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 * Fei Long 6/1/2013, 19:31 | |
| 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 | 5 | 2 | 16 | 3 | 7 | - | Close Hard Punch | HL | 100[80] | 200[150] | 60 | Sp*Su | 4 | 5 | 25 | -12 | -7 | Forces stand, [] refers to active frames 3~5 | Close Light Kick | HL | 30 | 50 | 20 | - | 4 | 2 | 9 | 0 | 3 | - | Close Medium Kick | HL | 75 | 100 | 40 | Sp*Su | 4 | 2 | 18 | -6 | -3 | - | Close Hard Kick | HL | 120 | 200 | 60 | Su | 6 | 3 | 24 | -9 | -5 | - | Far Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 3 | 2 | 7 | 2 | 5 | - | Far Medium Punch | HL | 80 | 100 | 40 | Su | 5 | 2 | 16 | -4 | -1 | - | Far Hard Punch | HL | 120 | 200 | 60 | - | 7 | 3 | 18 | -3 | 1 | - | Far Light Kick | HL | 40 | 50 | 20 | - | 4 | 2 | 11 | -2 | 1 | - | Far Medium Kick | HL | 70 | 100 | 40 | - | 7 | 2 | 18 | -6 | -3 | - | Far Hard Kick | HL | 110 | 200 | 60 | - | 9 | 4 | 20 | -6 | -2 | - | Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 3 | 2 | 9 | 0 | 3 | - | Crouch Medium Punch | HL | 55 | 100 | 40 | Su | 4 | 3 | 9 | 2 | 5 | - | Crouch Hard Punch | HL | 100 | 200 | 60 | - | 8 | 3 | 20 | -5 | 0 | Forces stand | Crouch Light Kick | L | 20 | 50 | 20 | C*Su | 3 | 3 | 8 | 0 | 3 | Low attack | Crouch Medium Kick | L | 80 | 100 | 40 | Su | 5 | 4 | 13 | -3 | 0 | Low attack | Crouch Hard Kick | L | 100 | 150 | 60 | - | 6 | 2 | 25 | -9 | - | Low attack, cannot fast recover | Jump Up Light Punch | H | 50 | 50 | 20 | - | 4 | 4 | - | - | - | - | Jump Up Medium Punch | H | 80 | 100 | 40 | - | 5 | 3 | - | - | - | - | Jump Up Hard Punch | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | - | Jump Up Light Kick | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | - | Jump Up Medium Kick | H | 80 | 100 | 40 | - | 6 | 6 | - | - | - | - | Jump Up Hard Kick | H | 100 | 200 | 60 | - | 6 | 5 | - | - | - | - | Jump Toward Light Punch | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | - | Jump Toward Medium Punch | H | 80 | 100 | 40 | - | 5 | 5 | - | - | - | - | Jump Toward Hard Punch | H | 100 | 200 | 60 | - | 6 | 6 | - | - | - | - | Jump Toward Light Kick | H | 40 | 50 | 20 | - | 4 | 8 | - | - | - | - | Jump Toward Medium Kick | H | 70 | 100 | 40 | - | 5 | 4 | - | - | - | - | Jump Toward Hard Kick | H | 100 | 200 | 60 | - | 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 | Overhead | H | 70 | 100 | 40 | - | 18 | 2 | 2 + After landing 14 | -4 | 1 | 6f~ airborne, Only -1 hit advantage vs crouching opponents | Forward + Hard Kick | HL | 90*60 | 150*50 | 60*20 | -*Su | 15 | 2(7)2 | 15 | -1 | 3 | - | Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | - | Focus Attack Level 2 | HL | 80 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | D | - | Focus Attack Level 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | D | D | - | Forward Throw | 0.88 | 130 | 130 | 40 | - | 3 | 2 | 20 | - | D | Knockdown, Range 0.88 | Back Throw | 0.88 | 140 | 140 | 40 | - | 3 | 2 | 20 | - | D | Knockdown, Range 0.88 | Rekka Ken Light Punch (1) | HL | 50 | 50 | 10/10 | - | 7 | 2 | 21 | -4 | 0 | 16 frames to cancel into second rekka | Rekka Ken Medium Punch (1) | HL | 55 | 50 | 10/10 | - | 9 | 2 | 23 | -6 | -2 | 18 frames to cancel into second rekka | Rekka Ken Hard Punch (1) | HL | 60 | 50 | 10/10 | - | 10 | 2 | 25 | -8 | -4 | 19 frames to cancel into second rekka | Rekka Ken Light Punch (2) | HL | 50 | 50 | 10/10 | - | 7 | 2 | 23 | -8 | -2 | 17 frames to cancel into third rekka | Rekka Ken Medium Punch (2) | HL | 55 | 50 | 10/10 | - | 7 | 2 | 25 | -10 | -4 | 17 frames to cancel into third rekka | Rekka Ken Hard Punch (2) | HL | 60 | 50 | 10/10 | - | 7 | 2 | 27 | -12 | -6 | 17 frames to cancel into third rekka | Rekka Ken Light Punch (3) | HL | 60 | 50 | 10/10 | - | 7 | 2 | 36 | -19 | D | - | Rekka Ken Medium Punch (3) | HL | 60 | 50 | 10/10 | - | 9 | 2 | 36 | -19 | D | - | Rekka Ken Hard Punch (3) | HL | 60 | 50 | 10/10 | - | 9 | 2 | 40 | -23 | D | - | Rekka Ken EX (1) | HL | 65 | 50 | -250/0 | - | 7 | 2 | 25 | 0 | 2 | 16f~ cancellable into next move, projectile hitbox | Rekka Ken EX (2) | HL | 65 | 50 | 0/0 | - | 7 | 2 | 27 | -1 | 0 | 17f~ cancellable into next move, projectile hitbox | Rekka Ken EX (3) | HL | 70 | 50 | 0/0 | - | 9 | 2 | 40 | -23 | D | projectile hitbox | Flame Kick Light Kick | HL | 110[70] | 200[100] | 30/40 | Su | 5 | 12 | 16+22 | -30 | D | 1~4f Invincible, 5~6f unthrowable, 7f~ airborne, [] refers to active frames 3~12 | Flame Kick Medium Kick | HL | 120[90] | 200[100] | 30/40 | Su | 5 | 12 | 20+22 | -32 | D | 1~5f Invincible, 6f unthrowable, 7f~ airborne, [] refers to active frames 3~12 | Flame Kick Hard Kick | HL | 100*50 | 100*100 | 30/40*20 | Su | 5 | 2*10 | 24+22 | -36 | D | 1~5f Invincible, 6f unthrowable, 7f~ airborne, 2nd hit can juggle | Flame Kick EX | HL | 100*50*40 | 100*50*40 | -250/0 | Su | 5 | 2*8*11 | 18+22 | -39 | D | 1~6f Invincible, 7f~ airborne, 2nd & 3rd hit can juggle | Flying Kick Light Kick | HL | 30*30*40 | 50x3 | 10/30*20*20 | - | 14 | 2(5)4(6)2 | 5+16 | -4 | 0 | 1~8f Invincible, 9f~ airborne, 1st hit armor break, can juggle | Flying Kick Medium Kick | HL | 30*30*50 | 50x3 | 10/30*20*20 | - | 16 | 2(5)4(6)2 | 5+14 | -2 | 2 | 1~10f Invincible, 11f~ airborne, 1st hit armor break, can juggle | Flying Kick Hard Kick | HL | 35*35*30 | 50x3 | 10/30*20*20 | - | 18 | 2(5)4(6)2 | 4+13 | 0 | 4 | 13f~ airborne, 1st hit armor break, can juggle | Flying Kick EX | HL | 30*30*40 | 50x3 | -250/0 | - | 18 | 2(5)4(6)2 | 4+13 | 0 | 4 | 1~12f Invincible, 13~36f projectile invincible, 13f~ airborne, 1st hit armor break, can juggle | Flip Grab | 0.92 | 0 | 0 | 10/40 | - | 14 | 2 | 51 | - | 7 | Forces stand | Flip Grab EX | 1.23 | 0 | 0 | -250/0 | - | 12 | 2 | 51 | - | 7 | Forces stand | Super | HL | 50x4*170 | 0 | -1000/0 | - | 1+5 | 2(10) 2(12) 2(11) 2(20) 2 | 57 | -38 | D | 1~6f Invincible, can juggle | Ultra 1 | HL | 60x4*165[375] | 0 | 0/0 | - | 0+10 | 2(11) 2(12) 2(10) 2(21) 2 | 57 | -38 | D | 1~11f Invincible, Hard knockdown, 2nd & 4th hit cannot hit airborne opponents, grounded hit goes into animation, [] refers to animation | Ultra 2 | - | 470 | 0 | 0/0 | - | 0+1 | 35 | 61 | - | D | Counters for 35f, (something about hitting), Hard knockdown | Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Source EventHubs et Shoryuken
Dernière édition par GxC Shield le 15/1/2013, 01:18, édité 1 fois |
|
GxC Shield Admin
Messages : 1740 ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN) Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)
| Sujet: Re: Frame Data * Fei Long 9/1/2013, 22:37 | |
| Tiens ! J'aurais pas fait ça pour rien, je savais pas que les EX Rekka Ken étaient considérés comme des "hadoken". |
|