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 Frame Data * Dee Jay

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AuteurMessage
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 * Dee Jay Empty
MessageSujet: Frame Data * Dee Jay   Frame Data * Dee Jay I_icon_minitime6/1/2013, 19:23

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL305020C*Sp*Su32725-
Close Medium PunchHL7010040Sp*Su4510-12-
Close Hard PunchHL50*7070*13030*30Sp*Su-52(4)422-8-4Forces stand
Close Light KickHL305020Sp*Su52636-
Close Medium KickHL7010040Sp*Su52936-
Close Hard KickHL70*60120*8060*20-*Su63(2)418-201st hit forces stand, [air hit] limited juggle knockdown, 2nd hit pursuit property
Far Light PunchHL305020C*Sp*Su33714-
Far Medium PunchHL9011040Sp7313-21-
Far Hard PunchHL10020060-8423-9-5Forces stand, Only -4 on hit vs crouching opponents, [Standing counter-hit or air Counter-hit] floats opponent
Far Light KickHL405020Sp*Su52725-
Far Medium KickHL50*6050*10040*40Sp*Su-51*416-30-
Far Hard KickHL11020060-11423-9-5-
Crouch Light PunchHL205020C*Sp*Su42636-
Crouch Medium PunchHL808040Sp*Su621203-
Crouch Hard PunchHL9020060Sp*Su7619-7-3-
Crouch Light KickL305020C*Sp*Su5311-30-
Crouch Medium KickL709040-5415-5-Hard knockdown
Crouch Hard KickL10014060-14915-6-Hard knockdown, [Air hit] Limited juggle knockdown
Jump Up Light PunchH405020-519----
Jump Up Medium PunchH708040-78----
Jump Up Hard PunchH12015060-73---[Air hit] limited juggle knockdown, pursuit property
Jump Up Light KickH506020-511----
Jump Up Medium KickH9010040-98----
Jump Up Hard KickH12015060-94----
Jump Toward Light PunchH405020-519----
Jump Toward Medium PunchH708040-76----
Jump Toward Hard PunchH12014060-56----
Jump Toward Light KickH506020-312----
Jump Toward Medium KickH9010040-64----
Jump Toward Hard KickH13015060-74----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Knee Shot (D+Light Kick air)H506020-418---Legs projectile invincible during startup
Focus Attack Level 1HL6010020-22236-22-22-
Focus Attack Level 2HL8015040-17+12236-16--
Focus Attack Level 3-14020060-64336---
Forward Throw0.8512010040-3220---
Back Throw0.871208040-3220---
Air SlasherHL505020/20Su12-370314~15f cancellable, charge 50f
Air Slasher EXHL50*5050*50-250/0Su13-521528~31f cancellable, pursuit property, 2nd hit releases on 27f, charge 50f
Double Rolling Sobat Light KickHL909020/40Su12221-5-1~13f lower body strike and projectile invincible, armor break, charge 50f
Double Rolling Sobat Medium KickHL60*5070*5020/30*20Su-142(14)223-701~11f unthrowable, armor break, pursuit property, charge 50f
Double Rolling Sobat Hard KickHL80*5090*5020/30*20Su-142(14)224-9-11~11f unthrowable, armor break, pursuit property, charge 50f
Double Rolling Sobat EXHL80*6090*70-250/0Su-152(7)425-8-1~7f Invincible, 8~11f projectile invincible, 8~15f unthrowable, 1~11f & 17~23f airborne, armor break, pursuit property, charge 50f
Jacknife Maximum Light KickHL1205030/20-6218 + After landing 11-10-1~6f Invincible, 3f~ airborne, pursuit property, charge 55f
Jacknife Maximum Medium KickHL70*3050*5020/20*15-62(7)219 + After landing 11-20-1~6f strike and projectile invincible, 3f~ airborne, pursuit property, charge 55f
Jacknife Maximum Hard KickHL40*40*3050*50*5020/15*20*10-62(7) 2(10) 216 + After landing 15-33-1~5f unthrowable, 3f~ airborne, pursuit property, charge 55f
Jacknife Maximum EXHL50*20 x 4*5050*20 x 4*50-250/0-41(4)1(5)1(8)1(3)1(5)115 + After landing 11-22-1~8f Invincible, 3f~ airborne, pursuit property
Machinegun Upper Light PunchHL20*20*5040*40*6020/10x3-Su-122(2) 2(4) 230-11-1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper Medium PunchHL30*20*5040*40*6020/10x3-Su-122(2)2(4)230-11-1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper Hard PunchHL35*35*5040*40*6020/10x3-Su-122(2)2(4)230-11-1~23f head strike and projectile invincible, armor break, charge 55f
Machinegun Upper (Barrage 1)HL15*15*5030*30*600/10x3-Su-32(2) 2(4) 230-11-Armor break
Machinegun Upper Light Punch (Barrage 2)HL25*25*6040*40*600/10x3-Su-42(2) [2(2)2] (2)224-5-Armor break, [] only hits once
Machinegun Upper Medium Punch (Barrage 2)HL25*25*6050*50*600/10x3-Su-42(2) [2(2)2] (2)226-7-Armor break, [] only hits once
Machinegun Upper Hard Punch (Barrage 2)HL30*30*6060*60*600/10x3-Su-42(2) [2(2)2] (2)230-11-Armor break, [] only hits once
Machinegun Upper EX (w/o Barrage)HL16x4*5025x4*60-250/0-122(4) 2(2) 2(2) 2(2) 224-5-1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f
Machinegun Upper EX (w/ Barrage)HL16x7*5025x7*600/0-122(1)2(2)2(2)2(3)2(2)2(2)2(2)228-9-1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f
Super Light KickHL40x6*1100-1000/0-1+62(17)2(18)2(2)2(10)2(4)2(32)231-12-1~7f Invincible, 38~48f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Super Medium KickHL40x6*1100-1000/0-1+102(16)3(17)2(3)1(10)2(4)3(31)330-12-1~10f Invincible, 42~52f & 60~80f & 92~103f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Super Hard KickHL40x6*1100-1000/0-1+122(17)2(18)2(2)2(10)2(4)2(32)231-12-1~11f Invincible, 44~54f & 62~83f & 94~105f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f
Ultra 1HL60x5*17300/0-1+112(18)2(25)2(5)2(23)2(21)258-29-1~11f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Ultra 2HL45x8 [45*456]00/0-1+7{2(2)} x 7*248-29-1~7f Invincible, 8~11f upper body strike and projectile invincible, Hard knockdown, armor break, pursuit property, 1st hit goes into animation, [] refers to animation, charge 55f
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken
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Frame Data * Dee Jay

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