Street Fighter France
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.



 
AccueilDernières imagesS'enregistrerConnexion
-39%
Le deal à ne pas rater :
Ordinateur portable ASUS Chromebook Vibe CX34 Flip
399 € 649 €
Voir le deal

Partagez
 

 Frame Data * Evil Ryu

Voir le sujet précédent Voir le sujet suivant Aller en bas 
AuteurMessage
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 * Evil Ryu Empty
MessageSujet: Frame Data * Evil Ryu   Frame Data * Evil Ryu I_icon_minitime6/1/2013, 19:29

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL305020C*Sp*Su33625-
Close Medium PunchHL7010040Sp*Su3321-33-
Close Hard PunchHL10020060Sp*Su5422-7-3[Ground Hit] Forces stand
Close Light KickHL305020Sp*Su557-13Retains Cancellable status when chained into
Close Medium KickHL8010040Sp*Su3516-7-2-
Close Hard KickHL40*70125*7560*20Su88 (2) 417-32[Air Hit] [1st Hit] Gives Juggle state
Far Light PunchHL305020C*Sp*Su43625-
Far Medium PunchHL8010040Sp*Su5414-22-
Far Hard PunchHL12020060-731803[Counter-hit] Knockdown
Far Light KickHL405020-566-12-
Far Medium KickHL7010040-7415-32-
Far Hard KickHL11020060-8422-8-4-
Crouch Light PunchHL305020C*Sp*Su32725-
Crouch Medium PunchHL6010040Sp*Su44825-
Crouch Hard PunchHL9020060Sp*Su6623-10-5[Ground Hit] Forces stand
Crouch Light KickL205020C*Sp*Su439-12-
Crouch Medium KickL6010040Sp*Su7316-40-
Crouch Hard KickL10010060-7326-11D[Hit] Hard Knockdown
Jump Up Light PunchH505020-49----
Jump Up Medium PunchH8010040-45----
Jump Up Hard PunchH10020060-44----
Jump Up Light KickH405020-59----
Jump Up Medium KickH8010040-610----
Jump Up Hard KickH10020060-44----
Jump Toward Light PunchH505020-49----
Jump Toward Medium PunchH50*3050*5040*20-73*4---[Air] [1st Hit] gives perfect Juggle state/ [2nd Hit] gives Juggle state and has Pursuit Property
Jump Toward Hard PunchH10020060-64----
Jump Toward Light KickH405020-48----
Jump Toward Medium KickH7010040-66----
Jump Toward Hard KickH10020060-74----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Target ComboHL9010060su8320-5-[Hit] Gives Juggle State
Forward + Medium KickHL7010040-16217-203-4F Feet [Hit Invincibility]/ 5~ Midair/ 5~15 Lower half of body [Hit Invincibility]/ Pursuit property
Dive KickHL7010040-13Until landingAfter landing 4--1~12 Lower half of body [Hit Invincibility]
Forward + Medium PunchH30*5050*5040*20-172(1)218-64[Hit] -2 Frame Advantage against crouching opponents/ [Counter Hit] Hitstun +2
Focus Attack Lv 1HL6010020-21235-21-21-
Focus Attack Lv 2HL8015040-17+12235-15--
Focus Attack Lv 3-14020060-65235---
Forward Throw0.9213014040-3220--[Hit] Hard Knockdown
Back Throw0.9213012040-3220--[Hit] Hard Knockdown
FireballHL6010010/20Su13-45-6-2[Air Hit] Gives Juggle state/ 13~15 Cancellable
Fireball ExHL50*5050*50-250/0Su12-4203[Air Hit] Gives Juggle state/ Pursuit property/ 12~14 Cancellable
Red Fireball Light PunchHL5020010/30Su25-53-7-[Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Red Fireball Medium PunchHL35*3550*10010/16*16Su25-61-7-[Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Red Fireball Hard PunchHL33x335x310/16*16*16Su25-69-7-[Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Red Fireball ExHL47x370*70*100-250/0Su25-539-[Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Dragon Punch Light PunchHL100[70]10030/40Su31414+After landing 10-17-1~2 [Invincible]/ 3~4 [Throw Invincible]/ 2~16 Lower half of body [Invincible]/ 4~ [Airborne]/ [Hit] Gives Juggle state/ [] Refers to Active frames 3-14
Dragon Punch Medium PunchHL100*30100*5020/20*20Su32*1225+After landing 18-34-1~5 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property
Dragon Punch Hard PunchHL100*60150*5020/20*20Su32*1228+After landing 18-37-1~4 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property
Dragon Punch ExHL80*60*50100*50*50-250/0Su32*2*1230+After landing 18-29-1~8 [Invincible]/ 9~18 Lower half of body [Invincible]/ 8~ [Airborne]/ [Hit] gives Juggle state/ 2nd and 3rd hits have Pursuit property
