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 * C. Viper 6/1/2013, 19:20 | |
| Normal MovesMove | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Close Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 7 | 2 | 5 | - | Close Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 2 | 9 | 3 | 6 | - | Close Hard Punch | HL | 90 | 200 | 60 | Sp*Su | 9 | 2 | 16 | 0 | 5 | Forces stand | Close Light Kick | HL | 20 | 50 | 20 | C*Sp*Su | 5 | 1 | 7 | 3 | 6 | - | Close Medium Kick | HL | 60 | 100 | 40 | Sp*Su | 7 | 4 | 11 | -1 | 2 | - | Close Hard Kick | HL | 40*60 | 125*75 | 60*20 | Su | 12 | 1(8 )3 | 17 | -2 | 3 | Forces stand | Far Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 6 | 2 | 7 | 2 | 5 | - | Far Medium Punch | HL | 70 | 100 | 40 | Su | 7 | 2 | 12 | 0 | 3 | - | Far Hard Punch | HL | 100 | 200 | 60 | - | 14 | 4 | 16 | -2 | 3 | Only +2 on hit vs. crouching opponents | Far Light Kick | HL | 30 | 50 | 20 | Sp*Su | 6 | 2 | 8 | 1 | 4 | - | Far Medium Kick | HL | 60 | 100 | 40 | - | 8 | 3 | 11 | 0 | 3 | - | Far Hard Kick | HL | 100 | 200 | 60 | - | 11 | 6 | 15 | -2 | 2 | [Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame | Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 10 | -1 | 2 | - | Crouch Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 3 | 9 | 2 | 5 | - | Crouch Hard Punch | HL | 90 | 200 | 60 | Sp*Su | 8 | 2 | 18 | -2 | 2 | - | Crouch Light Kick | L | 20 | 50 | 20 | C*Sp*Su | 5 | 2 | 12 | -3 | 0 | - | Crouch Medium Kick | L | 60 | 100 | 40 | Sp*Su | 7 | 3 | 16 | -5 | -2 | - | Crouch Hard Kick | L | 100 | 200 | 60 | - | 12 | 3 | 18 | -3 | - | Low attack, cannot fast recover | Jump Up Light Punch | H | 40 | 50 | 20 | - | 5 | 7 | - | - | - | - | Jump Up Medium Punch | H | 70 | 100 | 40 | Sp | 7 | 6 | - | - | - | - | Jump Up Hard Punch | H | 90 | 200 | 60 | Sp | 8 | 6 | - | - | - | - | Jump Up Light Kick | H | 30 | 50 | 20 | Sp | 6 | 5 | - | - | - | - | Jump Up Medium Kick | H | 70 | 100 | 40 | - | 9 | 5 | - | - | - | - | Jump Up Hard Kick | H | 90 | 200 | 60 | - | 7 | 7 | - | - | - | - | Jump Toward Light Punch | H | 40 | 50 | 20 | - | 7 | 6 | - | - | - | - | Jump Toward Medium Punch | H | 70 | 100 | 40 | Sp | 8 | 5 | - | - | - | - | Jump Toward Hard Punch | H | 90 | 200 | 60 | - | 8 | 5 | - | - | - | - | Jump Toward Light Kick | H | 40 | 50 | 20 | Sp | 7 | 7 | - | - | - | - | Jump Toward Medium Kick | H | 60 | 100 | 40 | - | 7 | 4 | - | - | - | - | Jump Toward Hard Kick | H | 90 | 200 | 60 | Sp | 6 | 7 | - | - | - | - | 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 | F+Medium Punch | H | 70 | 100 | 40 | - | 20 | 5 | 3+ after landing 8 | -2 | 1 | 6f~ Airborne | F+Hard Kick | HL | 40*60 | 125*75 | 60*20 | Su | 12 | 1(8 )3 | 17 | -2 | 3 | 1~11f feet invincible to projectiles and strikes, forces stand | Super Jump | - | - | - | - | See Notes | - | - | See Notes | | - | Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used | Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 26 | 2 | 40 | -26 | -26 | - | Focus Attack Level 2 | HL | 90 | 150 | 40 | - | 17+17 | 2 | 40 | -20 | D | - | Focus Attack Level 3 | - | 150 | 200 | 