Yeah, I am lucky enough to have gotten my hands on the Japanese frame data book for this game. So, if anyone have any specific questions on it, feel free to ask.
If not, check www.justdefend.com in a few days. I will have most of the data posted there.
2 full body invin frames on both jab and strong dragons
16 on jab and 18 on strong lower body invinc frames after the full invinc frames. (I think it is lower, I can’t read Japanese…)
8 full body and 14 lower body invinicibility frames on fierce dragon punch.
Akuma is also entirely invincible during most of his teleport. He become vulnerable for the last 11 frames.
none of the hurricane kicks have any invincibility frames, they all have a start up of 2 frames and recovery of 17 frames.
the intervals of frames break down 2/1/7/2/4/2/17
(this is the short version, it hits at the 1, then the 2s, for forward and roundhouse just add more 2/4s)
The short can hit at 3 parts, Forward can hit at 7 parts and roundhouse can hit a 9 parts.
Air hurrican has 5 frame start up and is 5/2/4/2/4/2/4…
lol, ive already been working on a site for this for weeks, itll be ready by next sunday.
Reason why its taken so long is that we programmed ourselves a very advanced admin panel, so that all the information can be updated rather quickly by our large staff.
Pla, if you want to help with the site, message me at segaman2002 or segaman2003@hotmail.com, AIM and MSN respectively.
Guile has nothing good in ways of links… his best move is his low forward, which gives him +6, it should be able to link into any of his strongs… they all have 4 frame start up. The distance would be a factor.
Guile’s low jab also gives +5…
His flash kick give partial invincibility for the short and forward version, and 8 frames full invincibility on the roundhouse version.
low forward is +6 on block too? what about s.roundhouse hit and block? and actually i should have been more specific, i was looking more for the recovery frames of jab, strong and fierce sonic booms…