The Fatal Fury Real Bout 2 Thread

Whoops. :rofl: I’ve been playing for so long that I just took for granted that everyone knew a pursuit is gauranteed after a super or a throw / grapple (ie: Mary’s Crab Clutch). They might even be gauranteed after breakshots, too.

Oh and ADVIII, the Image Mishmash forum is where you want to go to make avatar requests. :slight_smile:

Um…that was about Cheng’s S-Power. :lol:

This reminds me… Several times when I have used the breakshot dagger with Yama, I have seen my opponent doing a quick recovery after it. Now this has puzzled me, because breakshots are not supposed to be quick recoverable.
My hypothesis so far is that only the first hit of a breakshot has the property that prevents this, so that multi-hit moves will allow people to recover normally. As usual, I’ll do a test.

Also, I do not know if you meant with all characters, but Yamazaki cannot follow any of his non-super throws with a pursuit.

Update:

Testing shows no direct correlation between multi-hit breakshots and quick recovery. However, I did find that Franco’s Golden Bomber and Yamazaki’s Judgement Dagger can both be quick recovered from when used as a breakshot.

IT?S A TRAP!!! : A Duck King guide

Duck King is an odd bird rimshot. Half the match he needs to be poking carefully, only sticking to a handful of safe moves and not really doing that much damage. The otherhalf, he?s jumping, running and sliding like a coked up sprinter, often forcing opponents into guessing games where the penalty is over a bar of life.

Normals of note:

Stand :snkb: : Duck hops forward, sticking one of his feet out. This move has a million active frames, great range, and can easily stuff DP?s if distanced properly. Easily one of his most annoying moves, and also a good frame trap for his S-Power. If done improperly, though (especially in the corner), he can get thrown or hit by the faster reversal p-powers, as well as get breakshotted if you?re predictable, so BE CAREFUL.

Far :snkc: : Duck swings his hand forward, palm open, as far as he can stretch it. This poke recovers faster than his far :snkb: , and does more damage. He slides forward as he punches, so it?s a good distance-closer. Again, be wary of breakshots.

:l: + :snka: : Duck arches back, then delivers a double ax handle. This move is an overhead, and can be kara-cancelled for another S-power setup.

:df: + :snkb: : Duck slides low to the ground. Another good poke, it has good range and goes under some stuff, but it?s unsafe on block.

:d: + :snka: , :df: + :snkc: : Duck does a crouching punch follwed by a short, invincible knee-slide. Very useful as a mixup tool, but don’t do it too often or you’ll get predictable.

:r: :r: , :df: + :snkc: : Duck dashes, followed by a quick, long slide that goes under a lot of stuff. Covers a ton of range and recovers quickly. Useful for s-power setups and covering space very quickly, but again, don’t get predictable.

Specials:

:qcf: + :snka: : Duck does his own (very awkward-looking) rendition of a Blanka ball. Very fast, and very safe, this move will stuff a lot of things. Use this A LOT to harass the opponent, but again, be wary of breakshots. There?s a particularly nasty setup with this move.

:qcb: + :snka: in air: an air Blanka ball, at a 45 degree angle downwards. Safe on block, and chips multiple times, but not at all safe on whiff.

:qcf: + :snkc: , mash :snkc: : Slower version of the above, which hits multiple times. Mashing :snkc: will get a kick followup which knocks the opponent to the ground. Horrible, horrible, horrible recovery. Seriously, it?s horrible. Avoid this move unless you?re psychic, since Duck doesn?t have many combo-friendly chains.

:dp: + :snkb: , mash :snkb: : Duck hops up, flinging out his legs, and apparently spouting gibberish (seriously, what the hell is he saying?). A surprisingly good anti-air, this move has lots of invincibility, and is a part of one of his ?big three? S-power moves. Mashing :snkb: will have Duck continue to go up in the air, twirling around, getting either 5 or 10 hits depending on how hard you mash.

:qcb: + :snkb: , :qcf: + :snkb: : Duck first flies forward with his knee, and if you do the followup, dives backward, hitting the opponent again and landing about where he was before. A decent long-range anti-air and fast enough to combo from his stand :snkb: , there still isn?t much reason to use this move.

