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 * Makoto 6/1/2013, 20:06 | |
| Normal MovesMove | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes | Stand Light Punch | HL | 30 | 50 | 20 | Sp*Su | 4 | 4 | 5 | 2 | 5 | - | Stand Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 7 | 7 | 2 | 5 | - | Stand Hard Punch | HL | 80 | 200 | 60 | Sp*Su | 6 | 3 | 24 | -9 | -5 | - | Stand Light Kick | HL | 40 | 50 | 20 | Sp*Su | 5 | 3 | 8 | 0 | 3 | - | Stand Medium Kick | HL | 70 | 100 | 40 | Sp*Su | 6 | 4 | 12 | -2 | 1 | - | Stand Hard Kick | HL | 100 | 250 | 60 | Su | 8 | 8 | 12 | -2 | 2 | - | F+Light Punch | HL | 30 | 50 | 20 | Sp*Su | 3 | 4 | 7 | 0 | 3 | - | F+Medium Punch | HL | 90 | 100 | 40 | Su | 7 | 6 | 8 | 0 | 3 | - | F+Hard Punch | HL | 90 | 200 | 60 | - | 13 | 8 | 18 | -8 | -4 | -5 on hit for crouching opponents | F+Light Kick | HL | 40 | 50 | 20 | - | 7 | 3 | 12 | -4 | -1 | - | F+Medium Kick | HL | 90 | 100 | 40 | - | 15 | 3 | 16 | -1 | 2 | - | F+Hard Kick | L | 110 | 200 | 60 | - | 19 | 3 | 23 | -8 | - | Untechable knockdown, hold button to feint (total 27f) | Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 4 | 6 | 1 | 4 | - | Crouch Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 7 | 6 | 9 | -1 | 2 | - | Crouch Hard Punch | L | 90 | 100 | 60 | - | 7 | 3 | 24 | -9 | - | Untechable knockdown | Crouch Light Kick | L | 30 | 50 | 20 | Sp*Su | 4 | 4 | 7 | 0 | 3 | - | Crouch Medium Kick | HL | 70 | 100 | 40 | - | 7 | 6 | 8 | 0 | 3 | - | Crouch Hard Kick | HL | 90 | 100 | 60 | - | 9 | 4 | 17 | -3 | 1 | - | Jump Up Light Punch | H | 50 | 50 | 20 | - | 4 | 9 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Up Medium Punch | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Up Hard Punch | H | 100 | 250 | 60 | - | 8 | 2 | - | - | - | Legs are immune to projectiles until end of startup frames, can juggle | Jump Up Light Kick | H | 40 | 50 | 20 | - | 4 | 9 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Up Medium Kick | H | 80 | 100 | 40 | - | 7 | 10 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Up Hard Kick | H | 100 | 200 | 60 | - | 7 | 5 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Toward Light Punch | H | 50 | 50 | 20 | -- | 4 | 9 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Toward Medium Punch | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Toward Hard Punch | H | 100 | 200 | 60 | - | 6 | 5 | - | - | - | Legs are immune to projectiles until end of startup frames, can juggle | Jump Toward Light Kick | H | 40 | 50 | 20 | - | 4 | 9 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Toward Medium Kick | H | 80 | 100 | 40 | - | 7 | 5 | - | - | - | Legs are immune to projectiles until end of startup frames | Jump Toward Hard Kick | H | 100 | 200 | 60 | - | 9 | 5 | - | - | - | Legs are immune to projectiles until end of startup frames | 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 | Lunge Punches (F+Hard Punch - Hard Punch) | HL | 50*80 | 50*100 | 20*20 | - | 7 | 3(3)5 | 18 | -5 | -1 | - | Light Kick - Medium Kick | HL | 50 | 100 | 40 | Sp*Su | 2 | 4 | 14 | -4 | -1 | - | F+Medium Kick - Hard Kick | HL | 100 | 200 | 60 | - | 8 | 7 | 14 | -3 | 1 | - | 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 | - | 64 | 2 | 35 | - | - | - | Forward Throw | 0.9 | 100 | 200 | 40 | - | 3 | 2 | 20 | - | 1 | Forces stand | Back Throw | 0.9 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | - | Upwards Punch Light Punch | HL | 90 | 160 | 30/40 | Su | 6 | 8 | 31 | - | - | Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | Upwards Punch Medium Punch | HL | 90 | 160 | 30/40 | Su | 10 | 8 | 32 | - | - | 2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | Upwards Punch Hard Punch | HL | 90 | 160 | 30/40 | Su | 13 | 8 | 32 | - | - | 2~3f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | Upwards Punch EX | HL | 120 | 200 | -250/0 | Su | 10 | 8 | 32 | - | - | 2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | Dash Punch Light Punch Level 1 | HL | 90 | 120 | 20/40 | Su | 8 | 5 | 23 | -8 | 0 | [Air hit] knockdown, can juggle, 8f startup from button release | Dash Punch Light Punch Level 2 | HL | 105 | 135 | 20/40 | Su | 4+8 | 5 | 23 | -7 | 1 | [Air hit] knockdown, can juggle, charge 4~23f, 8f startup from button release | Dash Punch Light Punch Level 3 | HL | 120 | 150 | 20/40 | Su | 24+8 | 5 | 23 | -6 | 2 | [Air hit] knockdown, can juggle, charge 24~43f, 8f startup from button release | Dash Punch Light Punch Level 4 | HL | 135 | 165 | 20/40 | Su | 44+20 | 5 | 19 | -2 | - | Knockdown, can juggle, charge 44~63f, 20f startup from button release | Dash Punch