Hurricane Kick Light kickHL705030/30-112(6)212+After landing 8-9-7~20 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ [Hit] gives Juggle state/ [2nd Hit] aimed backwards/ Doesn't hit crouching opponent
Hurricane Kick Medium KickHL80*40100*5030/20*10Su - -52(5)[2(5)2](5)116+After landing 12-8-7~26 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ First Hit [Ground Hit] Forces stand/ [Hit] gives Juggle state (Only for first hit in midair)/ After 2nd hit: has Pursuit property/ Doesn't hit crouching opponent/ For first big hit, second half aimed backwards
Hurricane Kick Hard KickHL80*40*4020030/30Su - -52(5)[1(5)1](5)[1(5)1](5)113+After landing 8-1-7~36 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ First Hit [Ground Hit] Forces stand/ [Hit] gives Juggle state (Only for first hit in midair)/ After 2nd hit: has Pursuit property/ Doesn't hit crouching opponent/ For first big hit, second half aimed backwards
Hurricane Kick ExHL30x4*4040x5-250/0-111(3)1 (3)1(3) 1(3)118+After landing 3-1-6~27 Lower half of body [Projectile Invincible]/ 6~ [Airborne]/ Hits 1~4 [Ground Hit] Forces stand]/ Hits 1~4 [Air Hit] and hit 5 [Hit] gives Juggle state/ has Pursuit property
Hurricane Kick Light Kick (Air)HL605010/30-92 (6) 2 (6) 2After landing 10--[Hit] gives Juggle state
Hurricane Kick Medium Kick (Air)HL705010/30-92 (6) 2 (6) 210--[Hit] gives Juggle state
Hurricane Kick Hard Kick (Air)HL805010/30-92 (6) 2 (6) 210--[Hit] gives Juggle state
Hurricane Kick Ex (Air)HL40x550x5-250/0-7[1(3)]x4*1After landing 4--[Hit] gives Juggle state/ has Pursuit property
Hurricane Kick Light Kick (Air, after Forward + Medium Kick)HL30x250x210/20*20-92(6)2(6)217 + After landing 10-401~26f Lower body invincible to projectiles
Hurricane Kick Medium Kick (Air, after Forward + Medium Kick)HL40x250x210/20*20-92(6)2(6)217 + After landing 10-6-21~26f Lower body invincible to projectiles
Hurricane Kick Hard Kick (Air, after Forward + Medium Kick)HL40*5050x210/20*20-92(6)2(6)217 + After landing 10-8-1~26f Lower body invincible to projectiles / [Hit] gives Juggle state
Hurricane Kick Ex (Air, after Forward + Medium Kick)HL40x550x5-250/0-7[1(3)]x517 + After landing 4-8-[Hit] gives Juggle state
Axe Kick Light KickHL10020030/40Su17222-71Armor Break effect/ Doesn't hit midair enemy
Axe Kick Medium KickHL8010030/40Su20220-24[Air Hit] Hard Knockdown / Armor Break effect/ has Pursuit Property
Axe Kick Hard KickHL13015030/40Su262181D[Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property
Axe Kick ExH160200-250/0Su21222-4D[Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property/ Hits overhead
Teleport P.-------61--1~49 [Invincible]/ Goes through opponent
Teleport K.-------53--1~40 [Invincible]/ Goes through opponent
Super-3700-1000/0-1+03713--1F Invincible/ [Hit] Hard Knockdown/ Can [kara] cancel from any normal or special move
Ultra 1HL38x7*75 (53x7*60)00/0-0+11-125-30-1~9 [Invincible]/ Hits 1~7 [air Hit] and hit 8 [Hit] gives Juggle property into Hard Knockdown/ has Pursuit property/ Can charge up to 39 frames, point blank hit does 431 damage, outside point blank does 403 damage
Ultra 2HL30*15x2* 75*35x4[501]00/0-0+94*6(26) 4*4*4(37) 2*2*3*3*331+After landing 62-78-1~16 [Invincible]/ 9~ [Airborne]/ [Hit] Hard Knockdown/ Armor Break effect/ If 6th hit lands, opponent is locked in animation/ [] refers to animation
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken
Revenir en haut Aller en bas
 

Frame Data * Evil Ryu

Voir le sujet précédent Voir le sujet suivant Revenir en haut 
Page 1 sur 1

 Sujets similaires

-
» Besoin de précisions sur utilisation frame data pour frame trap
» Déduire un frame trap de la frame data
» Frame Data * Ryu
» Frame Data * Gen
» Frame Data * Guy

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
Street Fighter France :: Autres jeux de la série SF :: Street Fighter IV series :: Techniques :: Persos :: Evil Ryu-

PARTENAIRES