(From back plane) :u: , :d: + :snkd: : A safe, zoning blanka ball from the back plane. Great for punishing stuff on wakeup.

:d: , :d: in air: Duck opens his jacket and stops in midair. You can cancel his air normals into this, and control the direction you fall in afterwards, and even follow up with an air Duck ball. Another great setup for his S-power.

S-Powers:

Yeeeah. This is where Duck truly shines. He has three S-Powers:

360 + :snkb: :snkc: : Duck grabs his opponent, launches them up, and shows them the true power of breakdance. Instant grab, no whiff animation, does huge damage, and guarantees a pursuit followup. He?s easily got over 10 setups for this move, which will get their own section later.

:hcf: + :snkb: :snkc: in air: Duck grabs his opponent, slams them to the ground, and drills his knee into their stomach. Does about 2/3 of a bar of damage, but stops every jumping normal in its tracks. A pursuit is guaranteed in the corner, but leaves you at a disadvantage. See setup section for more details.

:dp: + :snkb: , :hcf: + :snkb: :snkc: : After successfully connecting the :dp: + :snkb: , Duck can follow it up with his air grab, doing gobs of damage for an anti-air, and off of a launcher in the corner.

P-Power:

:r: , :hcf: + :snkc: : HAHAHAHA next.

Setups:

[media=youtube]VCEHTf2kzLY[/media]

Most setups are described and illustrated there. There are a few I missed, as well as some other important notes (courtesy of Mr. Big):

http://forums.shoryuken.com/newreply.php?do=newreply&p=4610997

For his air grab, there are some options as well:

  1. On wakeup. A lot of players will try a jump in, followed by mixup/pressure. Jump straight up and slam ?em to the ground.

  2. Out of the blue. A lot of characters that have high-priority air normals (Xiangfei, Kim, Bob, Hon-Fu, probably a few others) often will jump up and try to hit you, but your air throw will beat ?em all.

  3. Against hop pressure. This one?s kind of obvious. Some characters (a lot of the aforementioned ones) might try to do repeated hop :snkc: ?s to keep you at bay.

  4. Trying to avoid a 360. Do a 360 setup, then wait and see if they jump.

For his last one, he only has two setups, anti-air, and off of a launcher.

What does this mean? It means that no matter what an opponent does, they can still get hit by his S-Power. If they jump to avoid his ground throw, they get air thrown. If they stay on the ground, they get a ground throw setup. If they try and backdash, Duck can dash --> slide, and throw them, or work them back to the corner, launch them, and air throw them.

Plus, he has an awesome theme song.

You forgot some of his moves.

In air, :qcb:+:snka:: Duck does his duckball move diagonally towards the ground. If he misses completely he will play an amusing miss animation (seriously, pause the game when he hits the ground) where he is open to attack for a short while. The move does not hit as an overhead, and may hit multiple times.

In air, :d::d:: Duck opens his jacket and uses it as a parachuting device. This allows him to stop dead in air for half a second. You may then control the direction of his descent after this move, and you may also follow up with the air duck ball.

Dash, :df:+:snkc:: Duck cancels his dash into a forward slide. The slide will duck under many high moves, and will go through the opponent at close range. A very handy tool for landing his grab or his Break Spiral S power.

:d::snka: -> :d::snkc: Duck goes from his low punch into a small version of the sliding move. Another setup-tool for the S Power.

Also, one should take note that the :qcb:+:snkb: knee move is very very risky to use, as it has a tendency of missing completely at range, and that it is suicidal if you miss the follow-up, and still dangerous if your follow-up hits.

Hello there guys, I’ve been working on the frame data again! Not only am I doing it in proper 60 FPS, but I’m also adding all of each character’s strings, AND advantage/disadvantage for everything!

Thus far, I have completed Rick, Franco, Sokaku, & Xiangfei. Enjoy!

