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 Frame Data * Guy

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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 * Guy Empty
MessageSujet: Frame Data * Guy   Frame Data * Guy I_icon_minitime6/1/2013, 19:37

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL205020C*Sp*Su42636Cannot hit crouching opponents
Close Medium PunchHL6010040Sp*Su521615-
Close Hard PunchHL10020060Sp*Su5219-32Forces stand
Close Light KickHL205020Sp*Su5311-30-
Close Medium KickHL8010040Sp*Su721136-
Close Hard KickHL10020060Su731328-
Far Light PunchHL205020C*Sp*Su42636cannot hit crouching opponents
Far Medium PunchHL6010040Sp*Su5216-4-1-
Far Hard PunchHL10020060-721337-
Far Light KickHL405020-62903-
Far Medium KickHL7010040-8212-13-
Far Hard KickHL11020060-8316-13-
Crouch Light PunchHL205020C*Sp*Su42636-
Crouch Medium PunchHL7010040Sp*Su63925-
Crouch Hard PunchHL10020060-921338Forces stand
Crouch Light KickL305020Sp*Su32725-
Crouch Medium KickL30*4030*4040*20-62(2)2120-2nd hit hard knockdown
Crouch Hard KickL90[50]100[80]60-71115-10[-5]-[-3]Hard knockdown (first 5f), [] refers to after 5th active frame
Jump Up Light PunchH505020-57----
Jump Up Medium PunchH8010040-54----
Jump Up Hard PunchH10020060-64----
Jump Up Light KickH405020-58----
Jump Up Medium KickH8010040-63----
Jump Up Hard KickH50*5050*5060*20-52(6)4---[air hit] limited juggle knockdown, 2nd hit pursuit property
Jump Toward Light PunchH505020-57----
Jump Toward Medium PunchH8010040-53----
Jump Toward Hard PunchH10020060-64----
Jump Toward Light KickH405020-58----
Jump Toward Medium KickH7010040-66----
Jump Toward Hard KickH10020060-83----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Ninja Sickle (DF+Hard Kick)HL40*60100*10060*20-112(3)212 + After landing 13-9-14f~ airborne, 2nd hit floats opponent
Neck Breaker (F+Medium Punch)H30*3050*5010*10-152*216-22-
Elbow Drop (D+Medium Punch Air)HL8010040-8until groundAfter landing 4---
Bushin Chain (2nd hit)HL605010-7224-8-3-
Bushin Chain (3rd hit)HL805020-5218-93-
Bushin Chain (4th hit)HL10013020Su11326-11--
Bushin Chain (4th hit) + Down Hard Kick-100030-3220--floats opponent
Medium Punch - Hard PunchHL406020Sp*Su7223-5-2Forces stand
Wall Jump-----------
Focus Attack Level 1HL6010020-21235-21-21-
Focus Attack Level 2HL8015040-17+12235-15--
Focus Attack Level 3-14020060-65235---
Forward Throw0.8413016040-3220---
Back Throw0.8413012040-3220---
Dashing Elbow Light PunchHL8014010/20Su19321-1-5~15f upper body projectile invincible, armor break
Dashing Elbow Medium PunchHL13016010/30Su23322-2-5~19f upper body projectile invincible, armor break
Dashing Elbow Hard PunchHL16020020/40Su30322-6-5~26f upper body projectile invincible, armor break
Dashing Elbow EXHL120200-250/0Su10324-6-armor break, pursuit property
Hurricane Kick Light KickHL40x3100*50x220/12x3-102(6) 1(7) 111 + After landing 19-18-1~9f mid body projectile invincible, 10~28f lower body strike and projectile invincible, 1~9f unthrowable, 7f~ airborne, 2nd-3rd hit pursuit property, 3rd hit cannot hit crouching opponents
Hurricane Kick Medium KickHL50x3100*50x220/12x3-92(6) 2(6) 216 + After landing 19-15-1~26f lower body strike invincible, 1~42f projectile invincible (total body until 10f, lower body after), 7f~ airborne, 2nd-3rd hit pursuit property
Hurricane Kick Hard Kick-50*20*20*7050x420/12*10x3-63(6) 1(7) 1(6)16 + After landing 19--1~30f lowerbody strike and projectile invincible, 5f~ airborne, pursuit property, cannot hit crouching opponents
Hurricane Kick EXHL50x3*2050x4-250/0-42(5)1(6)1(5)216 + After landing 19-20-1~10f Invincibuel, 11~25f lower body strike and projectile invincible, 3f~ airborne, pursuit property, frame advantage is based off 3rd hit
Bushin Flip Light Punch---20/----68--7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup
Bushin Flip Medium Punch---20/----70--7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup
Bushin Flip Hard Punch---20/----70--7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup
Bushin Flip EX----250/----65--1~14f projectile and throw invincible, passes through opponent, 7f~ airborne, 20 grounded recovery frames, tracks opponent, 22f~ can cancel into followup
Flip Throw0.81801500/40-11After landing 8--Hard knockdown, only hits standing and airborne opponents
Flying ElbowHL801000/40-13until groundAfter landing 8---
Run---0---See followup--5f~ can cancel into followup
Sudden Stop---0---17--Fastest stop is 21f
Shadow KickL11010010/60Su4+9622-10-Hard knockdown
Neck FlipHL*H100*70100*10010/40*40-4+222*320-621~14f lower body strike and projectile invincible, 15~28f airborne, 1st hit floats airborne opponents
Run EX----250/----See followup--1f~ 2-hit armor, 5f~ can cancel into followup
Sudden Stop (from Run)---0---17--Fastest stop is 21f
Shadow Kick (from Run)L1201000/60Su4+91314-9-Hard knockdown, 1~28f projectile invincible
Neck Flip (from Run)HL*H100*70200*1000/40*40-4+232*320-621~22f projectile invincible, 1~14f lower body strike invincible, 15~29f airborne
Air Grab118018010/80-32---Hard knockdown, connects on airborne opponents only
EX-Air Grab1170180-250/0-33---1~2f Invincible, hard knockdown, connects on airborne opponents only
SuperHL80*40x5*1000-1000/0-1+7210 + After landing 18-15-1~8f Invincible, 1f~ airborne, untechable limited juggle knockdown, pursuit property, animation continues on hit or block
Ultra 1HL29*27x3*35000-0+122(11) 2(16) 2(17) 140-20-1~12f Invincible, hard knockdown, armor break, pursuit property, 4th hit goes into animation
Ultra 20.9850000-0+1238--1~2f Invincible, hard knockdown
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken
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KillingMoon

KillingMoon

Messages : 126
ID en ligne : PSN:LAReid89/GT:Ki11ingMoon
Perso : Guy et aussi...Guy

Frame Data * Guy Empty
MessageSujet: Re: Frame Data * Guy   Frame Data * Guy I_icon_minitime20/8/2013, 04:52

juste un petit complement:

sudden stop, shadow kick et neck flip from run sont les follow up apres un run EX,

donc le shadow kick a 6 frame actives et 22 recovery apres run et 13 actives et 14 recovery apres run  EX;

le neck flip juggle l'adversaire au 1st hit mais l'EX run/neck flip non;
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Frame Data * Guy

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