Asuka Frame Data

ASUKA FRAME DATA

Heres a spreadsheet containing all of Asuka frame data spreadsheet includes other characters aswell.

LINK

FRAME ADVANTAGE AFTER KNOCKDOWN

+ Sweep throw lp/mp/hp/ex (even in the corner) : +25 normal / +36 roll (start to roll after 5 frames)

+ Oni ex : +97 normal

+ Sweep : +44 normal / +45 roll (start to roll after 14 frames)

+ Falling rain lp/mp/hp/ex : +62 normal / +73 (start to roll after 42 frames)

+ Leg cutter 3rd hit : +42 normal / +43 roll (star to roll after 12 frames)

+ Whiplash Sacred Blade : +50 normal / +51 roll (start to roll after 20 frames)

+ Raging storm lp/mp/hp : +76 normal / +77 roll (start to roll after 46 frames)

+ Raging storm ex : +113 normal (mid stage) /+108 normal (near the corner)/ +86 normal (the closest to the corner) / +97 roll closest to the corner (start to roll after 66 frames)

+ Oni after a juggle : +41 quick / +91 normal / +92 roll (start to roll after 61 frames)

+ Back Throw : +43 normal / +44 roll (start to roll after 13 frames)

+ Forward Throw : +54 normal / +65 roll (Start to roll after 34 frames)

+ Kariashi Shiranui (after leg cutter 3rd) : +23 quick / +73 normal / +74 roll (start to roll after 43 frames)

Note : You can notice that most of the time the frame advantage after a roll or a normal wake up is close (only one frame of difference). When it’ not the case that beacuse your opponent is knockdown facedown.
According to the bradygames, when it’s the case, Kazuya wake up slower that everyone (11 frames after)
When you opponent is faceup, only Ogre has a strange wake up. He is faster that everyone else by one frame

Another nice thing – after falling rain -> forward jump -> whiff jumping attack -> land, if you do f+MP immediately, you get a perfect meaty setup. +7 on hit, -4 on block – you can link low forward after the overhead if you want to, and you can’t be punished by 5-frame reversal spd/lariat. You have to do the jumping attack, otherwise the f+MP will whiff.

There’s plenty more mixup you can do from that setup, but that particular setup is worth mentioning because it’s the only setup for perfect meaty f+MP I know of, and it’s also easy.

CREDITS:
R-D: After Knockdown Frame Data

Nice to have the frame data within one click. Bookmarked!

This is awesome, thanks!

Frame advantage after a knockdown

Sweep throw lp/mp/hp/ex (even in the corner) : +25 normal / +36 roll (start to roll after 5 frames)

Oni ex : +97 normal

sweep : +44 normal / +45 roll (start to roll after 14 frames)

Falling rain lp/mp/hp/ex : +62 normal / +73 (start to roll after 42 frames)

leg cutter 3rd hit : +42 normal / +43 roll (star to roll after 12 frames)

Whiplash Sacred Blade : +50 normal / +51 roll (start to roll after 20 frames)

Raging storm lp/mp/hp : +76 normal / +77 roll (start to roll after 46 frames)
Raging storm ex : +113 normal (mid stage) /+108 normal (near the corner)/ +86 normal (the closest to the corner) / +97 roll closest to the corner (start to roll after 66 frames)

Oni after a juggle : +41 quick / +91 normal / +92 roll (start to roll after 61 frames)

Back Throw : +43 normal / +44 roll (start to roll after 13 frames)

Forward Throw : +54 normal / +65 roll (Start to roll after 34 frames)

Kariashi Shiranui (after leg cutter 3rd) : +23 quick / +73 normal / +74 roll (start to roll after 43 frames)

Note : You can notice that most of the time the frame advantage after a roll or a normal wake up is close (only one frame of difference). When it’ not the case that beacuse your opponent is knockdown facedown.
According to the bradygames, when it’s the case, Kazuya wake up slower that everyone (11 frames after)
When you opponent is faceup, only Ogre has a strange wake up. He is faster that everyone else by one frame


Hope that will help you find out some sick setup after a knockdown

With this data we can understand the setup find by R-D

Asuka is at +62 after falling rain, she take 4 frames to prejump, 35 airborne and 3 frames landing before starting the overhead (if it works like SSF4), the overhead has 16 frames startup + 5 activeframes that means the last active frames take 20 frames to hit = 4+35+3+20 = 62 ^^

Want me to add that to 1st post?

Like you want ^^

The cool things with those data is you can work on “unlimited” setup now.

  • Perfect meaty with new frame advantage on hit or block (cr hp)
  • Low meaty to punish opponent holding up or up-back at wake up
  • Whiffing a move wich look like a mistake and bait the punish
  • Meaty safe versus some “slow” reversal
  • Option select

Thank you a ton for this =D

Updated thread.