?
Big thank you for making these videos! I know how much work goes into this kind of video and how important it is for general knowledge! Keep up the great work!
DeepL Translate:
このようなビデオを作ってくれてありがとうございます。この種のビデオにどれだけの労力がかかっているか、そして一般的な知識を得るためにどれだけ重要であるかを知っています。これからも素晴らしい仕事を続けてください。
This was something I needed to know for a while so I'd have the balls to dodge through things like Teo's flamethrower and Narwa's ring attack thingies. Thanks so much!
After watching your other vid on evade extender. I noticed that the time remains constant while distance increases at each level. With equation speed = distance (increase)/time(seem constant). The speed in this equation has to increase to.
If we dodge faster then we also move through hit zone faster with small invisibility frame
Thank you very much for making this video! I've been curious as to the evade timing for 12 whole years (yes, I've been trying to figure this out since Freedom Unite)! I'm gonna recommend this whenever I possibly can!
Thanks a lot for this, I tried and find infos about HH : Perform synergy (or lack of) with Evade Window, and you're explanations are really simple and good :)
Who Are You , thanks for taking the time to putting this together. There is nothing left for me to research about Invincibility frames. Amazing bra.Thanks
Seems like a skill that should have three tiers, not five.
this is top notch stuff, thank you and a big help.
Wow! Thank you so much for the hard work in putting this together!
thank you for putting the spreadsheets at the beginning of the video, chad
thanks for the thorough explanation of how it works. I really appreciate the breakdown!
MH World/iceborne and the rest of games across the MH franchise have almost always had about 0.20 or 1/5th of a second of invunerability on a normal dodge roll (the amout of frames vary from game to game due to frame rates, but the invulnerability time has always been around 0.20 or 1/5th of a second) Rise is the one outlier having 0.13 or about 1/7th of a second which is literally un-usable with any real consistency. The nerf in Rise seems pretty unreasonable and wholly unnecessary, 1/5th of a second was already very very tight timing and difficult to use consistently. (for reference Dark souls has about 0.50 or half a second and even that was pretty difficult to utilize effectively.) i'm hoping that they bring the s back to the normal amount with the Sunbreak expansion, it would be nice for them to be somewhat useful again and not almost purely luck.
Huh, that’s a very interesting fact. No wonder MH:Rise felt a bit tougher than the last games
I think they did this (reduce i-frames) to promote the counters, super-armors and evades they've added into the game. I don't know what I prefer more, tbh. Adding counters etc adds another level of mastery per weapon that is unique to them. But I really miss my roll i-frames. I main(ed) hammer and water strike is not a useful counter for me, because I'm always charging. And iirc, the mode switch on it is also about 4 frames. Whereas in IB, with 3 points in Evade Window, I could roll through almost anything.
@@MrDeni23n I prefer the old i-frames and adept guarding way more than the stupid wirebug counters ,cuz the later takes no skills, you're only get punished by the cooldown imposed by the amounts of bugs used. Everything should've been like adept guarding, it's risky but you get rewarded by timing them correctly.
you deserve many more viewers and subscribers with this amout of effort
Super helpful video, we can appreciate skills so much more when we actually understand them
Dude this is gold
now we require a brave soul to test ig's mid-air evade :)
Awesome video! I came looking for an answer to the Bow's Switch Skill "Focus Shot." Can you test this for us? Thanks so much!
Thanks for your verify,but i wonder why this video not have ls Iai Spirit Slash's test result
Any info on How Bubbly Dance increases evasion would be a top tier video
She did it in her other channel ruclips.net/video/DsN9GlbNo8s/видео.html
Nice info
WAIT, so the EW doesn't affect HH perf.? o_O
and on bow the dodgebolt has the same s as chargestep... this doesn't seem right - shouldn't it be a tradeoff of distance for s between those two skills?
I believe that evade extender may synergize with evade window. More distance but dodge time is same means that the speed has to be faster. Can you also please test that? Thank you @Yukino San
If dodging through the attack, it does. As your evade distance is longer you'll spend less time inside the hitbox so less frames are needed to dodge the hit. For example at 09:58 gunlance could have avoided the hit if the step distance was longer
But if you are dodging away from an attack you'd just extend the time in front of / inside the hitbox.
Sorry for the noob question, but why switch axe ia not listed?
Such a weird nerf...
Portable team is beyond retarded
Is this the same for MHR:S?
Are these skills better if i set my FPS lower?
Like if i cap my fps at 9 does that give me 100% evade?
yes
@@XTr3m3b4sh Even after the patch?
@@XTr3m3b4sh I can't tell if it's sarcasm or if that's how the game engine works
a bit late to the question sorry
that's not how it works, the 4 to 9 frames range is for 30fps, the reason it's like this is because Rise initally released on Switch and it had to ran at 30fps because the switch caps the frames at 30fps for performance
on PC you have the option you pla at 60fps, here the only thing that matters for this topic is that you can "observe" more frames, now the range goes from 8 to 18 frames of invicibility at 60fps, if the framerate doubles (30fps >>> 60fps) then the i-frames observerd do so too (4-9 >>> 8-18)
if you were at 9fps then your i-frames would be like around 1.1 to 2.7 frames of invicibility, it would look toooo choppy and you won't be able to properly react
in fact, you MAY be able to evade better at 60fps because you can react more precisely because you can see more frames (in theory)
@@gaogaogaga Does this scale to 144 FPS etc?
The patch they did a while back made it better, with tracking etc for us PC users for sure, but does it scale all the way up?