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 Frame Data * Fei Long

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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 * Fei Long Empty
MessageSujet: Frame Data * Fei Long   Frame Data * Fei Long I_icon_minitime6/1/2013, 19:31

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL305020C*Sp*Su32725-
Close Medium PunchHL7010040Sp*Su521637-
Close Hard PunchHL100[80]200[150]60Sp*Su4525-12-7Forces stand, [] refers to active frames 3~5
Close Light KickHL305020-42903-
Close Medium KickHL7510040Sp*Su4218-6-3-
Close Hard KickHL12020060Su6324-9-5-
Far Light PunchHL305020C*Sp*Su32725-
Far Medium PunchHL8010040Su5216-4-1-
Far Hard PunchHL12020060-7318-31-
Far Light KickHL405020-4211-21-
Far Medium KickHL7010040-7218-6-3-
Far Hard KickHL11020060-9420-6-2-
Crouch Light PunchHL205020C*Sp*Su32903-
Crouch Medium PunchHL5510040Su43925-
Crouch Hard PunchHL10020060-8320-50Forces stand
Crouch Light KickL205020C*Su33803Low attack
Crouch Medium KickL8010040Su5413-30Low attack
Crouch Hard KickL10015060-6225-9-Low attack, cannot fast recover
Jump Up Light PunchH505020-44----
Jump Up Medium PunchH8010040-53----
Jump Up Hard PunchH10020060-64----
Jump Up Light KickH505020-45----
Jump Up Medium KickH8010040-66----
Jump Up Hard KickH10020060-65----
Jump Toward Light PunchH505020-45----
Jump Toward Medium PunchH8010040-55----
Jump Toward Hard PunchH10020060-66----
Jump Toward Light KickH405020-48----
Jump Toward Medium KickH7010040-54----
Jump Toward Hard KickH10020060-67----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
OverheadH7010040-1822 + After landing 14-416f~ airborne, Only -1 hit advantage vs crouching opponents
Forward + Hard KickHL90*60150*5060*20-*Su152(7)215-13-
Focus Attack Level 1HL6010020-21235-21-21-
Focus Attack Level 2HL8015040-17+12235-15D-
Focus Attack Level 3-14020060-65235DD-
Forward Throw0.8813013040-3220-DKnockdown, Range 0.88
Back Throw0.8814014040-3220-DKnockdown, Range 0.88
Rekka Ken Light Punch (1)HL505010/10-7221-4016 frames to cancel into second rekka
Rekka Ken Medium Punch (1)HL555010/10-9223-6-218 frames to cancel into second rekka
Rekka Ken Hard Punch (1)HL605010/10-10225-8-419 frames to cancel into second rekka
Rekka Ken Light Punch (2)HL505010/10-7223-8-217 frames to cancel into third rekka
Rekka Ken Medium Punch (2)HL555010/10-7225-10-417 frames to cancel into third rekka
Rekka Ken Hard Punch (2)HL605010/10-7227-12-617 frames to cancel into third rekka
Rekka Ken Light Punch (3)HL605010/10-7236-19D-
Rekka Ken Medium Punch (3)HL605010/10-9236-19D-
Rekka Ken Hard Punch (3)HL605010/10-9240-23D-
Rekka Ken EX (1)HL6550-250/0-72250216f~ cancellable into next move, projectile hitbox
Rekka Ken EX (2)HL65500/0-7227-1017f~ cancellable into next move, projectile hitbox
Rekka Ken EX (3)HL70500/0-9240-23Dprojectile hitbox
Flame Kick Light KickHL110[70]200[100]30/40Su51216+22-30D1~4f Invincible, 5~6f unthrowable, 7f~ airborne, [] refers to active frames 3~12
Flame Kick Medium KickHL120[90]200[100]30/40Su51220+22-32D1~5f Invincible, 6f unthrowable, 7f~ airborne, [] refers to active frames 3~12
Flame Kick Hard KickHL100*50100*10030/40*20Su52*1024+22-36D1~5f Invincible, 6f unthrowable, 7f~ airborne, 2nd hit can juggle
Flame Kick EXHL100*50*40100*50*40-250/0Su52*8*1118+22-39D1~6f Invincible, 7f~ airborne, 2nd & 3rd hit can juggle
Flying Kick Light KickHL30*30*4050x310/30*20*20-142(5)4(6)25+16-401~8f Invincible, 9f~ airborne, 1st hit armor break, can juggle
Flying Kick Medium KickHL30*30*5050x310/30*20*20-162(5)4(6)25+14-221~10f Invincible, 11f~ airborne, 1st hit armor break, can juggle
Flying Kick Hard KickHL35*35*3050x310/30*20*20-182(5)4(6)24+130413f~ airborne, 1st hit armor break, can juggle
Flying Kick EXHL30*30*4050x3-250/0-182(5)4(6)24+13041~12f Invincible, 13~36f projectile invincible, 13f~ airborne, 1st hit armor break, can juggle
Flip Grab0.920010/40-14251-7Forces stand
Flip Grab EX1.2300-250/0-12251-7Forces stand
SuperHL50x4*1700-1000/0-1+52(10) 2(12) 2(11) 2(20) 257-38D1~6f Invincible, can juggle
Ultra 1HL60x4*165[375]00/0-0+102(11) 2(12) 2(10) 2(21) 257-38D1~11f Invincible, Hard knockdown, 2nd & 4th hit cannot hit airborne opponents, grounded hit goes into animation, [] refers to animation
Ultra 2-47000/0-0+13561-DCounters for 35f, (something about hitting), Hard knockdown
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken


Dernière édition par GxC Shield le 15/1/2013, 01:18, édité 1 fois
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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 * Fei Long Empty
MessageSujet: Re: Frame Data * Fei Long   Frame Data * Fei Long I_icon_minitime9/1/2013, 22:37

Tiens ! J'aurais pas fait ça pour rien, je savais pas que les EX Rekka Ken étaient considérés comme des "hadoken".
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Frame Data * Fei Long

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