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 Frame Data * Dudley

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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 * Dudley Empty
MessageSujet: Frame Data * Dudley   Frame Data * Dudley I_icon_minitime6/1/2013, 19:26

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Stand Light PunchHL205020C*Sp*Su32636-
Stand Medium PunchHL6010040Sp*Su42936-
Stand Hard PunchHL13020060Su6616-40-
Stand Light KickHL405020Sp*Su5210-12-
Stand Medium KickHL6510040-6510-12Forces stand
Stand Hard KickHL8016060Sp*Su431502Forces stand, [Counter-hit] +7 hit advantage
Crouch Light PunchHL205020C*Sp*Su32725-
Crouch Medium PunchHL6010040Sp*Su521114-
Crouch Hard PunchHL12020060-8415-14Forces stand
Crouch Light KickL305020Sp*Su44614-
Crouch Medium KickL7010040-8615-7-Hard knockdown
Crouch Hard KickL10012060-14422-8-Limited juggle knockdown, pursuit property
Jump Up Light PunchH405020-45----
Jump Up Medium PunchH7010040-55----
Jump Up Hard PunchH12020060-64----
Jump Up Light KickH405020-410----
Jump Up Medium KickH6010040-58----
Jump Up Hard KickH9020060-115---[Air hit] limited juggle knockdown
Jump Toward Light PunchH405020-48----
Jump Toward Medium PunchH7010040-55----
Jump Toward Hard PunchH12020060-64----
Jump Toward Light KickH405020-416----
Jump Toward Medium KickH6010040-512----
Jump Toward Hard KickH11020060-910---[Air hit] limited juggle knockdown
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Slipping Jab (F+Light Punch)HL255020Sp*Su5210-12-
Stomach Blow (F+Medium Punch)HL8010040-741003-
Kidney Blow (F+Medium Kick)HL10010040-82935+6 hit advantage on crouching opponent
Step Straight (F+Hard Punch)HL13020060Su13713-22-
Dart Shot (F+Hard Kick)H8010060Su15415-14[Air hit] Hard knockdown
F+Light Punch - Medium PunchHL305040Sp*Su4214-21-
Crouch Light Kick - Medium KickHL305040Sp*Su4313-21Forces stand
F+Hard Kick - Medium KickHL305040-4413-30Forces stand
Light Punch - Medium PunchHL305040-421114-
Light Punch - Medium Punch - Medium KickHL305040Sp*Su4313-21Forces stand
Medium Punch or F+Medium Kick - Medium KickHL305040-4313-21Forces stand
Medium Punch or F+Medium Kick - Medium Kick - Hard PunchHL405060Su4317-23-
Crouch Light Kick - Crouch Medium PunchHL305040-4216-41-
Crouch Light Kick - Crouch Medium Punch - Crouch Hard PunchHL40*4750*5050*70-41*316-14Forces stand
Medium Kick - Hard KickHL405060-431613-
Medium Kick - Hard Kick - Hard PunchHL20*2050*5050*70Su41*316-14-
Light Kick - Medium KickHL305040-4313-24Forces stand
Light Kick - Medium Kick - Medium PunchHL305040-421213-
Light Kick - Medium Kick - Medium Punch - Hard PunchHL20*2050*5050*90Su41*316-14-
Victory RoseHL000-245578--Strike hitbox
Focus Attack Level 1HL6010020-21235-20-20-
Focus Attack Level 2HL8015040-17+12235-15--
Focus Attack Level 3-14020060-65235---
Forward Throw0.9214016040-3220---
Back Throw0.9214010040-3220---
Jet Upper Light PunchHL120[80]150[100]30/40Su5717+9-12-1~7f unthrowable, 7f~ airborne, [] refers to active frames 3~7
Jet Upper Medium PunchHL140[100]170[100]30/40Su51417+12-22-1~7f unthrowable, 7f~ airborne, [] refers to active frames 3~14
Jet Upper Hard PunchHL100*60[70]150*5030/20x2Su32*1818+12-33-1~6f unthrowable, 6f~ airborne, 2nd hit pursuit property, [] refers to 2nd hit active frames 2~18
Jet Upper EXHL100*80150*50-250/0Su42*1820+12-29-1~5f Invincible, 6f~ airborne, 2nd hit pursuit property
Machinegun Blow Light PunchHL20x2*5025x2*5010/10x3-92(5) 2(10) 421-22Forces stand, pursuit property
