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 * Guy 6/1/2013, 19:37 | |
| Normal MovesMove | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Close Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 6 | 3 | 6 | Cannot hit crouching opponents | Close Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 2 | 16 | 1 | 5 | - | Close Hard Punch | HL | 100 | 200 | 60 | Sp*Su | 5 | 2 | 19 | -3 | 2 | Forces stand | Close Light Kick | HL | 20 | 50 | 20 | Sp*Su | 5 | 3 | 11 | -3 | 0 | - | Close Medium Kick | HL | 80 | 100 | 40 | Sp*Su | 7 | 2 | 11 | 3 | 6 | - | Close Hard Kick | HL | 100 | 200 | 60 | Su | 7 | 3 | 13 | 2 | 8 | - | Far Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 6 | 3 | 6 | cannot hit crouching opponents | Far Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 2 | 16 | -4 | -1 | - | Far Hard Punch | HL | 100 | 200 | 60 | - | 7 | 2 | 13 | 3 | 7 | - | Far Light Kick | HL | 40 | 50 | 20 | - | 6 | 2 | 9 | 0 | 3 | - | Far Medium Kick | HL | 70 | 100 | 40 | - | 8 | 2 | 12 | -1 | 3 | - | Far Hard Kick | HL | 110 | 200 | 60 | - | 8 | 3 | 16 | -1 | 3 | - | Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 6 | 3 | 6 | - | Crouch Medium Punch | HL | 70 | 100 | 40 | Sp*Su | 6 | 3 | 9 | 2 | 5 | - | Crouch Hard Punch | HL | 100 | 200 | 60 | - | 9 | 2 | 13 | 3 | 8 | Forces stand | Crouch Light Kick | L | 30 | 50 | 20 | Sp*Su | 3 | 2 | 7 | 2 | 5 | - | Crouch Medium Kick | L | 30*40 | 30*40 | 40*20 | - | 6 | 2(2)2 | 12 | 0 | - | 2nd hit hard knockdown | Crouch Hard Kick | L | 90[50] | 100[80] | 60 | - | 7 | 11 | 15 | -10[-5] | -[-3] | Hard knockdown (first 5f), [] refers to after 5th active frame | Jump Up Light Punch | H | 50 | 50 | 20 | - | 5 | 7 | - | - | - | - | Jump Up Medium Punch | H | 80 | 100 | 40 | - | 5 | 4 | - | - | - | - | Jump Up Hard Punch | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | - | Jump Up Light Kick | H | 40 | 50 | 20 | - | 5 | 8 | - | - | - | - | Jump Up Medium Kick | H | 80 | 100 | 40 | - | 6 | 3 | - | - | - | - | Jump Up Hard Kick | H | 50*50 | 50*50 | 60*20 | - | 5 | 2(6)4 | - | - | - | [air hit] limited juggle knockdown, 2nd hit pursuit property | Jump Toward Light Punch | H | 50 | 50 | 20 | - | 5 | 7 | - | - | - | - | Jump Toward Medium Punch | H | 80 | 100 | 40 | - | 5 | 3 | - | - | - | - | Jump Toward Hard Punch | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | - | Jump Toward Light Kick | H | 40 | 50 | 20 | - | 5 | 8 | - | - | - | - | Jump Toward Medium Kick | H | 70 | 100 | 40 | - | 6 | 6 | - | - | - | - | Jump Toward Hard Kick | H | 100 | 200 | 60 | - | 8 | 3 | - | - | - | - | 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 | Ninja Sickle (DF+Hard Kick) | HL | 40*60 | 100*100 | 60*20 | - | 11 | 2(3)2 | 12 + After landing 13 | -9 | - | 14f~ airborne, 2nd hit floats opponent | Neck Breaker (F+Medium Punch) | H | 30*30 | 50*50 | 10*10 | - | 15 | 2*2 | 16 | -2 | 2 | - | Elbow Drop (D+Medium Punch Air) | HL | 80 | 100 | 40 | - | 8 | until ground | After landing 4 | - | - | - | Bushin Chain (2nd hit) | HL | 60 | 50 | 10 | - | 7 | 2 | 24 | -8 | -3 | - | Bushin Chain (3rd hit) | HL | 80 | 50 | 20 | - | 5 | 2 | 18 | -9 | 3 | - | Bushin Chain (4th hit) | HL | 100 | 130 | 20 | Su | 11 | 3 | 26 | -11 | - | - | Bushin Chain (4th hit) + Down Hard Kick | - | 100 | 0 | 30 | - | 3 | 2 | 20 | - | - | floats opponent | Medium Punch - Hard Punch | HL | 40 | 60 | 20 | Sp*Su | 7 | 2 | 23 | -5 | -2 | Forces stand | Wall Jump | - | - | - | - | - | - | - | - | - | - | - | 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 | - | - | Focus Attack Level 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | - | Forward Throw | 0.84 | 130 | 160 | 40 | - | 3 | 2 | 20 | - | - | - | Back Throw | 0.84 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | - | Dashing Elbow Light Punch | HL | 80 | 140 | 10/20 | Su | 19 | 3 | 21 | -1 | - | 5~15f upper body projectile invincible, armor break | Dashing Elbow Medium Punch | HL | 130 | 160 | 10/30 | Su | 23 | 3 | 22 | -2 | - | 5~19f upper body projectile invincible, armor break | Dashing Elbow Hard Punch | HL | 160 | 200 | 20/40 | Su | 30 | 3 | 22 | -6 | - | 5~26f upper body projectile invincible, armor break | Dashing Elbow EX | HL | 120 | 200 | -250/0 | Su | 10 | 3 | 24 | -6 | - | armor break, pursuit property | Hurricane Kick Light Kick | HL | 40x3 | 100*50x2 | 20/12x3 | - | 10 | 2(6) 1(7) 1 | 11 + After landing 19 | -18 | - | 1~9f mid body projectile invincible, 10~28f lower body strike and projectile invincible, 1~9f unthrowable, 7f~ airborne, 2nd-3rd hit pursuit property, 3rd hit cannot hit crouching opponents | Hurricane Kick Medium Kick | HL | 50x3 | 100*50x2 | 20/12x3 | - | 9 | 2(6) 2(6) 2 | 16 + After landing 19 | -15 | - | 1~26f lower body strike invincible, 1~42f projectile invincible (total body until 10f, lower body after), 7f~ airborne, 2nd-3rd hit pursuit property | Hurricane Kick Hard Kick | - | 50*20*20*70 | 50x4 | 20/12*10x3 | - | 6 | 3(6) 1(7) 1(6) | 16 + After landing 19 | - | - | 1~30f lowerbody strike and projectile invincible, 5f~ airborne, pursuit property, cannot hit crouching opponents | Hurricane Kick EX | HL | 50x3*20 | 50x4 | -250/0 | - | 4 | 2(5)1(6)1(5)2 | 16 + After landing 19 | -20 | - | 1~10f Invincibuel, 11~25f lower body strike and projectile invincible, 3f~ airborne, pursuit property, frame advantage is based off 3rd hit | Bushin Flip Light Punch | - | - | - | 20/- | - | - | - | 68 | - | - | 7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup | Bushin Flip Medium Punch | - | - | - | 20/- | - | - | - | 70 | - | - | 7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup | Bushin Flip Hard Punch | - | - | - | 20/- | - | - | - | 70 | - | - | 7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup | Bushin Flip EX | - | - | - | -250/- | - | - | - | 65 | - | - | 1~14f projectile and throw invincible, passes through opponent, 7f~ airborne, 20 grounded recovery frames, tracks opponent, 22f~ can cancel into followup | Flip Throw | 0.8 | 180 | 150 | 0/40 | - | 1 | 1 | After landing 8 | - | - | Hard knockdown, only hits standing and airborne opponents | Flying Elbow | HL | 80 | 100 | 0/40 | - | 13 | until ground | After landing 8 | - | - | - | Run | - | - | - | 0 | - | - | - | See followup | - | - | 5f~ can cancel into followup | Sudden Stop | - | - | - | 0 | - | - | - | 17 | - | - | Fastest stop is 21f | Shadow Kick | L | 110 | 100 | 10/60 | Su | 4+9 | 6 | 22 | -10 | - | Hard knockdown | Neck Flip | HL*H | 100*70 | 100*100 | 10/40*40 | - | 4+22 | 2*3 | 20 | -6 | 2 | 1~14f lower body strike and projectile invincible, 15~28f airborne, 1st hit floats airborne opponents | Run EX | - | - | - | -250/- | - | - | - | See followup | - | - | 1f~ 2-hit armor, 5f~ can cancel into followup | Sudden Stop (from Run) | - | - | - | 0 | - | - | - | 17 | - | - | Fastest stop is 21f | Shadow Kick (from Run) | L | 120 | 100 | 0/60 | Su | 4+9 | 13 | 14 | -9 | - | Hard knockdown, 1~28f projectile invincible | Neck Flip (from Run) | HL*H | 100*70 | 200*100 | 0/40*40 | - | 4+23 | 2*3 | 20 | -6 | 2 | 1~22f projectile invincible, 1~14f lower body strike invincible, 15~29f airborne | Air Grab | 1 | 180 | 180 | 10/80 | - | 3 | 2 | - | - | - | Hard knockdown, connects on airborne opponents only | EX-Air Grab | 1 | 170 | 180 | -250/0 | - | 3 | 3 | - | - | - | 1~2f Invincible, hard knockdown, connects on airborne opponents only | Super | HL | 80*40x5*100 | 0 | -1000/0 | - | 1+7 | 2 | 10 + After landing 18 | -15 | - | 1~8f Invincible, 1f~ airborne, untechable limited juggle knockdown, pursuit property, animation continues on hit or block | Ultra 1 | HL | 29*27x3*350 | 0 | 0 | - | 0+12 | 2(11) 2(16) 2(17) 1 | 40 | -20 | - | 1~12f Invincible, hard knockdown, armor break, pursuit property, 4th hit goes into animation | Ultra 2 | 0.98 | 500 | 0 | 0 | - | 0+1 | 2 | 38 | - | - | 1~2f Invincible, hard knockdown | 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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KillingMoon
Messages : 126 ID en ligne : PSN:LAReid89/GT:Ki11ingMoon Perso : Guy et aussi...Guy
| Sujet: Re: Frame Data * Guy 20/8/2013, 04:52 | |
| juste un petit complement:
sudden stop, shadow kick et neck flip from run sont les follow up apres un run EX,
donc le shadow kick a 6 frame actives et 22 recovery apres run et 13 actives et 14 recovery apres run EX;
le neck flip juggle l'adversaire au 1st hit mais l'EX run/neck flip non; |
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