GxC Shield Admin
Messages : 1740 ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN) Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)
| Sujet: Frame Data * Gouken 6/1/2013, 19:35 | |
| Normal MovesMove | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Close Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 4 | 2 | 9 | 0 | 3 | - | Close Medium Punch | HL | 65 | 100 | 40 | Sp*Su | 5 | 2 | 11 | 4 | 7 | - | Close Hard Punch | HL | 100 | 200 | 60 | Sp*Su | 8 | 2 | 16 | 0 | 4 | - | Close Light Kick | HL | 35 | 50 | 20 | - | 5 | 2 | 9 | 0 | 3 | - | Close Medium Kick | HL | 70 | 100 | 40 | Sp*Su | 3 | 2 | 13 | -1 | 2 | - | Close Hard Kick | HL | 40*70 | 125*75 | 60*20 | Su | 4 | 5(1)3 | 15 | 0 | 5 | 1st hit cancellable, +4 Hit advantage on crouching opponents | Far Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 5 | 2 | 9 | 0 | 3 | - | Far Medium Punch | HL | 80 | 100 | 40 | Su | 5 | 2 | 11 | 1 | 5 | - | Far Hard Punch | HL | 120 | 200 | 60 | - | 8 | 5 | 13 | 0 | 4 | - | Far Light Kick | HL | 40 | 50 | 20 | C | 6 | 2 | 9 | 0 | 3 | - | Far Medium Kick | HL | 75 | 100 | 40 | - | 7 | 2 | 13 | -1 | 2 | - | Far Hard Kick | HL | 110 | 200 | 60 | - | 8 | 2 | 19 | -3 | 0 | - | Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 9 | 0 | 3 | - | Crouch Medium Punch | L | 70 | 100 | 40 | Sp*Su | 5 | 2 | 14 | -2 | 1 | Low attack | Crouch Hard Punch | HL | 80 | 200 | 60 | Sp*Su | 6 | 4 | 22 | -8 | -3 | - | Crouch Light Kick | L | 40 | 50 | 20 | Sp*Su | 5 | 4 | 9 | -2 | 1 | Low attack | Crouch Medium Kick | HL | 70 | 100 | 40 | Sp*Su | 4 | 3 | 16 | -5 | -2 | - | Crouch Hard Kick | L | 100 | 100 | 60 | - | 6 | 3 | 18 | -3 | D | Low attack, cannot fast recover | Jump Up Light Punch | H | 50 | 50 | 20 | - | 5 | 6 | - | - | - | Legs projectile invincible until end of active frames | Jump Up Medium Punch | H | 85 | 100 | 40 | - | 5 | 4 | - | - | - | Legs projectile invincible until end of active frames | Jump Up Hard Punch | H | 105 | 200 | 60 | - | 6 | 4 | - | - | - | Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown, pursuit property | Jump Up Light Kick | H | 40 | 50 | 20 | - | 6 | 7 | - | - | - | Legs projectile invincible until end of active frames | Jump Up Medium Kick | H | 80 | 100 | 40 | - | 6 | 3 | - | - | - | Legs projectile invincible until end of active frames | Jump Up Hard Kick | H | 100 | 200 | 60 | - | 7 | 3 | - | - | - | Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown | Jump Toward Light Punch | H | 50 | 50 | 20 | - | 5 | 5 | - | - | - | Legs projectile invincible until end of active frames | Jump Toward Medium Punch | H | 50*30 | 50*50 | 40*20 | Sp*- | 4 | 2*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 Punch | H | 100 | 200 | 60 | - | 5 | 3 | - | - | - | Legs projectile invincible until end of active frames | Jump Toward Light Kick | H | 40 | 50 | 20 | - | 7 | 8 | - | - | - | Legs projectile invincible until end of startup frames | Jump Toward Medium Kick | H | 70 | 100 | 40 | - | 7 | 4 | - | - | - | Legs projectile invincible until end of startup frames | Jump Toward Hard Kick | H | 100 | 200 | 60 | - | 8 | 3 | - | - | - | Legs projectile invincible until end of active frames air to air forces slam effect, pursuit property | Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Other, Special Moves, Supers & UltrasMove | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Overhead - Forward + Medium Punch | H | 80 | 100 | 40 | - | 17 | 4 | 13 | -3 | 2 | [Ground hit] Forces stand | Dive Kick | H | 60 | 100 | 40 | - | 12 | until ground | - | - | - | Mid attack | Focus Attack Level 1 | HL | 65 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | - | Focus Attack Level 2 | HL | 85 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | D | - | Focus Attack Level 3 | - | 150 | 200 | 60 | - | 65 | 2 | 35 | D | D | - | Forward Throw | 0.91 | 140 | 150 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.91 | Back Throw | 0.9 | 1 | 0 | 40 | - | 5 | 2 | 24 | - | D | Float for 21f, untechable knockdown, throw damage is recoverable | Fireball Light Punch | HL | 55 | 50 | 10/20 | Su | 17[8] | - | 41[32] | 2 | 6 | [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 Charge | HL | 55*55 | 50*50 | 10/10*10 | Su | 68 | - | 93 | 9 | 13 | [Air hit] floats opponent, 71-72f focus cancellable | Fireball Medium Punch | HL | 55 | 50 | 10/20 | Su | 17[8] | - | 41[32] | 2 | 6 | [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 Charge | HL | 55*55 | 50*50 | 10/10*10 | Su | 68 | - | 93 | 9 | 13 | [Air hit] floats opponent, 71-72f focus cancellable | Fireball Hard Punch | HL | 55 | 50 | 10/20 | Su | 17[8] | - | 41[32] | 2 | 6 | [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 Charge | HL | 55*55 | 50*50 | 10/10*10 | Su | 68 | - | 93 | 9 | 13 | [Air hit] floats opponent, 71-72f focus cancellable | Fireball EX | HL | 60*60 | 80*80 | -250/0 | Su | 17[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 Charge | HL | 60x4 | 80x4 | -250/0 | Su | 68 | - | 107 | 13 | - | [1st, 2nd air hit] floats opponent, [3rd, 4th hit] floats opponent, 2nd fireball active on 86f, 71-89f focus cancellable | Running Palm Light Punch | HL | 90 | 150 | 10/20 | Su | 9 | 4 | 21 | -6 | D | limited juggle knockdown, Armor Break | Running Palm Medium Punch | HL | 120 | 200 | 10/20 | Su | 21[16] | 4 | 23 | -6 | D | 4~13f [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 Punch | HL | 130 | 200 | 10/20 | Su | 27[17] | 4 | 23 | -6 | D | 5~19f [9f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup | Running Palm EX | HL | 90*60 | 100*50 | -250/0 | Su | 32[17] | 4(11)4 | 22 | -5 | D | 5~24f [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 Kick | HL | 60*20*40 | 100*25*25 | 10/20*10*10 | Su | 7 | 2(8 ) 2(10) 2 | 41 + After landing 26 | -70 | D | 9f~ airborne, [1st hit] floats opponent, [2nd, 3rd hit] limited juggle knockdown, can juggle (pursuit property) | Hurricane Kick Medium Kick | HL | 65*20x2*50 | 100*25x3 | 10/20*10x3 | Su | 10 | 2(8 ) 2(8 ) 2(10) 2 | 44 + After landing 26 | -83 | D | 12f~ airborne, [1st hit] floats opponent, [2nd-4th hit] limited juggle knockdown, can juggle (pursuit property) | Hurricane Kick Hard Kick | HL | 70*20x3*55 | 100*20x3*40 | 10/20*10x4 | Su | 13 | 2(8 ) 2(7) 2(8 ) 2(11) 2 | 53 + After landing 26 | -102 | D | 15f~ airborne, [1st hit] floats opponent, [2nd-5th hit] knocks down, can juggle (pursuit property) | Hurricane Kick EX | HL | 80*10x6*60 | 100*10x6*40 | -250/0 | Su | 7 | 2(8 )2(2)2(2)2(2)2(2)2(2)2(5)2 | 53 + After landing 26 | -97 | D | 1~8f 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) | HL | 100 | 200 | 10/30 | - | 6 | 2(4) 2(3) 2 | After landing 20 | - | - | limited juggle knockdown, jumping backwards will travel backwards | Hurricane Kick Medium Kick (Air) | HL | 110 | 200 | 10/30 | - | 6 | 2(4)2(3)2(4)2(3)2 | After landing 20 | - | - | limited juggle knockdown, jumping backwards will travel backwards | Hurricane Kick Hard Kick (Air) | HL | 120 | 200 | 10/30 | - | 6 | 2(4)2(3)2(4)2(3)2(4)2(3)2 | After landing 20 | - | - | limited