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 * Blanka 6/1/2013, 16:35 | |
| 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 | Sp*Su | 4 | 2 | 10 | -1 | 2 | - | Close Medium Punch | HL | 80 | 100 | 40 | Su | 6 | 2 | 10 | 2 | 5 | - | Close Hard Punch | HL | 110[90] | 200[150] | 60 | Su | 7 | 4 | 22 | -7 | -1 | Forces stand, [] refers to active frames 3~4 | Close Light Kick | HL | 40 | 50 | 20 | Sp*Su | 4 | 3 | 10 | -2 | 1 | 3~12f feet strike and projectile invincible | Close Medium Kick | HL | 40*40 | 50*50 | 40*20 | Su- | 5 | 2(3)2 | 12 | 0 | 3 | 1st hit cancellable, 4~18f feet strike and projectile invincible | Close Hard Kick | HL | 100[80] | 200[150] | 60 | Su | 7 | 6 | 19 | -6 | -1 | 6~8f feet strike and projectile invincible, [] refers to active frames 3~6 | Far Light Punch | HL | 30 | 50 | 20 | Sp*Su | 3 | 2 | 9 | 0 | 3 | - | Far Medium Punch | HL | 80 | 100 | 40 | Su | 7 | 4 | 9 | 1 | 4 | - | Far Hard Punch | HL | 120 | 200 | 60 | - | 7 | 6 | 20 | -6 | -1 | Hit advantage is based on 2nd active frame | Far Light Kick | HL | 30 | 50 | 20 | Su | 5 | 2 | 12 | -3 | 0 | - | Far Medium Kick | HL | 90 | 100 | 40 | Su | 5 | 2 | 19 | -7 | -4 | - | Far Hard Kick | HL | 100[80] | 200[150] | 60 | - | 3 | 6 | 23 | -10 | -5 | 4~8f feet strike and projectile invincible, [] refers to active frames 3~6 | Crouch Light Punch | HL | 30 | 50 | 20 | Sp*Su | 4 | 2 | 9 | 0 | 3 | - | Crouch Medium Punch | HL | 90 | 100 | 40 | Su | 7 | 4 | 15 | -5 | -2 | - | Crouch Hard Punch | HL | 100 | 200 | 60 | Su | 8 | 4 | 25 | -10 | -4 | Forces stand | Crouch Light Kick | L | 30 | 50 | 20 | Sp*Su | 4 | 3 | 7 | 1 | 4 | Low attack | Crouch Medium Kick | L | 70 | 100 | 40 | Sp*Su | 5 | 2 | 11 | 1 | 4 | Low attack | Crouch Hard Kick | L | 90 | 150 | 60 | Su | 6 | 5 | 21 | -7 | D | Low attack, cannot fast recover, opponent gets up 48F after recovery if hit on first active frame | Jump Up Light Punch | H | 40 | 50 | 20 | - | 5 | 7 | - | - | - | - | Jump Up Medium Punch | H | 70 | 100 | 40 | - | 6 | 3 | - | - | - | - | Jump Up Hard Punch | H | 120 | 200 | 60 | - | 4 | 3 | - | - | - | - | Jump Up Light Kick | H | 40 | 50 | 20 | - | 4 | 3 | - | - | - | - | Jump Up Medium Kick | H | 60 | 100 | 40 | - | 5 | 5 | - | - | - | - | Jump Up Hard Kick | H | 120 | 200 | 60 | - | 7 | 7 | - | - | - | - | Jump Toward Light Punch | H | 40 | 50 | 20 | - | 5 | 7 | - | - | - | - | Jump Toward Medium Punch | H | 70 | 100 | 40 | - | 6 | 5 | - | - | - | - | Jump Toward Hard Punch | H | 90 | 200 | 60 | - | 5 | 4 | - | - | - | - | Jump Toward Light Kick | H | 40 | 50 | 20 | - | 5 | 5 | - | - | - | - | Jump Toward Medium Kick | H | 60 | 100 | 40 | - | 5 | 5 | - | - | - | - | Jump Toward Hard Kick | H | 110 | 200 | 60 | - | 7 | 6 | - | - | - | - | 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 | Back or Forward + Medium Punch (Close) | HL | 50*40 | 50*50 | 40*20 | Sp*Su- | 7 | 2(1)5 | 11 | -2 | 3 | 1st hit cancellable, only +1 on hit vs crouching opponents | Overhead | H | 50*40 | 50*50 | 40*20 | - | 25 | 2(1)4 | 11 | -1 | 5 | Hold button 15f | Down Forward + Hard Punch | L | 100 | 200 | 60 | - | 10 | 16 | 16 | -11 | D | Low attack, cannot fast recover | Forward Hop | - | - | - | - | - | - | - | 22 | - | - | 5~18f airborne & can pass through opponent, treated as a special move | Back Hop | - | - | - | - | - | - | - | 29 | - | - | 4~21f airborne, treated as a special move | Coward Crouch | - | - | - | - | Sp*Su | - | - | 53 | - | - | 1~31f [4] everything except feet strike and projectile invincible, 32~40[5~13f] airborne, 29~32f [3] cancellable, duration can be extended, [] refers to extension | Coward Crouch | | | | | Sp*Su | | | 90 | | | 1~64f everything except feet strike and projectile invincible, 69~77f airborne, 29~65f cancellable | Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 20 | 2 | 38 | -24 | -24 | - | Focus Attack Level 2 | HL | 90 | 150 | 40 | - | 17+11 | 2 | 38 | -18 | D | - | Focus Attack Level 3 | - | 150 | 200 | 60 | - | 63 | 2 | 39 | D | D | - | Forward Throw | 0.93 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | D | Cannot fast recover (Hard knockdown). Opponent gets up 81f after throw recovers | Back Throw | 0.93 | 120 | 120 | 40 | - | 3 | 2 | 20 | - | D | Cannot fast recover (Hard knockdown). Opponent gets up 54f after throw recovers | Rolling Attack Light Punch | HL | 110 | 100 | 30/30 | Su | 6 | 18 | 4 + After landing 2 [36+5] | -24 | -15 | 8f~ airborne, Armor break, charge 55f, [] refers to on hit/block | Rolling Attack Medium Punch | HL | 120 | 150 | 30/30 | Su | 6 | 33 | 4+2 [36+5] | -24 | -15 | 8f~ airborne, Armor break, charge 55f, [] refers to on hit/block | Rolling Attack Hard Punch | HL | 130 | 200 | 30/30 | Su | 6 | 33 | 4+3 [36+5] | -24 | -15 | 7f~ airborne, [Hit, active frames 1~2] Limited juggle knockdown, Armor break, charge 55f, [] refers to on hit/block | Rolling Attack EX | HL | 120 | 150 | -250/0 | Su | 6 | 33 | 4+3[36+5] | -24 | -15 | Projectile invincible until end of active frames, 7f~ airborne, [Hit, active frames 1~2] Limited juggle knockdown, Armor break, charge 55f, [] refers to on hit/block | Backstep Rolling Light Kick | HL | 110 | 200 | 30/40 | - | 28 | 25 | After landing 6 | - | D | 1f~ airborne, charge 55f | Backstep Rolling Medium Kick | HL | 120 | 200 | 30/40 | - | 28 | 29 | After landing 6 | - | D | 1f~ airborne, charge 55f | Backstep Rolling Hard Kick | HL | 130 | 200 | 30/40 | - | 28 | 33 | After landing 6 | - | D | 1f~ airborne, charge 55f | Backstep Rolling EX | HL | 120 | 200 | -250/0 | - | 28 | 33 | After landing 6 | - | D | 1~22f invincible, 23~27f cannot be thrown, 1f~ airborne, charge 55f, direction can be controlled | Anti Air Rolling Light Kick | HL | 100 | 200 | 30/30 | - | 4 | 18 | 40+5 [36+5] | -21 | -17 | 3f~ airborne, charge 55f, [] refers to on hit/block | Anti Air Rolling Medium Kick | HL | 110 | 200 | 30/30 | - | 4 | 15 | 42+10 [36+5] | -21 | -17 | 3f~ airborne, charge 55f, [] refers to on hit/block | Anti Air Rolling Hard Kick | HL | 120 | 200 | 30/30 | - | 4 | 12 | 46+4 [36+5] | -21 | -17 | 3f~ airborne, charge 55f, [] refers to on hit/block | Anti Air Rolling EX | HL | 120 | 200 | -250/0 | - | 4 | 18 | 47+10 [36+10] | -26 | -17 | 1~5f invincible, 3f~ airborne, charge 55f, [] refers to on hit/block | Electricity Light Punch | HL | 120 | 200 | 20/20 | Su | 5 | {4(4)}x3*4 | 9 | 5 | D | 1st hit on block does not stop immediately, can be extended | Electricity Medium Punch | HL | 130 | 200 | 20/20 | Su | 7 | {2(2)}x7*2 | 9 | 8 | D | 1st hit on block does not stop immediately, can be extended | Electricity Hard Punch | HL | 140 | 200 | 20/20 | Su | 10 | {1(1)}x16*2 | 9 | 10 | D | 1st hit on block does not stop immediately, can be extended | Electricity EX | HL | 150 | 200 | -250/0 | Su | 5 | {1(1)}x16*2 | 11 | 8 | D | 1st hit on block does not stop immediately | Super | HL | 100x5 | 0 | -1000/0 | - | 1+4 | 16*1x14 | 12 [38+5] | -32 | D | 1~5f invincible, Pursuit property, Untechable limited juggle knockdown, charge 55f, [] refers to on hit/block | Ultra 1 | L * H * HLx4 | 0*120*125x4 | 0 | 0/0 | - | 0+4 | 2(20) 26 * 1x20 | 17 [39+5] | -41 | D | 1~27f invincible, 26~51f airborne, 1st hit cannot hit airborne opponents & cannot be countered, Pursuit property, charge 55f, can be held in place | Ultra 2 Kick | L | 120x2 * 90x3 | 0 | 0/0 | - | 0+12 | 2(7) 2(33) 90 | 31 | -57 | - | 1~11f invincible, charge 42f, 12~145f projectile invincible, armor break, pursuit property, (translate) | Ultra 2 Punch | | 30 * 195 [470] | 0 | 0/0 | - | 0+7 | 55(10)6 | 80 | - | - | 1~7f Invincible, 1st hit active from 8f~, 1st hit projectile invincible, armor break, pursuit property, 2nd hit cannot hit crouching opponents, can delay 1st hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42f | 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, 01:12, édité 1 fois |
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Kazuki
Messages : 731 ID en ligne : PSN : Kazuki94800 Perso : Blanka
| Sujet: Re: Frame Data * Blanka 8/1/2013, 21:49 | |
| merci moi qui chercher la version 2012 tu déchire |
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