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 Frame Data * Seth

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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 * Seth Empty
MessageSujet: Frame Data * Seth   Frame Data * Seth I_icon_minitime6/1/2013, 20:25

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL305020C*Sp*Su42547-
Close Medium PunchHL7510040Sp*Su521025-
Close Hard PunchHL90[80]200[150]60Sp*Su4520-7-2Forces stand, [] refers to active frames 3~5f
Close Light KickHL355020-42636-
Close Medium KickHL7010040Sp*Su721203-
Close Hard KickHL40*70125*7560*20Su72*21605Only +4 hit advantage vs crouching opponents
Far Light PunchHL305020C*Sp*Su52547-
Far Medium PunchHL6010040Su6213-12-
Far Hard PunchHL8020060-13330-15-11-
Far Light KickHL405020-42814-
Far Medium KickHL6010040-8312-12-
Far Hard KickHL9020060-10318-31-
Crouch Light PunchHL205020C*Sp*Su42636-
Crouch Medium PunchHL5010040Sp*Su5211-13-
Crouch Hard PunchHL60*30100*10060*20Sp*Su102(2)219-3D1st hit forces stand, 2nd hit floats opponent
Crouch Light KickL205020C*Sp*Su52814Low attack
Crouch Medium KickL5010040Sp*Su7314-5-1Low attack
Crouch Hard KickL8010060-8225-9DLow attack, cannot fast recover
Jump Up Light PunchH505020-55----
Jump Up Medium PunchH8010040-64----
Jump Up Hard PunchH8020060-44----
Jump Up Light KickH455020-56----
Jump Up Medium KickH8010040-69---Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible
Jump Up Hard KickH10020060-74----
Jump Toward Light PunchH505020-410----
Jump Toward Medium PunchH50*3050*5040*20-42*3---, Pursuit Property
Jump Toward Hard PunchH8020060-44----
Jump Toward Light KickH455020-68----
Jump Toward Medium KickH7010040-65----
Jump Toward Hard KickH9020060-68----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Head Stomp (1)H505040-33After landing 7--Pursuit Property
Head Stomp (2)H305040-43After landing 7--Pursuit Property
Head Stomp (3)H355040-53After landing 7--Pursuit Property
Dive KickH6010060-12Until ground---Pursuit Property
Wall Jump----------Can perform until 27f of jump
Focus Attack Level 1HL6510020-21235-21-21-
Focus Attack Level 2HL8515040-17+12235-15D-
Focus Attack Level 3-15020060-65235DD-
Forward Throw0.913015040-3220DDThrow range 0.9
Back Throw0.913015040-3220DDThrow range 0.9
Sonic BoomHL605010/20Su14-47-5-117~18f cancellable
Sonic Boom EXHL45*4550*50-250/0Su14-58-3130~31f cancellable, 2nd hit starts on 27f
Dragon Punch Light PunchHL80*60100*5030/40 * 10Su52*1611+13-21D1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne
Dragon Punch Medium PunchHL90*60100*5030/40 * 10Su52*1621+13-31D1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
Dragon Punch Hard PunchHL100*80100*5030/40 * 10Su52*1624+13-34D1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
Dragon Punch EXHL100*50100*50-250/0Su52*1626+13-34D1~22f invincible, 8f~ airborne,
Dragon Punch (2nd)HL40250/10-48After landing 13--Pursuit property, EX version does not gain meter
Dragon Punch (3rd)HL10[20x5]10[10x5]0/10[0]-420[4x5]After landing 13--Pursuit property, [] refers to EX version
Spin Kicks Light KickHL10*1100*10020/10*35-12236-24DArmor break, 1st hit goes into animation
Spin Kicks Medium KickHL10*1200*15020/10*35-14236-24DArmor break, 1st hit goes into animation
Spin Kicks Hard KickHL20*1300*20020/10*35-16236-24DArmor break, 1st hit goes into animation
Spin Kicks EXHL20*1000*250-250/0-16236-24D1~15f strike and projectile invincible, armor break, 1st hit goes into animation
Tanden Engine Light Punch2.50010/1-212425192321~68f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
Tanden Engine Medium Punch3.50010/1-242525192324~72f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
Tanden Engine Hard Punch4.50010/1-262525192326~74f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
Tanden Engine EXHL00-500/0-232425192323~70f projectile invincible, vacuum effect, forces stand, armor break, cannot be countered, pursuit property
Spinning Pile Driver Light Punch1.1813020030/80-3249DDThrow range 1.18
Spinning Pile Driver Medium Punch1.0814020030/80-3253DDThrow range 1.08
Spinning Pile Driver Hard Punch0.9815020030/80-3256DDThrow range 0.98
Spinning Pile Driver EX1.13170200-250/0-3249DD1~4f strike and projectile invincible, Hard knockdown
Yoga Teleport-00----48--1~31f invincible, teleport complete on 19f
Super Light PunchHL10x20*1200-1000/0-1+58081-45D1~6f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
Super Medium PunchHL10x20*1200-1000/0-1+108081-45D1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
Super Hard PunchHL10x20*1200-1000/0-1+158081-45D1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
Ultra 1HL34000/0-1+10-66-25-1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox
Ultra 2HL0 * 24x13 * 6000/0-1+1080104-89-1~11f Invincible, 12~89f projectile invincible, Untechable limited juggle knockdown, armor break, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, can juggle
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken


Dernière édition par GxC Shield le 15/1/2013, 01:25, édité 2 fois
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JavaX

JavaX

Messages : 37
ID en ligne : VSL JavaX
Perso : Blanka

Frame Data * Seth Empty
MessageSujet: Re: Frame Data * Seth   Frame Data * Seth I_icon_minitime8/1/2013, 16:52

je trouve ces frame data tres douteuses le close mp a +3 on hit et qui normalement link sur un close hp qui sort en 4 ... bizarre tout ca. Moi je prefere cette frame data list la

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Seth#Throws
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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 * Seth Empty
MessageSujet: Re: Frame Data * Seth   Frame Data * Seth I_icon_minitime8/1/2013, 18:00

L'info a déjà tourné dans un autre post.

Je suis en train de remettre les Frame Data à jour à l'aide des tables de SRK.
Ce sera finalisé pour la fin de la semaine normalement.
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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 * Seth Empty
MessageSujet: Re: Frame Data * Seth   Frame Data * Seth I_icon_minitime13/1/2013, 13:45

Mis à jour.
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Frame Data * Seth Empty
MessageSujet: Re: Frame Data * Seth   Frame Data * Seth I_icon_minitime

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Frame Data * Seth

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