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 * Seth 6/1/2013, 20:25 | |
| 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 | 5 | 4 | 7 | - | Close Medium Punch | HL | 75 | 100 | 40 | Sp*Su | 5 | 2 | 10 | 2 | 5 | - | Close Hard Punch | HL | 90[80] | 200[150] | 60 | Sp*Su | 4 | 5 | 20 | -7 | -2 | Forces stand, [] refers to active frames 3~5f | Close Light Kick | HL | 35 | 50 | 20 | - | 4 | 2 | 6 | 3 | 6 | - | Close Medium Kick | HL | 70 | 100 | 40 | Sp*Su | 7 | 2 | 12 | 0 | 3 | - | Close Hard Kick | HL | 40*70 | 125*75 | 60*20 | Su | 7 | 2*2 | 16 | 0 | 5 | Only +4 hit advantage vs crouching opponents | Far Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 5 | 2 | 5 | 4 | 7 | - | Far Medium Punch | HL | 60 | 100 | 40 | Su | 6 | 2 | 13 | -1 | 2 | - | Far Hard Punch | HL | 80 | 200 | 60 | - | 13 | 3 | 30 | -15 | -11 | - | Far Light Kick | HL | 40 | 50 | 20 | - | 4 | 2 | 8 | 1 | 4 | - | Far Medium Kick | HL | 60 | 100 | 40 | - | 8 | 3 | 12 | -1 | 2 | - | Far Hard Kick | HL | 90 | 200 | 60 | - | 10 | 3 | 18 | -3 | 1 | - | Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 6 | 3 | 6 | - | Crouch Medium Punch | HL | 50 | 100 | 40 | Sp*Su | 5 | 2 | 11 | -1 | 3 | - | Crouch Hard Punch | HL | 60*30 | 100*100 | 60*20 | Sp*Su | 10 | 2(2)2 | 19 | -3 | D | 1st hit forces stand, 2nd hit floats opponent | Crouch Light Kick | L | 20 | 50 | 20 | C*Sp*Su | 5 | 2 | 8 | 1 | 4 | Low attack | Crouch Medium Kick | L | 50 | 100 | 40 | Sp*Su | 7 | 3 | 14 | -5 | -1 | Low attack | Crouch Hard Kick | L | 80 | 100 | 60 | - | 8 | 2 | 25 | -9 | D | Low attack, cannot fast recover | Jump Up Light Punch | H | 50 | 50 | 20 | - | 5 | 5 | - | - | - | - | Jump Up Medium Punch | H | 80 | 100 | 40 | - | 6 | 4 | - | - | - | - | Jump Up Hard Punch | H | 80 | 200 | 60 | - | 4 | 4 | - | - | - | - | Jump Up Light Kick | H | 45 | 50 | 20 | - | 5 | 6 | - | - | - | - | Jump Up Medium Kick | H | 80 | 100 | 40 | - | 6 | 9 | - | - | - | Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible | Jump Up Hard Kick | H | 100 | 200 | 60 | - | 7 | 4 | - | - | - | - | Jump Toward Light Punch | H | 50 | 50 | 20 | - | 4 | 10 | - | - | - | - | Jump Toward Medium Punch | H | 50*30 | 50*50 | 40*20 | - | 4 | 2*3 | - | - | - | , Pursuit Property | Jump Toward Hard Punch | H | 80 | 200 | 60 | - | 4 | 4 | - | - | - | - | Jump Toward Light Kick | H | 45 | 50 | 20 | - | 6 | 8 | - | - | - | - | Jump Toward Medium Kick | H | 70 | 100 | 40 | - | 6 | 5 | - | - | - | - | Jump Toward Hard Kick | H | 90 | 200 | 60 | - | 6 | 8 | - | - | - | - | 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 | Head Stomp (1) | H | 50 | 50 | 40 | - | 3 | 3 | After landing 7 | - | - | Pursuit Property | Head Stomp (2) | H | 30 | 50 | 40 | - | 4 | 3 | After landing 7 | - | - | Pursuit Property | Head Stomp (3) | H | 35 | 50 | 40 | - | 5 | 3 | After landing 7 | - | - | Pursuit Property | Dive Kick | H | 60 | 100 | 60 | - | 12 | Until ground | - | - | - | Pursuit Property | Wall Jump | - | - | - | - | - | - | - | - | - | - | Can perform until 27f of jump | 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 | 0.9 | 130 | 150 | 40 | - | 3 | 2 | 20 | D | D | Throw range 0.9 | Back Throw | 0.9 | 130 | 150 | 40 | - | 3 | 2 | 20 | D | D | Throw range 0.9 | Sonic Boom | HL | 60 | 50 | 10/20 | Su | 14 | - | 47 | -5 | -1 | 17~18f cancellable | Sonic Boom EX | HL | 45*45 | 50*50 | -250/0 | Su | 14 | - | 58 | -3 | 1 | 30~31f cancellable, 2nd hit starts on 27f | Dragon Punch Light Punch | HL | 80*60 | 100*50 | 30/40 * 10 | Su | 5 | 2*16 | 11+13 | -21 | D | 1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne | Dragon Punch Medium Punch | HL | 90*60 | 100*50 | 30/40 * 10 | Su | 5 | 2*16 | 21+13 | -31 | D | 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne | Dragon Punch Hard Punch | HL | 100*80 | 100*50 | 30/40 * 10 | Su | 5 | 2*16 | 24+13 | -34 | D | 1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne | Dragon Punch EX | HL | 100*50 | 100*50 | -250/0 | Su | 5 | 2*16 | 26+13 | -34 | D | 1~22f invincible, 8f~ airborne, | Dragon Punch (2nd) | HL | 40 | 25 | 0/10 | - | 4 | 8 | After landing 13 | - | - | Pursuit property, EX version does not gain meter | Dragon Punch (3rd) | HL | 10[20x5] | 10[10x5] | 0/10[0] | - | 4 | 20[4x5] | After landing 13 | - | - | Pursuit property, [] refers to EX version | Spin Kicks Light Kick | HL | 10*110 | 0*100 | 20/10*35 | - | 12 | 2 | 36 | -24 | D | Armor break, 1st hit goes into animation | Spin Kicks Medium Kick | HL | 10*120 | 0*150 | 20/10*35 | - | 14 | 2 | 36 | -24 | D | Armor break, 1st hit goes into animation | Spin Kicks Hard Kick | HL | 20*130 | 0*200 | 20/10*35 | - | 16 | 2 | 36 | -24 | D | Armor break, 1st hit goes into animation | Spin Kicks EX | HL | 20*100 | 0*250 | -250/0 | - | 16 | 2 | 36 | -24 | D | 1~15f strike and projectile invincible, armor break, 1st hit goes into animation | Tanden Engine Light Punch | 2.5 | 0 | 0 | 10/1 | - | 21 | 24 | 25 | 19 | 23 | 21~68f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw | Tanden Engine Medium Punch | 3.5 | 0 | 0 | 10/1 | - | 24 | 25 | 25 | 19 | 23 | 24~72f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw | Tanden Engine Hard Punch | 4.5 | 0 | 0 | 10/1 | - | 26 | 25 | 25 | 19 | 23 | 26~74f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw | Tanden Engine EX | HL | 0 | 0 | -500/0 | - | 23 | 24 | 25 | 19 | 23 | 23~70f projectile invincible, vacuum effect, forces stand, armor break, cannot be countered, pursuit property | Spinning Pile Driver Light Punch | 1.18 | 130 | 200 | 30/80 | - | 3 | 2 | 49 | D | D | Throw range 1.18 | Spinning Pile Driver Medium Punch | 1.08 | 140 | 200 | 30/80 | - | 3 | 2 | 53 | D | D | Throw range 1.08 | Spinning Pile Driver Hard Punch | 0.98 | 150 | 200 | 30/80 | - | 3 | 2 | 56 | D | D | Throw range 0.98 | Spinning Pile Driver EX | 1.13 | 170 | 200 | -250/0 | - | 3 | 2 | 49 | D | D | 1~4f strike and projectile invincible, Hard knockdown | Yoga Teleport | - | 0 | 0 | - | - | - | - | 48 | - | - | 1~31f invincible, teleport complete on 19f | Super Light Punch | HL | 10x20*120 | 0 | -1000/0 | - | 1+5 | 80 | 81 | -45 | D | 1~6f 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 Punch | HL | 10x20*120 | 0 | -1000/0 | - | 1+10 | 80 | 81 | -45 | D | 1f 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 Punch | HL | 10x20*120 | 0 | -1000/0 | - | 1+15 | 80 | 81 | -45 | D | 1f 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 1 | HL | 340 | 0 | 0/0 | - | 1+10 | - | 66 | -25 | - | 1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox | Ultra 2 | HL | 0 * 24x13 * 60 | 0 | 0/0 | - | 1+10 | 80 | 104 | -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 | 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, 01:25, édité 2 fois |
|
JavaX
Messages : 37 ID en ligne : VSL JavaX Perso : Blanka
| Sujet: Re: Frame Data * Seth 8/1/2013, 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 |
|
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 * Seth 8/1/2013, 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. |
|
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 * Seth 13/1/2013, 13:45 | |
| |
|
Contenu sponsorisé
| Sujet: Re: Frame Data * Seth | |
| |
|