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 * Dee Jay 6/1/2013, 19:23 | |
| 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 | 3 | 2 | 7 | 2 | 5 | - | Close Medium Punch | HL | 70 | 100 | 40 | Sp*Su | 4 | 5 | 10 | -1 | 2 | - | Close Hard Punch | HL | 50*70 | 70*130 | 30*30 | Sp*Su- | 5 | 2(4)4 | 22 | -8 | -4 | Forces stand | Close Light Kick | HL | 30 | 50 | 20 | Sp*Su | 5 | 2 | 6 | 3 | 6 | - | Close Medium Kick | HL | 70 | 100 | 40 | Sp*Su | 5 | 2 | 9 | 3 | 6 | - | Close Hard Kick | HL | 70*60 | 120*80 | 60*20 | -*Su | 6 | 3(2)4 | 18 | -2 | 0 | 1st hit forces stand, [air hit] limited juggle knockdown, 2nd hit pursuit property | Far Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 3 | 3 | 7 | 1 | 4 | - | Far Medium Punch | HL | 90 | 110 | 40 | Sp | 7 | 3 | 13 | -2 | 1 | - | Far Hard Punch | HL | 100 | 200 | 60 | - | 8 | 4 | 23 | -9 | -5 | Forces stand, Only -4 on hit vs crouching opponents, [Standing counter-hit or air Counter-hit] floats opponent | Far Light Kick | HL | 40 | 50 | 20 | Sp*Su | 5 | 2 | 7 | 2 | 5 | - | Far Medium Kick | HL | 50*60 | 50*100 | 40*40 | Sp*Su- | 5 | 1*4 | 16 | -3 | 0 | - | Far Hard Kick | HL | 110 | 200 | 60 | - | 11 | 4 | 23 | -9 | -5 | - | Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 6 | 3 | 6 | - | Crouch Medium Punch | HL | 80 | 80 | 40 | Sp*Su | 6 | 2 | 12 | 0 | 3 | - | Crouch Hard Punch | HL | 90 | 200 | 60 | Sp*Su | 7 | 6 | 19 | -7 | -3 | - | Crouch Light Kick | L | 30 | 50 | 20 | C*Sp*Su | 5 | 3 | 11 | -3 | 0 | - | Crouch Medium Kick | L | 70 | 90 | 40 | - | 5 | 4 | 15 | -5 | - | Hard knockdown | Crouch Hard Kick | L | 100 | 140 | 60 | - | 14 | 9 | 15 | -6 | - | Hard knockdown, [Air hit] Limited juggle knockdown | Jump Up Light Punch | H | 40 | 50 | 20 | - | 5 | 19 | - | - | - | - | Jump Up Medium Punch | H | 70 | 80 | 40 | - | 7 | 8 | - | - | - | - | Jump Up Hard Punch | H | 120 | 150 | 60 | - | 7 | 3 | - | - | - | [Air hit] limited juggle knockdown, pursuit property | Jump Up Light Kick | H | 50 | 60 | 20 | - | 5 | 11 | - | - | - | - | Jump Up Medium Kick | H | 90 | 100 | 40 | - | 9 | 8 | - | - | - | - | Jump Up Hard Kick | H | 120 | 150 | 60 | - | 9 | 4 | - | - | - | - | Jump Toward Light Punch | H | 40 | 50 | 20 | - | 5 | 19 | - | - | - | - | Jump Toward Medium Punch | H | 70 | 80 | 40 | - | 7 | 6 | - | - | - | - | Jump Toward Hard Punch | H | 120 | 140 | 60 | - | 5 | 6 | - | - | - | - | Jump Toward Light Kick | H | 50 | 60 | 20 | - | 3 | 12 | - | - | - | - | Jump Toward Medium Kick | H | 90 | 100 | 40 | - | 6 | 4 | - | - | - | - | Jump Toward Hard Kick | H | 130 | 150 | 60 | - | 7 | 4 | - | - | - | - | 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 | Knee Shot (D+Light Kick air) | H | 50 | 60 | 20 | - | 4 | 18 | - | - | - | Legs projectile invincible during startup | Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 22 | 2 | 36 | -22 | -22 | - | Focus Attack Level 2 | HL | 80 | 150 | 40 | - | 17+12 | 2 | 36 | -16 | - | - | Focus Attack Level 3 | - | 140 | 200 | 60 | - | 64 | 3 | 36 | - | - | - | Forward Throw | 0.85 | 120 | 100 | 40 | - | 3 | 2 | 20 | - | - | - | Back Throw | 0.87 | 120 | 80 | 40 | - | 3 | 2 | 20 | - | - | - | Air Slasher | HL | 50 | 50 | 20/20 | Su | 12 | - | 37 | 0 | 3 | 14~15f cancellable, charge 50f | Air Slasher EX | HL | 50*50 | 50*50 | -250/0 | Su | 13 | - | 52 | 1 | 5 | 28~31f cancellable, pursuit property, 2nd hit releases on 27f, charge 50f | Double Rolling Sobat Light Kick | HL | 90 | 90 | 20/40 | Su | 12 | 2 | 21 | -5 | - | 1~13f lower body strike and projectile invincible, armor break, charge 50f | Double Rolling Sobat Medium Kick | HL | 