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 Frame Data * Makoto

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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 * Makoto Empty
MessageSujet: Frame Data * Makoto   Frame Data * Makoto I_icon_minitime6/1/2013, 20:06

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Stand Light PunchHL305020Sp*Su44525-
Stand Medium PunchHL6010040Sp*Su57725-
Stand Hard PunchHL8020060Sp*Su6324-9-5-
Stand Light KickHL405020Sp*Su53803-
Stand Medium KickHL7010040Sp*Su6412-21-
Stand Hard KickHL10025060Su8812-22-
F+Light PunchHL305020Sp*Su34703-
F+Medium PunchHL9010040Su76803-
F+Hard PunchHL9020060-13818-8-4-5 on hit for crouching opponents
F+Light KickHL405020-7312-4-1-
F+Medium KickHL9010040-15316-12-
F+Hard KickL11020060-19323-8-Untechable knockdown, hold button to feint (total 27f)
Crouch Light PunchHL205020C*Sp*Su44614-
Crouch Medium PunchHL6010040Sp*Su769-12-
Crouch Hard PunchL9010060-7324-9-Untechable knockdown
Crouch Light KickL305020Sp*Su44703-
Crouch Medium KickHL7010040-76803-
Crouch Hard KickHL9010060-9417-31-
Jump Up Light PunchH505020-49---Legs are immune to projectiles until end of startup frames
Jump Up Medium PunchH8010040-56---Legs are immune to projectiles until end of startup frames
Jump Up Hard PunchH10025060-82---Legs are immune to projectiles until end of startup frames, can juggle
Jump Up Light KickH405020-49---Legs are immune to projectiles until end of startup frames
Jump Up Medium KickH8010040-710---Legs are immune to projectiles until end of startup frames
Jump Up Hard KickH10020060-75---Legs are immune to projectiles until end of startup frames
Jump Toward Light PunchH505020--49---Legs are immune to projectiles until end of startup frames
Jump Toward Medium PunchH8010040-56---Legs are immune to projectiles until end of startup frames
Jump Toward Hard PunchH10020060-65---Legs are immune to projectiles until end of startup frames, can juggle
Jump Toward Light KickH405020-49---Legs are immune to projectiles until end of startup frames
Jump Toward Medium KickH8010040-75---Legs are immune to projectiles until end of startup frames
Jump Toward Hard KickH10020060-95---Legs are immune to projectiles until end of startup frames
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Lunge Punches (F+Hard Punch - Hard Punch)HL50*8050*10020*20-73(3)518-5-1-
Light Kick - Medium KickHL5010040Sp*Su2414-4-1-
F+Medium Kick - Hard KickHL10020060-8714-31-
Focus Attack Level 1HL6010020-21235-21-21-
Focus Attack Level 2HL8015040-17+12235-15--
Focus Attack Level 3-14020060-64235---
Forward Throw0.910020040-3220-1Forces stand
Back Throw0.913012040-3220---
Upwards Punch Light PunchHL9016030/40Su6831--Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Upwards Punch Medium PunchHL9016030/40Su10832--2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Upwards Punch Hard PunchHL9016030/40Su13832--2~3f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Upwards Punch EXHL120200-250/0Su10832--2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Dash Punch Light Punch Level 1HL9012020/40Su8523-80[Air hit] knockdown, can juggle, 8f startup from button release
Dash Punch Light Punch Level 2HL10513520/40Su4+8523-71[Air hit] knockdown, can juggle, charge 4~23f, 8f startup from button release
Dash Punch Light Punch Level 3HL12015020/40Su24+8523-62[Air hit] knockdown, can juggle, charge 24~43f, 8f startup from button release
Dash Punch Light Punch Level 4HL13516520/40Su44+20519-2-Knockdown, can juggle, charge 44~63f, 20f startup from button release
Dash Punch Light Punch Level 5HL19018020/40Su64+11519-2-Knockdown, can juggle, charge 64f, 11f startup from button release
