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 Frame Data * Yun

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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 * Yun Empty
MessageSujet: Frame Data * Yun   Frame Data * Yun I_icon_minitime6/1/2013, 20:29

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL205020C*Sp*Su32736-
Close Medium PunchHL6010040Sp*Su441024-
Close Hard PunchHL70*5080*12030*30Sp*Su61*320-50Forces stand
Close Light KickHL305020Sp*Su43724-
Close Medium KickHL608040J7415-5-Juggles opponent
Close Hard KickHL11020060-12421-7-Knocks down
Far Light PunchHL205020C*Sp*Su42636-
Far Medium PunchHL508040Sp*Su5514-5-2-
Far Hard PunchHL12020060-9320-5-1-
Far Light KickHL305020Sp*Su43724-
Far Medium KickHL7010040-6313-21-
Far Hard KickHL11020060-12416-4-Knocks down
Crouch Light PunchHL305020C*Sp*Su32824-
Crouch Medium PunchHL5010040Sp*Su54626-
Crouch Hard PunchHL50*60100*8030*30-62(4)417-31Forces stand
Crouch Light KickL205020C*Sp*Su42814Low block
Crouch Medium KickL6010040Sp*Su5314-30Low block
Crouch Hard KickL6510060-10423-12-Untechable knockdown, limited juggle
Jump Toward Light PunchH355020-313----
Jump Toward Medium PunchH8010040-46[8]---[] refers to neutral jump
Jump Toward Hard PunchH11020060-64----
Jump Toward Light KickH405020-410----
Jump Toward Medium KickH7010040-78----
Jump Toward Hard KickH10020060-54----
Jump Up Hard PunchH11020060-55----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
OverheadH7010040-20413-126~23f Feet invincible, 7~23f airborne
Step PalmHL11020060-14620-8-Techable knockdown
Dive Kick (Light)HL6010020-7Until groundAfter landing 6-33Can juggle
Dive Kick (Medium)HL6010020-8Until groundAfter landing 6-33Can juggle
Dive Kick (Hard)HL6010020-7Until groundAfter landing 6-42Can juggle
Target Combo 5 (LP -> LK)HL205020-42814-
Target Combo 5 (LP -> LK -> MP)HL408040Sp*Su5514-2-1-
Target Combo 4 (MP -> HP)HL355030-9320-61-
Target Combo 4 (MP -> HP -> B+HP)HL606230Su13524-8-Floats opponent, projectile hitbox, armor break
Target Combo 2 (cr.MP -> cr.HP)HL30*4050*10030*30Su52(4)418-40-
Target Combo 3 (cr.HK -> HK)HL5510040Su7424-9-Techable knockdown, can juggle
Target Combo 1 (j.LP -> j.F+HP)H9015060-35----
Focus Attack Level 1HL6010020-21235-21-21-
Focus Attack Level 2HL8015040-17+12235-15--
Focus Attack Level 3-14020060-65234---
Forward Throw0.911015040-3220--Range 0.9
Back Throw0.913011040-3220--Range 0.9
Lunge Punch Light PunchHL9015030/30Su9710+12-9-9~19f feet invincible, 9f~ airborne, techable knockdown, armor break, can juggle
Lunge Punch Medium PunchHL11015030/30Su1496+11-7-14~22f feet invincible, 14f~ airborne, techable knockdown, armor break, can juggle
Lunge Punch Hard PunchHL13015030/30Su17118+6-9-17~30f feet invincible, 17f~ airborne, techable knockdown, armor break, can juggle
Lunge Punch EXHL80*60100*100-250/0Su173*64+11-1-17~25f feet invincible, 17f~ airborne, techable knockdown, armor break, can juggle
Shoulder Light PunchHL10020030/60Su16614-32[air hit] Techable knockdown
Shoulder Medium PunchHL12520030/60Su21518-6-4~18f upper body projectile invincible, techable knockdown
Shoulder Hard PunchHL10020030/60Su25422-7-18~22f upper body projectile invincible, techable knockdown
Shoulder EXHL90*40150*100-250/0Su131(1)420-6-4~13f upper body projectile invincible, techable knockdown, [2nd hit] cannot juggle/standard knockdown, can juggle
Palm Feint-------25---
PalmHL14025020/60Su2310131-Floats opponent, armor break, projectile hitbox
Palm EXHL160300-250/0Su231321-13-1~20f lower body invincibility, floats opponent (wall bounce), armor break, projectile hitbox, can juggle
Up Kicks Light KickHL70*50100*5030/20*20-52(6)414+11-16-1~5f Invincible, 4f~ airborne, 8~16f legs projectile invincible, techable knockdown, [2nd hit] can juggle, cannot hit crouching opponent
Up Kicks Medium KickHL70*40100*5030/30*20-62(6)418+14-23-1~7f lower body invincible, 1~7f unthrowable, 5f~ airborne, 8~17f legs projectile invincible, techable knockdown, [2nd hit] can juggle, cannot hit crouching opponent
Up Kicks Hard KickHL70*70100*10030/30*30-82(6)424+14-29-1~7f Invincible, 7f~ airborne, 8~19f legs projectile invincible, techable knockdown, [2nd hit] can juggle
Up Kicks EXHL60*40100*100-250/0-42(6)418+17-26-1~5f Invincible, 3f~ airborne, 6~15f legs projectile invincible, floats opponent, can juggle
Flip Grab1.10020/30-10245-7Forces stand
Flip Grab EX1.300-250/0-8245-7Forces stand
Super----1000/0-1+03708--1~3f Invincible, move properties change, certain moves dash/backdash/jump cancellable, lasts 370 frames
Ultra 1HL105*45x2*135[375]00/0-0+93(14) 3(20) 4(34) 339-21-1~11f Invincible, floats opponent, 1st hit goes into animation, armor break, can juggle, [] refers to animation, last 5 frames of animation recovery is special move cancellable
Ultra 2HL60*45x3*25500/0-0+103(6) 3(7) 3(10) 3(9) 146-26-1~12f Invincible, 13~19f projectile invincible, [1st-4th air hit] untechable limited juggle knockdown, 5th hit goes into animation
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken
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Frame Data * Yun Empty
MessageSujet: Re: Frame Data * Yun   Frame Data * Yun I_icon_minitime2/1/2014, 15:38

pour les lunges punchs, a distance max, on arrive a quel frame avantage/desavantage, au mieux ?

-2, -1.. 0 ?? (je pensais que c'etait -2 au mieux mais je suis pas sur)
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Frame Data * Yun

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