RICK STROWD:

Far A: 6f, +0 on block, +4 on hit
-> B: -9 on block, -5 on hit
-> B -> C: -5 on block, +2 on hit
-> C: -6 on block, +0 on hit
Far B: 7f, -9 on block, -5 on hit
-> C: -6 on block, +0 on hit
-> f+C: -15 on block
-> f+C -> d,d+C: -19 to +0 on block, -10 to +5 on hit
Far C: 12f, -7 on block, -1 on hit
Close A: 6f, +0 on block, +4 on hit
-> B: -9 on block, -5 on hit
-> B -> C: -10 on block, -3 on hit
-> C: -6 on block, +0 on hit
Close B: 9f, -9 on block, -5 on hit
-> B: -9 on block, -5 on hit
-> B -> C: -6 on block, +0 on hit
-> B -> d/f+C: -6 on block
-> C: -10 on block, -4 on hit
Close C: 9f, -6 on block, +0 on hit
-> C: -6 on block, +0 on hit
Crouching A: 6f, +0 on block, +4 on hit
-> d+B: -3 on block, +1 on hit
-> d+B -> d+C: -7 on block
-> C: -7 on block, -1 on hit
Crouching B: 8f, -4 on block, +0 on hit
-> B: -9 on block, -5 on hit
-> d+C: -7 on block
-> d+C -> f+C: -7 on block
Crouching C: 12f, -7 on block
Jumping A: 4f
Jumping B: 8f
Jumping C: 10f
A+B: 12f, -12 on block, -6 on hit
Standing D: 9f, -5 on block, -2 on hit
Crouching D: 9f, -5 on block
Backplane A: 26f, +1 on block, +3 on hit
Backplane B: 24f, -1 on block, +1 on hit
Backplane C: 26f, -3 on block, +12 on hit
d/f+A: 9f, -6 on block, +0 on hit
-> B: -9 on block, -5 on hit
-> B -> f+C: Same as Far B-f+C
-> B -> f+C -> d,d+C: Same as Far B-f+C-d,d+C
-> d/f,d/f+B: -26 on block, -22 on hit
-> b+C: +1 on block
f+A: 24f, -6 on block, +0 on hit
Dashing C: 12f, -7 on block, -6 on hit
-> C: -6 on block, +0 on hit

qcf+A: 12-18f depending on distance, -4 on block, +2 on hit
qcf+C (normal): 26f, -13 on block
qcf+C (EX): 14f, -13 on block
qcb+C: 38-48f depending on distance, -17 to -7 on block, +0 if it hits at max range
-> D: total of 22-26f before you can move, depending on how quickly you input
qcb+A: 50f
dp+A: 6f, -21 on block
qcb+B: can cancel to an attack after 20f, otherwise it lasts from 46-216f depending on whether and how long you hold the button

f,hcf+B+C: 12f for first hit plus 28f for second hit if the first whiffs, -19 on block

f,hcf+C: 12-16f depending on distance, +12 on block

f+A+C: 18f

NOTE: Canceling heavy attacks into the feint leaves him +1 on block and +7 on hit.

FRANCO BASH:

Far A: 10f, -6 on block, -2 on hit
-> A: -3 on block, +3 on hit
-> A -> A: -5 on block, -1 on hit
-> A -> B: -13 on block, -9 on hit
-> A -> C: +1 on block, +7 on standing hit, +11 on crouching hit
-> A -> d+C: -5 on block, +1 on hit
-> A -> d/f+C: -20 on block
-> d+B: -8 on block, -4 on hit
-> d+B -> A: Same as A-A-A
-> d+B -> B: Same as A-A-B
-> d+B -> C: Same as A-A-C
-> d+B -> d+C: Same as A-A-d+C
-> d+B -> d/f+C: Same as A-A-d/f+C
-> C: -4 on block, +2 on hit
-> C -> A: Same as A-A-A
-> C -> B: Same as A-A-B
-> C -> C: Same as A-A-C
-> C -> d+C: Same as A-A-d+C
-> C -> d/f+C: Same as A-A-d/f+C
Far B: 11f, -7 on block, -3 on hit
Far C: 14f, -10 on block, -4 on hit
Close A: 7f, +0 on block, +4 on hit
-> Same strings as Far A
Close B: 10f, -4 on block, +0 on hit
-> Same strings as Far A
Close C: 11f, -3 on block, +3 on hit
Crouching A: 7f, +0 on block, +4 on hit
-> Same strings as Far A
Crouching B: 9f, -4 on block, +0 on hit
-> Same strings as Far A
Crouching C: 11f, -7 on block
Jumping A: 8f
Jumping B: 11f
Jumping C: 11f
Hopping C: 11f
A+B: 8f, -3 on block, +3 on hit
Standing D: 8f, -4 on block, -1 on hit
Crouching D: 13f, +2 on block
Backplane A: 23f, -1 on block, +1 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 27f, -5 on block, +10 on hit
f+B: 15f, -10 on block
-> D: -8 on block
-> f+B -> D leads into all the same strings as Far A
B+C: 14f, -1 on block, +5 on hit
Dashing d/f+A: 10f, -6 on block, -2 on hit
Tap C while downed: 17f, +2 on block