Dash Punch Medium Punch Level 1HL10012020/40Su15521-71[Air hit] knockdown, can juggle, 15f startup from button release
Dash Punch Medium Punch Level 2HL11513520/40Su4+15521-62[Air hit] knockdown, can juggle, charge 4~23f, 15f startup from button release
Dash Punch Medium Punch Level 3HL13015020/40Su24+15521-53[Air hit] knockdown, can juggle, charge 24~43f, 15f startup from button release
Dash Punch Medium Punch Level 4HL15516520/40Su44+20519-2-Knockdown, can juggle, charge 44~63f, 20f startup from button release
Dash Punch Medium Punch Level 5HL19018020/40Su64+11519-2-Knockdown, can juggle, charge 64f, 11f startup from button release
Dash Punch Hard Punch Level 1HL11012020/40Su20519-62[Air hit] knockdown, can juggle, 20f startup from button release
Dash Punch Hard Punch Level 2HL12513520/40Su4+20519-53[Air hit] knockdown, can juggle, charge 4~23f, 20f startup from button release
Dash Punch Hard Punch Level 3HL14015020/40Su24+20519-44[Air hit] knockdown, can juggle, charge 24~43f, 20f startup from button release
Dash Punch Hard Punch Level 4HL15516520/40Su44+20519-2-Knockdown, can juggle, charge 44~63f, 20f startup from button release
Dash Punch Hard Punch Level 5HL19018020/40Su64+11519-2-Knockdown, can juggle, charge 64f, 11f startup from button release
Dash Punch EXHL120150-250/0Su13616-4-Knockdown, can juggle, armor break
Dash Punch Cancel-------12--Fastest cancel is 16f
Overhead Chop Light PunchH9020030/30Su22616-44[Air hit] knockdown, +3 hit advantage on crouching opponent, armor break
Overhead Chop Medium PunchH10020030/30Su23615-55[Air hit] knockdown, +4 hit advantage on crouching opponent, armor break
Overhead Chop Hard PunchH15020030/30Su24614-5-Untechable knockdown, armor break
Overhead Chop EXH120200-250/0Su18619-4-1~12f immune to strikes and projectiles, untechable knockdown, armor break, can juggle
Grab and Choke Light Punch (Karakusa)0.93408020/40-7247-12Forces stand
Grab and Choke Medium Punch (Karakusa)0.99408020/40-8247-12Forces stand
Grab and Choke Hard Punch (Karakusa)1.06408020/40-9247-12Forces stand
Grab and Choke EX (Karakusa)0.9360120-250/0-5247-121~6f armored, forces stand
Aerial Axe Kick Light KickHL9012010/40-114After landing 11--[Air hit] knockdown, can juggle
Aerial Axe Kick Medium KickHL10014010/40-134After landing 11--[Air hit] knockdown, can juggle
Aerial Axe Kick Hard KickHL15020010/40-154After landing 11--Untechable knockdown, can juggle
Aerial Axe Kick EXH60*100100*120-250/0-151*4After landing 11--1~15f immune to projectiles, knockdown, can juggle
SuperHL---1000/0-1+072011--Fully invincible, increases damage by 25%
Ultra 1HL75*40500/0-0+6347-29-1~8f Invincible, untechable knockdown, armor break, can juggle, 1st hit goes into animation
Ultra 2 Light Kick versionHL105*75*60*150[60*45*45*60]00/0See notesFrom wall 0until groundAfter landing 26-28-Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version
Ultra 2 Medium Kick versionHL105*75*60*150[60*45*45*60]00/0See notesFrom wall 0until groundAfter landing 26-28-Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version
Ultra 2 Hard Kick versionHL105*75*60*150[60*45*45*60]00/0See notesFrom wall 383+After landing 26-28-Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken


Dernière édition par GxC Shield le 15/1/2013, 01:22, édité 2 fois
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TKZ

TKZ

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ID en ligne : Xbox: NiKoBoKo Steam: Warbatz
Perso : Je les aime tous !

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MessageSujet: Re: Frame Data * Makoto   Frame Data * Makoto I_icon_minitime6/1/2013, 21:35

C'est pas con ça !!!
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Frame Data * Makoto

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