juggle knockdown, jumping backwards will travel backwards | Hurricane Kick EX (Air) | HL | 140 | 200 | -250/0 | - | 6 | 2(4)2(3)2(4)2(3)2(4)2(3)2 | After landing 20 | - | - | limited juggle knockdown, Can control movement left or right | Demon Flip | - | 0 | 0 | 30/- | - | - | - | | - | - | 5~39f airborne, 27~37f can activate parry/kick/throw, Demon flip slide activates on frame 40. | Demon Flip EX | - | 0 | 0 | 0/0 | - | - | - | | - | - | 1~26f Invincible, tracks opponent, 5~39f, 27~37f can activate parry/kick/throw, Demon flip slide actives on 40f. | Demon Flip Slide | L | 100 | 200 | -/30 | - | 39+4 | 11 | 20 | -13 | D | , Low attack | Demon Flip Focus | - | 0 | 0 | - | - | 4 | Until ground | After landing 6 | - | | 4f~until landing has armor | Demon Flip Kick | HL | 80 | 100 | 0/20 | - | 12 | Until ground | After landing 4 | - | - | Forces stand on grounded opponent | Demon Flip Throw | 1.17 | 150 | 200 | 0/30 | - | 3 | 2 | After landing 12 | D | D | Throw range Light1.15, Medium1.25, Hard1.35, EX1.5 | Counter | - | - | - | 10/- (-250/- if EX) | - | 1 | 14 | 18 | - | - | Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter. | Counter activated | - | 150 | 150 | 0/25 (0 if EX) | Su | 12 | 10 | 43 | - | - | 7~21f Invincible, floats opponent, Armor Break | Super | HL | 85 * 40x5 * 60 | 0 | -1000/0 | - | 1+2 | 3 * 2 * 3 * 3 * 2 * 3 * 3 | 30+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 1 | HL | 135 * 48x6 * 90 [503] | 0 | 0/0 | - | 0+11 | 2 * 3 * 3 * 2 * 3 * 3 * 2 * 4 | 42+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) | HL | 60x3*120 | 100x4 | 0/0 | - | 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) | HL | 60x4*120 | 100x5 | 0/0 | - | 3+14 | - | 74 | 1 | - | 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) | HL | 60x5*120 | 100x6 | 0/0 | - | 18+14 | - | 89 | 11 | - | 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) | HL | 60x6*120 | 100x7 | 0/0 | - | 33+14 | - | 104 | 21 | - | 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) | HL | 60x7*120 | 100x8 | 0/0 | - | 0+65 | - | 118 | 31 | - | 1~3f Invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x8 stun on block, charge 63f~ | Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Source EventHubs et Shoryuken
Dernière édition par GxC Shield le 15/1/2013, 01:19, édité 3 fois |
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OST Cédric
Messages : 1006 ID en ligne : XBL: OST Cedric Perso : Gouken
| Sujet: Re: Frame Data * Gouken 6/1/2013, 22:33 | |
| le close medium kick est en 3 frames |
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GxC Shield Admin
Messages : 1740 ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN) Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)
| Sujet: Re: Frame Data * Gouken 6/1/2013, 23:35 | |
| Merci ! C'est corrigé ! N'hésite pas si tu en vois d'autres |
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OST Cédric
Messages : 1006 ID en ligne : XBL: OST Cedric Perso : Gouken
| Sujet: Re: Frame Data * Gouken 7/1/2013, 10:35 | |
| il reste à corriger la super, 3 frames merci à toi petite suggestion, peut etre creer un post it réunissant tout les liens vers les frame data |
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GxC Shield Admin
Messages : 1740 ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN) Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)
| Sujet: Re: Frame Data * Gouken 8/1/2013, 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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