Just noticed Ogre’s EX Blazing Kick is listed as doing 80 damage. Should be 100. Don’t know if the meaty 75 chip damage is worth mentioning lol.
I get frame data relating to punishes n frame trap but I was just thinkin about this n it doesn’t make sense to me:
Marduk St.LP +3 on block if I followup w/ 3frame grab y can they jump? Jumps having 2-4startup frames…i know everything else now I want some cheap stuff! Lol but like is there any window where cmd grab is guaranteed? Makes sense in theory so before i get in training room for days is it possible? Cuz after LP have zero frame grab…right??? N I don’t mean cancelling into grab doing it like 1frame after lp
You’re immune to grabs during your prejump frames.
And no, you can’t block abuse into throws of any kind. You can tick throw or cancel into a slower grab so they’ll get grab if they dont jump, dash or use a reversal attack tho. However, they can ALWAYS escape it if they do use one of the above.
Guy’s st.lp causes a knockdown on airborne opponents. Didn’t see this noted in the frame data.
Added. Thank you.
I find it hard to believe that no one’s mentioned this yet, but Elena’s Lynx Tail is cancel-able as soon as her hands touch the floor for all three strengths minus EX; including movement, crouching, special moves, basically everything she can do. Even when it whiffs, she can still cancel it to everything else. I’m guessing those are her recovery frames but I’m not entirely sure and would very much love to see how much frame advantage she precisely has, because I know for a fact her cr.lk can frame trap when canceled off of blocked LK Lynx Tail.
Much appreciated.
I have been getting hit by Meaty attacks during Vega’s Super going to the opposite wall. The frame data must be mistaken. I have gotten hit by cr jabs and nina’s overhead. The invincibility likely starts on frame 3.
Dat Brady guide. I’ll test invulnerability for the back wall. Thank you.
About LK Lynx Tail, the frame advantage written in the doc should be correct. It should be -2 regarding the fact that she can cancel into moves before she visually recovers.
Fixed. Both forward and backward versions are strike invulnerable from frame 2.
Heihachi’s raijin stances crumple on counterhit. Figured that could be used in the notes section.
Do you gentlemen mind if I utilize your guide to help update the wiki? Not going to list all the frame data but I figured it would be good to notate some important stuff (stuff like “0 on block for first hit”). I’m using your guide to help fill in the DLC characters’ mocesets now, but figured I’d better make sure y’all are aware and okay with it. ^_^’
I’d like to link to the guide on the wiki pages as well (like in the advanced section or at the very bottom). Let me know!
Go ahead.
Alisa’s EX Cradle star is not noted as an overhead even though it actually is. Also if possible, I would like to know on what frame Elena becomes airborne on st. HK and B+HK.
Thanks! Was under the weather yesterday so I made no progress but hoping to have quite a bit done by the end of this weekend
Sooo… this doc will be updated again.
What I’m going to do is read Pandora dumps (credits to Dantarion) and add in active and recovery frames for DLC characters. THEN, since those dumps are pre-2013 (I think? I need to confirm this), I will be verifying those add in active and recovery frames by going through BAC files. Lei will be the first one with this data. (EDIT: I decided it would take less time if I didn’t go through Pandora dumps)
Just a heads up on what my plans are after researching frame data for PS3 exclusive characters. Cole is mostly done, Kuro, Mega Man, and Pac-Man should be done before next week excluding invulnerability info. Active and recovery frames most likely won’t be done for the 5 characters until I decide to do them.
There are people that play the exclusive characters on a more serious level?
Mega Man is gdlk
Oh and I’ll be using Pandora dumps after all, so props to Dantarion for the Pandora Project
Definitely looking forward to that Megaman frame data. Maybe I can find some stuff to make him slightly less sucky, like frame traps or something.
PS3 characters are done!
Well, Toro is not quite done yet. I’ll do Air Tatsumaki and EX Tatsumaki when I can, and I’ll do far normals when I find a way to connect those on grounded opponents. Toro’s frame data for normals is broken; thank god he has a terrible range.
And sry, Mega Man sucks. He would’ve had some nice combos if his ice slasher didn’t get nerfed in 2013.
I will be adding in active/recovery for dlc characters. Lei is half done.
Aw thank you SO much street. That will really help me (the active and recovery frames).