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 Frame Data * Gouken

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AuteurMessage
GxC Shield
Admin
GxC Shield

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

Frame Data * Gouken Empty
MessageSujet: Frame Data * Gouken   Frame Data * Gouken I_icon_minitime6/1/2013, 19:35

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL305020C*Sp*Su42903-
Close Medium PunchHL6510040Sp*Su521147-
Close Hard PunchHL10020060Sp*Su821604-
Close Light KickHL355020-52903-
Close Medium KickHL7010040Sp*Su3213-12-
Close Hard KickHL40*70125*7560*20Su45(1)315051st hit cancellable, +4 Hit advantage on crouching opponents
Far Light PunchHL305020C*Sp*Su52903-
Far Medium PunchHL8010040Su521115-
Far Hard PunchHL12020060-851304-
Far Light KickHL405020C62903-
Far Medium KickHL7510040-7213-12-
Far Hard KickHL11020060-8219-30-
Crouch Light PunchHL205020C*Sp*Su42903-
Crouch Medium PunchL7010040Sp*Su5214-21Low attack
Crouch Hard PunchHL8020060Sp*Su6422-8-3-
Crouch Light KickL405020Sp*Su549-21Low attack
Crouch Medium KickHL7010040Sp*Su4316-5-2-
Crouch Hard KickL10010060-6318-3DLow attack, cannot fast recover
Jump Up Light PunchH505020-56---Legs projectile invincible until end of active frames
Jump Up Medium PunchH8510040-54---Legs projectile invincible until end of active frames
Jump Up Hard PunchH10520060-64---Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown, pursuit property
Jump Up Light KickH405020-67---Legs projectile invincible until end of active frames
Jump Up Medium KickH8010040-63---Legs projectile invincible until end of active frames
Jump Up Hard KickH10020060-73---Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown
Jump Toward Light PunchH505020-55---Legs projectile invincible until end of active frames
Jump Toward Medium PunchH50*3050*5040*20Sp*-42*2---Legs projectile invincible until end of active frames, 1st hit floats on air hit, 2nd hit knockdown on air hit , can juggle
Jump Toward Hard PunchH10020060-53---Legs projectile invincible until end of active frames
Jump Toward Light KickH405020-78---Legs projectile invincible until end of startup frames
Jump Toward Medium KickH7010040-74---Legs projectile invincible until end of startup frames
Jump Toward Hard KickH10020060-83---Legs projectile invincible until end of active frames air to air forces slam effect, pursuit property
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Overhead - Forward + Medium PunchH8010040-17413-32[Ground hit] Forces stand
Dive KickH6010040-12until ground---Mid attack
Focus Attack Level 1HL6510020-21235-21-21-
Focus Attack Level 2HL8515040-17+12235-15D-
Focus Attack Level 3-15020060-65235DD-
Forward Throw0.9114015040-3220-DThrow range 0.91
Back Throw0.91040-5224-DFloat for 21f, untechable knockdown, throw damage is recoverable
Fireball Light PunchHL555010/20Su17[8]-41[32]26[Air hit] floats opponent, 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released
Fireball Light Punch ChargeHL55*5550*5010/10*10Su68-93913[Air hit] floats opponent, 71-72f focus cancellable
Fireball Medium PunchHL555010/20Su17[8]-41[32]26[Air hit] floats opponent, 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released
Fireball Medium Punch ChargeHL55*5550*5010/10*10Su68-93913[Air hit] floats opponent, 71-72f focus cancellable
Fireball Hard PunchHL555010/20Su17[8]-41[32]26[Air hit] floats opponent, 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released
Fireball Hard Punch ChargeHL55*5550*5010/10*10Su68-93913[Air hit] floats opponent, 71-72f focus cancellable
Fireball EXHL60*6080*80-250/0Su17[8]-55[46]4-[1st air hit] floats opponent, [2nd hit] floats opponent, 2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release
Fireball EX ChargeHL60x480x4-250/0Su68-10713-[1st, 2nd air hit] floats opponent, [3rd, 4th hit] floats opponent, 2nd fireball active on 86f, 71-89f focus cancellable
Running Palm Light PunchHL9015010/20Su9421-6Dlimited juggle knockdown, Armor Break
Running Palm Medium PunchHL12020010/20Su21[16]423-6D4~13f [8f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup, startup is 14f when canceled from close MP
Running Palm Hard PunchHL13020010/20Su27[17]423-6D5~19f [9f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup
Running Palm EXHL90*60100*50-250/0Su32[17]4(11)422-5D5~24f [9f] Invincible, [1st Grounded hit] forces stand, [air hit] limited juggle knockdown, [2nd hit] floats opponent, Armor break, can juggle (pursuit property), startup is distant dependent, [] refers to fastest startup
Hurricane Kick Light KickHL60*20*40100*25*2510/20*10*10Su72(8 ) 2(10) 241 + After landing 26-70D9f~ airborne, [1st hit] floats opponent, [2nd, 3rd hit] limited juggle knockdown, can juggle (pursuit property)
Hurricane Kick Medium KickHL65*20x2*50100*25x310/20*10x3Su102(8 ) 2(8 ) 2(10) 244 + After landing 26-83D12f~ airborne, [1st hit] floats opponent, [2nd-4th hit] limited juggle knockdown, can juggle (pursuit property)
Hurricane Kick Hard KickHL70*20x3*55100*20x3*4010/20*10x4Su132(8 ) 2(7) 2(8 ) 2(11) 253 + After landing 26-102D15f~ airborne, [1st hit] floats opponent, [2nd-5th hit] knocks down, can juggle (pursuit property)
Hurricane Kick EXHL80*10x6*60100*10x6*40-250/0Su72(8 )2(2)2(2)2(2)2(2)2(2)2(5)253 + After landing 26-97D1~8f Invincible, 9f~ airborne, [1st hit] floats opponent, [2nd-8th hit] limited juggle knockdown, can juggle (pursuit property), 1st hit locks opponent
Hurricane Kick Light Kick (Air)HL10020010/30-62(4) 2(3) 2After landing 20--limited juggle knockdown, jumping backwards will travel backwards
Hurricane Kick Medium Kick (Air)HL11020010/30-62(4)2(3)2(4)2(3)2After landing 20--limited juggle knockdown, jumping backwards will travel backwards
Hurricane Kick Hard Kick (Air)HL12020010/30-62(4)2(3)2(4)2(3)2(4)2(3)2After landing 20--limited juggle knockdown, jumping backwards will travel backwards
Hurricane Kick EX (Air)HL140200-250/0-62(4)2(3)2(4)2(3)2(4)2(3)2After landing 20--limited juggle knockdown, Can control movement left or right
Demon Flip-0030/------5~39f airborne, 27~37f can activate parry/kick/throw, Demon flip slide activates on frame 40.
Demon Flip EX-000/0-----1~26f Invincible, tracks opponent, 5~39f, 27~37f can activate parry/kick/throw, Demon flip slide actives on 40f.
Demon Flip SlideL100200-/30-39+41120-13D, Low attack
Demon Flip Focus-00--4Until groundAfter landing 6-4f~until landing has armor
Demon Flip KickHL801000/20-12Until groundAfter landing 4--Forces stand on grounded opponent
Demon Flip Throw1.171502000/30-32After landing 12DDThrow range Light1.15, Medium1.25, Hard1.35, EX1.5
Counter---10/- (-250/- if EX)-11418--Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.
Counter activated-1501500/25 (0 if EX)Su121043--7~21f Invincible, floats opponent, Armor Break
SuperHL85 * 40x5 * 600-1000/0-1+23 * 2 * 3 * 3 * 2 * 3 * 330+31-57-1~4f Invincible, 5f~ airborne, untechable limited juggle knockdown, armor break, [2nd-7th hit] can juggle, lock opponent upon first level hit, block disadvantage refers to 2nd hit
Ultra 1HL135 * 48x6 * 90 [503]00/0-0+112 * 3 * 3 * 2 * 3 * 3 * 2 * 442+51-88-1~12f Invincible, 13f~ airborne, untechable limited juggle knockdown, armor break, [3rd-8th hit] can juggle, 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation
Ultra 2 (Level 1)HL60x3*120100x40/0-0+13-73-9-1~12f strike invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x4 stun on block, fireball active 14f after button release
Ultra 2 (Level 2)HL60x4*120100x50/0-3+14-741-1~3f Invincible, [1st-4th air hit] or [5th hit] floats opponent and untechable knockdown, does 50x5 stun on block, charge 3~22f, fireball active 14f after button release
Ultra 2 (Level 3)HL60x5*120100x60/0-18+14-8911-1~3f Invincible, [1st-5th air hit] or [6th hit] floats opponent and untechable knockdown, does 50x6 stun on block, charge 23~42f, fireball active 14f after button release
Ultra 2 (Level 4)HL60x6*120100x70/0-33+14-10421-1~3f Invincible, [1st-6th air hit] or [7th hit] floats opponent and untechable knockdown, does 50x7 stun on block, charge 43~62f, fireball active 14f after button release
Ultra 2 (Level 5)HL60x7*120100x80/0-0+65-11831-1~3f Invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x8 stun on block, charge 63f~
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken


Dernière édition par GxC Shield le 15/1/2013, 01:19, édité 3 fois
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OST Cédric

OST Cédric

Messages : 1006
ID en ligne : XBL: OST Cedric
Perso : Gouken

Frame Data * Gouken Empty
MessageSujet: Re: Frame Data * Gouken   Frame Data * Gouken I_icon_minitime6/1/2013, 22:33

le close medium kick est en 3 frames Wink
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GxC Shield
Admin
GxC Shield

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

Frame Data * Gouken Empty
MessageSujet: Re: Frame Data * Gouken   Frame Data * Gouken I_icon_minitime6/1/2013, 23:35

Merci ! C'est corrigé ! N'hésite pas si tu en vois d'autres Smile
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OST Cédric

OST Cédric

Messages : 1006
ID en ligne : XBL: OST Cedric
Perso : Gouken

Frame Data * Gouken Empty
MessageSujet: Re: Frame Data * Gouken   Frame Data * Gouken I_icon_minitime7/1/2013, 10:35

il reste à corriger la super, 3 frames Wink
merci à toi

petite suggestion, peut etre creer un post it réunissant tout les liens vers les frame data Question Wink
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GxC Shield
Admin
GxC Shield

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

Frame Data * Gouken Empty
MessageSujet: Re: Frame Data * Gouken   Frame Data * Gouken I_icon_minitime8/1/2013, 00:19

Mis à jour !

Pour le post global, c'est prévu mais je préfère me contrer sur les mises à jour pour l'instant.
Normalement, ce sera fait pour ce week-end.
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Frame Data * Gouken Empty
MessageSujet: Re: Frame Data * Gouken   Frame Data * Gouken I_icon_minitime

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