Machinegun Blow Medium PunchHL20x3*6025x3*7515/10x4-162(5) 2(5) 2(10) 421-41Forces stand, pursuit property
Machinegun Blow Hard PunchHL20x5*3025x5*7520/10x6-182(5) 2(5) 2(5) 2(5) 2(6) 422-50Forces stand, pursuit property
Machinegun Blow EXHL15x6*3020x6*30-250/0-182(5) 2(5) 2(5) 2(5) 2(6) 4(7) 420-8-1st-6th hit forces stand, pursuit property
Cross Counter Light Punch-Damage Absorbed + 6010010/30-36921--Upper body triggers invincible counter
Cross Counter EX-Damage Absorbed + 50*50*5050*100x2-250/0-32921--Upper body triggers invincible counter
Short Swing Blow Light KickHL12020020/30Su18320-221~9f unthrowable, [Air hit] or [Counter-hit] limited juggle knockdown
Short Swing Blow Medium KickHL14020020/30Su21322-421~11f unthrowable, [Air hit] or [Counter-hit] limited juggle knockdown
Short Swing Blow Hard KickHL16020020/30Su24322-421~13f unthrowable, [Air hit] or [Counter-hit] limited juggle knockdown
Short Swing Blow EXHL50x350x2*100-250/0Su242(6) 3(12) 229-2-1~23f unthrowable, 1st & 2nd hit forces stand
Duck Light Kick-0-10/-Su9-20--1~13f projectile invincible, 14f can cancel into followup
Duck Medium Kick-0-10/-Su9-21--1~14f projectile invincible, 15f can cancel into followup
Duck Hard Kick-0-10/-Su9-25--1~17f projectile invincible, 18f can cancel into followup
Ducking StraightHL1002005/40Su5323-52[Air hit] limited juggle knockdown, armor break, pursuit property
Ducking UpperHL60*60150*505/30*20Su31*225-621~5f upper body strike and projectile invincible, [Air hit] limited juggle knockdown, pursuit property, forces stand
Thunderbolt Light PunchHL40*60100*10020/20x2-38541-22-1~9f strike invincible, 10~42f airborne, hard knockdown, charge 55f
Thunderbolt EXHL20x4*9030x4*100-250/0-34941-21-1~9f Invincible, 10~42f airborne, hard knockdown, tracks opponent, charge 55f
Super Light PunchHL50* 30* 40* 30* 40* 15 x 10* 500-1000/0-1+23*5(22) 3*9(39) 3*3*{2*1} x521+17-35-1~9f Invincible, 4~25f 33~67f 84f~ airborne, pursuit property,
Ultra 1HL45x5*15x6*18500/0-0+83(8 ) 3(10) 3(8 ) 3(10) 3(12) 1*335-17-1~9f Invincible, 10f projectile invincible, hard knockdown, 7th hit goes into animation
Ultra 2HL54x6[440]00/0-0+82448-27-1~9f Invincible, hard knockdown, armorbreak, pursuit property but does not go into animation, goes into animation on hit, [] refers to animation
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken


Dernière édition par GxC Shield le 15/1/2013, 01:16, édité 2 fois
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Tobi

Tobi

Messages : 2199
ID en ligne : ID Psn : Tobi13200 / Gamertag PC : Tobinounet / Gamertag Xbox : DrD Tobi
Perso : Dudley / Yun

Frame Data * Dudley Empty
MessageSujet: Re: Frame Data * Dudley   Frame Data * Dudley I_icon_minitime7/1/2013, 01:57

Eventhubs a de fausses frames, par exemple le Jet upper est désormais à :
5 pour le petit et le moyen
3 pour le gros
C'est vraiment du bon boulot, mais tu aurais dû je pense prendre les tableaux de Shoryuken. Sad
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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 * Dudley Empty
MessageSujet: Re: Frame Data * Dudley   Frame Data * Dudley I_icon_minitime8/1/2013, 21:36

Mis à jour avec les données de Shoryuken.
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Frame Data * Dudley Empty
MessageSujet: Re: Frame Data * Dudley   Frame Data * Dudley I_icon_minitime

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Frame Data * Dudley

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