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 Frame Data * Rufus

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GxC Shield
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GxC Shield

Messages : 1740
ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN)
Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)

Frame Data * Rufus Empty
MessageSujet: Frame Data * Rufus   Frame Data * Rufus I_icon_minitime6/1/2013, 20:20

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL305020C*Sp*Su42725-
Close Medium PunchHL8010040Sp*Su521025-
Close Hard PunchHL10020060Sp*Su6223-7-2Forces stand
Close Light KickHL305020-42636-
Close Medium KickHL30*5050*5040*20Sp*Su72(4)311031st hit cancellable
Close Hard KickHL11020060Su8221-50Forces stand
Far Light PunchHL205020C*Sp*Su52547-
Far Medium PunchHL9010040-721203-
Far Hard PunchHL12020060-931604Frame advantage based on 2nd active frame
Far Light KickHL405020-62725-
Far Medium KickHL7010040-10117-4-1-
Far Hard KickHL9015060-172142D1~13f lower body strike and projectile invincible, floats opponent
Crouch Light PunchHL305020C*Sp*Su42814-
Crouch Medium PunchHL8010040Sp*Su731014-
Crouch Hard PunchHL10020060-14230-14-10-
Crouch Light KickL205020C*Sp*Su42903Low attack
Crouch Medium KickL7010040Sp*Su6116-30Low attack
Crouch Hard KickL11020060-12222-6DLow attack, cannot fast recover
Jump Up Light PunchH505020-57----
Jump Up Medium PunchH8010040-65----
Jump Up Hard PunchH10020060-57----
Jump Up Light KickH505020-56----
Jump Up Medium KickH9010040-46----
Jump Up Hard KickH11020060-64----
Jump Toward Light PunchH505020-66----
Jump Toward Medium PunchH8010040-69----
Jump Toward Hard PunchH10020060-75----
Jump Toward Light KickH505020-67----
Jump Toward Medium KickH8010040-75----
Jump Toward Hard KickH50*4050*10060*20-73(4)3---[1st air hit] floats opponent, [2nd air hit] limited juggle knockdown & pursuit property
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
F+Medium KickL605040-21216-4-17~20f lower body strike and projectile invincible, 7~23f airborne
DF+Medium KickH505040-2121203-
F+Hard PunchHL10015060-19518-5D-
DF+Medium Kick(Air)HL7010040-11Until ground-7-pursuit property, guard advantage based on earliest jump
Target Combo 1HL7010030-8221-5DMid attack
Focus Attack Level 1HL8010020-21235-21-21-
Focus Attack Level 2HL10015040-17+12235-15D-
Focus Attack Level 3-16020060-58235DD-
Forward Throw0.915012040-3220-DHard knockdown, Opponent recovers 74F after you recover
Back Throw0.913016040-3220-DHard knockdown, Opponent recovers 36F after you recover
Messiah Kick Light KickHL8010020/30-2428 + After landing 20-9-510f~ airborne, after landing 3f~ can cancel into followup
Messiah Kick Medium KickHL8010020/30-26211 + After landing 20-12-810f~ airborne, after landing 3f~ can cancel into followup
Messiah Kick Hard KickHL8010020/30-3525 + After landing 20-6-210f~ airborne, after landing 3f~ can cancel into followup
Messiah Kick EXHL15x4*2010x4*50-250/0-113(1) 2(1) 2(1) 2(8 ) 26+27-14-101~16f Invincible, 11f~ airborne, after landing 2~17f can cancel into followup
Messiah Kick Light Kick Follow UpHL6010020/30Su12414 + After landing 21-18D1~11f Invincible, 14f~ airborne, armor break, pursuit property
Messiah Kick Medium Kick Follow UpL8010020/30-192190DHard knockdown
Messiah Kick Hard Kick Follow UpH9015020/30-265After landing 17-1D9f~ airborne, hard knockdown
Galactic Tornado Light PunchHL40*5050*5020/10*20Su108(6)220-1Darmor break, 1st hit pursuit property, projectile hitbox
Galactic Tornado Medium PunchHL50*20*4050x320/10*10*20Su1410*11(5)220-1Darmor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation
Galactic Tornado Hard PunchHL50*20*5050x320/10*10*20Su1510*11(5)220-1Darmor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation
Galactic Tornado EXHL0*1300*100-250/0Su1119(3)122-2D1st hit vacuum effect, 2nd hit pursuit property, armor break, projectile hitbox, 13~14f cancellable, 1st hit cannot hit airborne opponents and cannot be countered
Snake Strike Light PunchHL40x540x520/16x5-81(3)1(3)1(4)1(3)11+17261f~ airborne, pursuit property
Snake Strike Medium PunchHL40x740x720/16x7-71(3)1(2)2(3)1(3)1(3)1(3)22+17041f~ airborne, pursuit property
Snake Strike Hard PunchHL40x740x720/16x7-61(3)1(2)1(3)2(2)1(3)1(3)14+17-131f~ airborne, pursuit property
Snake Strike EXHL30x730x7-250/0-71(1)2(1)1(2)2(1)1(2)1(2)115+17--1~10f Invincible, 1f~ airborne, pursuit property
Super Light PunchHL100*80*1500-1000/0-1+61(14)129-9-1~5f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover
Super Medium PunchHL100*80*1500-1000/0-1+132(14)129-9D1~6f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover
Super Hard PunchHL100*80*1500-1000/0-1+153(14)129-9D1f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover
Ultra 1HL30 * 30 * 38x7 * 13400/0-0+93(6) 3(10) 3(22) 3(17) 2(6) 3(9) 3(2) 3(14) 232-13D1~9f Invincible, Untechable limited juggle knockdown, 9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover
Ultra 2HL47*37300/0-0+118887-74-1~12f Invincible, 13~98f projectile invincible, untechable limited juggle knockdown, armor break, forward hitbox locks opponent/does 0 damage/does not lock airborne opponents/cannot be countered
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken
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Frame Data * Rufus

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