qcf+A: 22f, -6 or better on block, -4 or better on hit
qcb+A: 11f for first hit plus 14f for second hit if first whiffs, -9 on block, -3 on hit
qcf,u/f+B: 9f for first hit plus 25f for second hit if first whiffs, -26 on block, -20 on hit if only the second hit connects
Charge d/b,f+C: Charge time = 30f, startup = 17f, -12 on block
qcf+D: 11f, +1 on block

f,hcf+B+C: 30f, -23 on block
hcb+B+C: 27f, -26 on block

f,hcf+C: 11f, -20 on block

f+A+C: 15f
d+B+C: 53f

NOTE: As you can see, his f+A+C feint is very fast. It opens up a number of combo possibilities (albeit highly situational ones), and even on block it gives him frame advantage after the majority of his normals. The exceptions include his basic As and Bs and the kick used in strings such as A-A-B.

SOKAKU MOCHIZUKI:

Far A: 6f, +0 on block, +4 on hit
-> C: -7 on block, -1 on hit
Far B: 8f, -4 on block, +0 on hit
-> C: -7 on block, -1 on hit
Far C: 9f, +8 on block, +14 on hit
Close A: 6f, +0 on block, +4 on hit
-> C: Same as Far A-C
Close B: 8f, -4 on block, +0 on hit
-> C: -4 on block, +2 on hit
-> C -> d,d+C: -21 on block
Close C: 9f, -3 on standing block, -6 on crouching block, +3 on standing hit, +0 on crouching hit
-> f+B: -2 on block, +4 on hit
-> f+B -> dp+A: -11 on block
Crouching A: 6f, +0 on block, +4 on hit
-> d+C: -11 on block, -5 on hit
Crouching B: 7f, -3 on block, +1 on hit
-> C: Same as Close B-C
-> C -> d,d+C: Same as Close B-C-d,d+C
-> f+C: -7 on block
Crouching C: 11f, -6 on block
Jumping A: 6f
Jumping B: 6f
Jumping C: 11f
Neutral Jumping A: 6f
Neutral Jumping B: 7f
Hopping C: 12f
A+B: 9f, -6 on block, +0 on hit
Standing D: 6f, +1 on block, +4 on hit
Crouching D: 6f, +1 on block
Backplane A: 25f, +0 on block, +2 on hit
Backplane B: 24f, -1 on block, +1 on hit
Backplane C: 26f, -3 on block
d/f+A: 9f, -9 on block, -3 on hit
d+C on downed enemy: 20f

Mash A: 9f, advantage/disadvantage varies depending on distance & screen position
-> u/f+C: 14f, +7 on block, +9 on hit
-> d/f+C: 11f, +3 on block
-> f+C: 8f, +0 on block
-> d/b+C: 8f, -1 on block
-> D: 6f, +6 on block, +8 on hit
qcf+A: 16-70f, hits low from frame 40 onward, -5 or better on block, -3 or better on hit
qcb+A: 18f, +11 on block
hcb+B: 13f, -4 on block, -2 on hit
-> C: 5f
-> C -> 360+C: No frames, but this must be input right as the enemy begins to fall.
f,b,f+C: 19f, -59 on block
360+C: 1f
Backplane u,d+D: 19f, -6 to -2 on block, +2 to +6 on hit

f,hcf+B+C: 52f, invincible from then until the demon disappears (~140f), -68 on block

f,hcf+C: 25-28f depending on distance, 25-27f = overhead, 28f = overhead vs. Sokaku & unblockable vs. everyone else, -24 on block

d+A+C: 19f
d+B+C: 18f

NOTES: He gets a slight advantage on block from canceling heavy attacks into d+B+C, which can make for some interesting rushdown once you factor in his far C and 360 grab.

