I’m trying to figure the start up of Jack-Xs Seismo and I am not sure how I can figure the exactly the frame data.
Crouch Jab x Siesmo is a block string but the is -5 on block.
On hit,Crouch Jab is +6 on hit
In the corner, if the opponent gets hit by Siesmo, only the first hit will connect (in certain spacings) when this happens they are in hit stun but do not get knocked down, then this happens, you are able to connect another Siesmo and they cannot do anything ADDITIONALLY, A LOOP HAPPENS WHERE THE FIRT HIT OF SIESMO HITS THE TIP OF THERE FEET BUT IS TOO FAR TO LINK AGAIN. If any character tries to jump, they will get tagged by Siesmo again. Jumps have 4-7 frames of startup .
A similar situation happens after a trade fireball.
If Jack gets hit by a trade sonic boom, Guile will get hit by Siesmo and jack is able to link another Siesmo and have it connect a 3 hit combo. Sonic boom is +4 , +6 or +8 . Same thing with Ryus Hadoku at certain spacing but that is -3 oh hit.
Jack can also do this off of a high HP tiger shot for a guaranteed trade on reaction.
Frame data for sagats tiger shot. That is +1 on hit.
I don’t know if these situations could help generate an idea but I figured I’d mention them.
Dantarion’s scripts automatically try to interpret some data, most notably startup, active frames, and recovery, although they do glitch out. It’s kind of complicated to explain how to read the raw XML files. The data is a little problematic because it’s from the PC version, ie. the DLC characters haven’t been officially released, and that data may be wrong because it references their prerelease versions. It’s still useful for figuring out the baselines for key moves though.
A simple way to figure out frame data is to take the startup, recovery, and active frames of a move and compare it to a move of the same type that you do have the frame data for. So, for example, if you want to figure out the frame disadvantage on Lars’ standing fierce, you can compare it to Chun Li’s standing fierce and subtract or add the recovery frames, plus any additional active frames, and get the frame advantage. There are some quirks to doing that as well - some moves do type HIT_UPPER damage, which is the type of damage that stands on hit, and that particular script causes more frame advantage than a normal heavy hit. A lot of command normals and special moves have irregular amounts of hit stun and blockstun.
It’s complicated. If there’s a specific DLC-character move with really weird hitstun blockstun properties I could figure it out for you. You can also figure out really useful properties like how many invincibility frames a move has, or if it crushes air/lows, if it’s immune to throws, if a move is airborn or not, etc.