60*50 | 70*50 | 20/30*20 | Su- | 14 | 2(14)2 | 23 | -7 | 0 | 1~11f unthrowable, armor break, pursuit property, charge 50f | Double Rolling Sobat Hard Kick | HL | 80*50 | 90*50 | 20/30*20 | Su- | 14 | 2(14)2 | 24 | -9 | -1 | 1~11f unthrowable, armor break, pursuit property, charge 50f | Double Rolling Sobat EX | HL | 80*60 | 90*70 | -250/0 | Su- | 15 | 2(7)4 | 25 | -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 Kick | HL | 120 | 50 | 30/20 | - | 6 | 2 | 18 + After landing 11 | -10 | - | 1~6f Invincible, 3f~ airborne, pursuit property, charge 55f | Jacknife Maximum Medium Kick | HL | 70*30 | 50*50 | 20/20*15 | - | 6 | 2(7)2 | 19 + After landing 11 | -20 | - | 1~6f strike and projectile invincible, 3f~ airborne, pursuit property, charge 55f | Jacknife Maximum Hard Kick | HL | 40*40*30 | 50*50*50 | 20/15*20*10 | - | 6 | 2(7) 2(10) 2 | 16 + After landing 15 | -33 | - | 1~5f unthrowable, 3f~ airborne, pursuit property, charge 55f | Jacknife Maximum EX | HL | 50*20 x 4*50 | 50*20 x 4*50 | -250/0 | - | 4 | 1(4)1(5)1(8)1(3)1(5)1 | 15 + After landing 11 | -22 | - | 1~8f Invincible, 3f~ airborne, pursuit property | Machinegun Upper Light Punch | HL | 20*20*50 | 40*40*60 | 20/10x3 | -Su- | 12 | 2(2) 2(4) 2 | 30 | -11 | - | 1~23f head strike and projectile invincible, armor break, charge 55f | Machinegun Upper Medium Punch | HL | 30*20*50 | 40*40*60 | 20/10x3 | -Su- | 12 | 2(2)2(4)2 | 30 | -11 | - | 1~23f head strike and projectile invincible, armor break, charge 55f | Machinegun Upper Hard Punch | HL | 35*35*50 | 40*40*60 | 20/10x3 | -Su- | 12 | 2(2)2(4)2 | 30 | -11 | - | 1~23f head strike and projectile invincible, armor break, charge 55f | Machinegun Upper (Barrage 1) | HL | 15*15*50 | 30*30*60 | 0/10x3 | -Su- | 3 | 2(2) 2(4) 2 | 30 | -11 | - | Armor break | Machinegun Upper Light Punch (Barrage 2) | HL | 25*25*60 | 40*40*60 | 0/10x3 | -Su- | 4 | 2(2) [2(2)2] (2)2 | 24 | -5 | - | Armor break, [] only hits once | Machinegun Upper Medium Punch (Barrage 2) | HL | 25*25*60 | 50*50*60 | 0/10x3 | -Su- | 4 | 2(2) [2(2)2] (2)2 | 26 | -7 | - | Armor break, [] only hits once | Machinegun Upper Hard Punch (Barrage 2) | HL | 30*30*60 | 60*60*60 | 0/10x3 | -Su- | 4 | 2(2) [2(2)2] (2)2 | 30 | -11 | - | Armor break, [] only hits once | Machinegun Upper EX (w/o Barrage) | HL | 16x4*50 | 25x4*60 | -250/0 | - | 12 | 2(4) 2(2) 2(2) 2(2) 2 | 24 | -5 | - | 1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f | Machinegun Upper EX (w/ Barrage) | HL | 16x7*50 | 25x7*60 | 0/0 | - | 12 | 2(1)2(2)2(2)2(3)2(2)2(2)2(2)2 | 28 | -9 | - | 1~4f Invincible, 5~31f strike and projectile invincible (translate), armor break, projectile hitbox, charge 55f | Super Light Kick | HL | 40x6*110 | 0 | -1000/0 | - | 1+6 | 2(17)2(18)2(2)2(10)2(4)2(32)2 | 31 | -12 | - | 1~7f Invincible, 38~48f airborne, Untechable limited juggle knockdown, pursuit property, 6th hit cancels into Ultra, charge 55f | Super Medium Kick | HL | 40x6*110 | 0 | -1000/0 | - | 1+10 | 2(16)3(17)2(3)1(10)2(4)3(31)3 | 30 | -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 Kick | HL | 40x6*110 | 0 | -1000/0 | - | 1+12 | 2(17)2(18)2(2)2(10)2(4)2(32)2 | 31 | -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 1 | HL | 60x5*173 | 0 | 0/0 | - | 1+11 | 2(18)2(25)2(5)2(23)2(21)2 | 58 | -29 | - | 1~11f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f | Ultra 2 | HL | 45x8 [45*456] | 0 | 0/0 | - | 1+7 | {2(2)} x 7*2 | 48 | -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 | Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Source EventHubs et Shoryuken |
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