Light Punch Level 5 | HL | 190 | 180 | 20/40 | Su | 64+11 | 5 | 19 | -2 | - | Knockdown, can juggle, charge 64f, 11f startup from button release | Dash Punch Medium Punch Level 1 | HL | 100 | 120 | 20/40 | Su | 15 | 5 | 21 | -7 | 1 | [Air hit] knockdown, can juggle, 15f startup from button release | Dash Punch Medium Punch Level 2 | HL | 115 | 135 | 20/40 | Su | 4+15 | 5 | 21 | -6 | 2 | [Air hit] knockdown, can juggle, charge 4~23f, 15f startup from button release | Dash Punch Medium Punch Level 3 | HL | 130 | 150 | 20/40 | Su | 24+15 | 5 | 21 | -5 | 3 | [Air hit] knockdown, can juggle, charge 24~43f, 15f startup from button release | Dash Punch Medium Punch Level 4 | HL | 155 | 165 | 20/40 | Su | 44+20 | 5 | 19 | -2 | - | Knockdown, can juggle, charge 44~63f, 20f startup from button release | Dash Punch Medium Punch Level 5 | HL | 190 | 180 | 20/40 | Su | 64+11 | 5 | 19 | -2 | - | Knockdown, can juggle, charge 64f, 11f startup from button release | Dash Punch Hard Punch Level 1 | HL | 110 | 120 | 20/40 | Su | 20 | 5 | 19 | -6 | 2 | [Air hit] knockdown, can juggle, 20f startup from button release | Dash Punch Hard Punch Level 2 | HL | 125 | 135 | 20/40 | Su | 4+20 | 5 | 19 | -5 | 3 | [Air hit] knockdown, can juggle, charge 4~23f, 20f startup from button release | Dash Punch Hard Punch Level 3 | HL | 140 | 150 | 20/40 | Su | 24+20 | 5 | 19 | -4 | 4 | [Air hit] knockdown, can juggle, charge 24~43f, 20f startup from button release | Dash Punch Hard Punch Level 4 | HL | 155 | 165 | 20/40 | Su | 44+20 | 5 | 19 | -2 | - | Knockdown, can juggle, charge 44~63f, 20f startup from button release | Dash Punch Hard Punch Level 5 | HL | 190 | 180 | 20/40 | Su | 64+11 | 5 | 19 | -2 | - | Knockdown, can juggle, charge 64f, 11f startup from button release | Dash Punch EX | HL | 120 | 150 | -250/0 | Su | 13 | 6 | 16 | -4 | - | Knockdown, can juggle, armor break | Dash Punch Cancel | - | - | - | - | - | - | - | 12 | - | - | Fastest cancel is 16f | Overhead Chop Light Punch | H | 90 | 200 | 30/30 | Su | 22 | 6 | 16 | -4 | 4 | [Air hit] knockdown, +3 hit advantage on crouching opponent, armor break | Overhead Chop Medium Punch | H | 100 | 200 | 30/30 | Su | 23 | 6 | 15 | -5 | 5 | [Air hit] knockdown, +4 hit advantage on crouching opponent, armor break | Overhead Chop Hard Punch | H | 150 | 200 | 30/30 | Su | 24 | 6 | 14 | -5 | - | Untechable knockdown, armor break | Overhead Chop EX | H | 120 | 200 | -250/0 | Su | 18 | 6 | 19 | -4 | - | 1~12f immune to strikes and projectiles, untechable knockdown, armor break, can juggle | Grab and Choke Light Punch (Karakusa) | 0.93 | 40 | 80 | 20/40 | - | 7 | 2 | 47 | - | 12 | Forces stand | Grab and Choke Medium Punch (Karakusa) | 0.99 | 40 | 80 | 20/40 | - | 8 | 2 | 47 | - | 12 | Forces stand | Grab and Choke Hard Punch (Karakusa) | 1.06 | 40 | 80 | 20/40 | - | 9 | 2 | 47 | - | 12 | Forces stand | Grab and Choke EX (Karakusa) | 0.93 | 60 | 120 | -250/0 | - | 5 | 2 | 47 | - | 12 | 1~6f armored, forces stand | Aerial Axe Kick Light Kick | HL | 90 | 120 | 10/40 | - | 11 | 4 | After landing 11 | - | - | [Air hit] knockdown, can juggle | Aerial Axe Kick Medium Kick | HL | 100 | 140 | 10/40 | - | 13 | 4 | After landing 11 | - | - | [Air hit] knockdown, can juggle | Aerial Axe Kick Hard Kick | HL | 150 | 200 | 10/40 | - | 15 | 4 | After landing 11 | - | - | Untechable knockdown, can juggle | Aerial Axe Kick EX | H | 60*100 | 100*120 | -250/0 | - | 15 | 1*4 | After landing 11 | - | - | 1~15f immune to projectiles, knockdown, can juggle | Super | HL | - | - | -1000/0 | - | 1+0 | 720 | 11 | - | - | Fully invincible, increases damage by 25% | Ultra 1 | HL | 75*405 | 0 | 0/0 | - | 0+6 | 3 | 47 | -29 | - | 1~8f Invincible, untechable knockdown, armor break, can juggle, 1st hit goes into animation | Ultra 2 Light Kick version | HL | 105*75*60*150[60*45*45*60] | 0 | 0/0 | See notes | From wall 0 | until ground | 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 | Ultra 2 Medium Kick version | HL | 105*75*60*150[60*45*45*60] | 0 | 0/0 | See notes | From wall 0 | until ground | 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 | Ultra 2 Hard Kick version | HL | 105*75*60*150[60*45*45*60] | 0 | 0/0 | See notes | From wall 3 | 8 | 3+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 | 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, 01:22, édité 2 fois |
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TKZ
Messages : 448 ID en ligne : Xbox: NiKoBoKo Steam: Warbatz Perso : Je les aime tous !
| Sujet: Re: Frame Data * Makoto 6/1/2013, 21:35 | |
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