Backdash lengths

(topic: ; state: )

Method

Using a frame-perfect macro and direct memory access to the Tekken process distance value:

  1. Training mode with Player 1 as the character to be tested and Player 2 as Heihachi, whose idle stance doesn’t move
  2. Reset
  3. Jump (so the first b in the backdash can be buffered)
  4. Input b,b with the first b being during the jump, final b being exactly as the jump ends
  5. Take the distance value at every frame of the backdash

Further study

The size of a character’s hitbox plays a big role in how evasive they are.

Characters like Marduk, Miguel, and Dragonuv have fast backdashes that suggest they are almost as evasive as Alisa. Experience suggests the gap between them is larger than the data here indicates, and hitbox sizes seem like a plausible explanation.

To get a better picture of how evasive each character is as a whole, a series of tests should be done against them, i.e. checking who can backdash out of this or that situation.

Appendix

Huge thanks to WAZAAAA for providing the AHK scripts for direct memory access that greatly improved the quality of the data.

The previous version of this page was very different, both how the data was obtained and how it was visualised.

Differences from previous version

The distance value is read from memory directly, which allows for both frame-perfect accuracy and maximum precision (not just 2 decimal places).

The macro sends more accurate inputs by using the Tekken process frame counter to step ahead, rather than relying on the assumption that 1 frame = 16.667ms.

The data for backdash speed:

The data for KBD speed (not finished):

Player 2 in all tests is Heihachi. His idle animation is perfectly still, which is known because the distance between two idling Heihachis stays at exactly 2000.0000. This is more consistent than a grounded opponent, and certainly more consistent than the grounded opponent being a mirror.