60 | - | 70 | 2 | 40 | D | D | - | Forward Throw | 0.91 | 130 | 100 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.91 | Back Throw | 0.91 | 120 | 160 | 60 | - | 3 | 2 | 20 | - | D | Throw range 0.91 | Thunder Knuckle Light Punch | HL | 100 | 150 | 20/30 | Su | 16 | 6 | 21 | -2 | 2 | 10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint | Thunder Knuckle Medium Punch | HL | 110 | 200 | 20/30 | Su | 14 | 4 | 20 | -1 | 3 | Armor break, 7~8f can cancel into Feint | Thunder Knuckle Hard Punch | HL | 70 | 150 | 30/40 | Su | 7 | 16 | 14+13 | -22 | D | 1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint | Thunder Knuckle EX | HL | 60*60 | 100*100 | -250/0 | Su | 27 | 17 | 38 | -5 | D | Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint | Burning Kick Light Kick | HL | 100 | 100 | 20/30 | - | 23 | 4 | 17 | -2 | D | 1f~ Airborne, projectile hitbox | Burning Kick Medium Kick | HL | 100 | 100 | 20/30 | - | 25 | 3 | 17 | -1 | D | 1f~ Airborne, projectile hitbox | Burning Kick Hard Kick | HL | 100 | 100 | 20/30 | - | 27 | 2 | 17 | 0 | D | 1f~ Airborne, projectile hitbox | Burning Kick EX | HL | 20x3*80 | 50x3*100 | -250/0 | - | 9 | 2 * 1 * 2(11) 10 | 23 | -12 | D | 1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox | Burning Kick Light Kick (Air) | HL | 90 | 100 | 10/30 | - | 21 | 8 | After landing 12 | 6 | D | Projectile hitbox, block advantage is based on jump recovery | Burning Kick Medium Kick (Air) | HL | 90 | 100 | 10/30 | - | 19 | 8 | After landing 12 | 4 | D | Projectile hitbox, block advantage is based on jump recovery | Burning Kick Hard Kick (Air) | HL | 90 | 100 | 10/30 | - | 17 | 9 | After landing 12 | 2 | D | Projectile hitbox, block advantage is based on jump recovery | Burning Kick EX (Air) | HL | 20x3*80 | 50x3*100 | -250/0 | - | 6 | 2 * 1 * 2(10) 8 | After landing 15 | 2 | D | Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery | Seismo Hammer | L | 120 | 100 | 20/30 | Su | 24 | 8 | 31 | -18 | D | Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint | Seismo Hammer EX | L | 120 | 100 | -250/0 | Su | 19 | 5 | 18 | -2 | D | 1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint | Feint | HL | - | - | 0/0 | - | - | - | 6 | - | - | Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f | Super Light Punch | HL | 80*80*140 | 0 | -1000/0 | - | 1+13 | 1(33) 1(19) 2 | 59+56 | -96 | D | 1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox | Super Medium Punch | HL | 80*80*140 | 0 | -1000/0 | - | 1+7 | 1(15) 1(21) 2 | 59+56 | -96 | - | 1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox | Super Hard Punch | HL | 80*80*140 | 0 | -1000/0 | - | 1+5 | 1(8 ) 1(29) 2 | 36+35 | -52 | D | 1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox | Ultra 1 | HL | 60 * 89x3 * 114 | 0 | 0/0 | - | 0+7 | 3(53) 5(8 ) 5(10) 5(10) 5 | 59+56 | -201 | D | 1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit | Ultra 2 | HL | 410 | 0 | 0/0 | - | 0+10 | until ground | After landing 46 | - | - | 1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing) | Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Source EventHubs et Shoryuken |
|