His far C’s animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.

LI XIANGFEI:

Standing A: 7f, +0 on block, +4 on hit
-> A: -9 on block, -5 on hit
-> A -> C: -7 on block, -1 on hit
-> A -> A: -9 on block, -5 on hit
-> A -> A -> B: -13 on block, -6 on hit
-> A -> A -> C: -7 on block, -1 on hit
-> A -> A -> A: -9 on block, -5 on hit
-> A -> A -> A -> f+A: -12 on block, -6 on hit
-> d+A: -7 on block, -3 on hit
-> d+A -> d+A: -7 on block, -3 on hit
-> d+A -> d+A -> d+A: -7 on block, -3 on hit
NOTE: A and d+A are completely interchangeable in the above group of strings, so you can use things like A-d+A-C xx special.
-> B: -10 on block, -6 on hit
-> B -> C: -12 on block, -6 on hit
-> B -> d+C: -14 on block, -8 on hit
-> B -> d/f+C: -7 on block
-> B -> D: 29f
NOTE: A -> d+B also leads into the above group of strings.
-> C: -7 on block, -1 on hit
-> C -> A: -4 on block, +2 on hit
-> C -> A -> C: Same as A-A-A-C
-> C -> A -> A+B: 43f
-> C -> A -> D: 83f
-> C -> B: Same as A-A-A-B
Standing B: 7f, -9 on block, -5 on hit
-> Same strings as the Standing A -> B group (B-B-d/f+C, etc.)
Standing C: 10f, -5 on block, +1 on hit
-> f,f+A: -12 on block, -7 on hit
Crouching A: 7f, +0 on block, +4 on hit
-> Same strings as Standing A
Crouching B: 6f, -5 on block, -1 on hit
-> Same strings as Standing B
Crouching C: 10f, -14 on block
Jumping A: 6f
Jumping B: 6f
Jumping C: 14f
Neutral Jumping B: 6f
Neutral Jumping C: 9f
A+B: 8f, -12 on block, -6 on hit
Standing D: 8f, -3 on block, +0 on hit
Crouching D: 11f, -6 on block
Backplane A: 22f, +0 on block, +2 on hit
Backplane B: 22f, -1 on block, +1 on hit
Backplane C: 25f, +7 on block, +13 on hit
f+A: 13f, -4 on block, +0 on hit
-> Same strings as Standing A
b+B: 21f, -5 on block, +1 on hit
-> C: 33f

qcf+A: 15f, -6 on block, -4 on hit
qcf+C: 26f, +2 on block
qcf+B: 22f, -5 on block
-> qcb+B: 28f total
-> qcf+B: No frames, but this must be input early in her “elbow” animation.
dp+B: 5f, -41 on block
A,u: 1f
A,f: 1f
A,d: 1f

f,hcf+B+C: 23-40f depending on distance, -4 on block
Standing C: Data already listed above
-> f,d/b,f+A+B: -7 on block
-> f,d/b,f+A+B: Frames don’t matter since this only works on hit.

360+C (grab): 1f
360+C (projectile): 24f, -38 on block

b+A+C: 22f
d+B+C: 24f

NOTES: As you can see, her feints are on the slow side. The b+A+C shortens the recovery of her heavy attacks by 3-4 frames, still leaving her at a disadvantage on block. Can be somewhat helpful, but not really vital to her game like with some other characters.

I had no idea qcf+C was that good. You can’t overuse it, as opponents can DP or line shift, but it’s worth using sometimes.

And the biggest surprise to me was that the “nigga ram” (to use CoosCoos’s phrase) S-Power is that safe - really makes it a good risk/reward attack much of the time. It can only be punished with the following moves:

All throws (no big deal against the majority of the cast, but beware of command grabs)
Kim’s P-Power
Mai’s P-Power (she must hold C)
Geese’s Deadly Rave (slightly more damage than the 360 P-Power, but requires much tighter timing)
Duck’s P-Power (not much of a point since he can grab super anyway)
Tung’s P-Power
Yamazaki’s d/f+A (starts a pretty strong combo into the knife)

Well, that’s it for now! More to come over the following days…

-Josh

:amazed:

Nice.

EDIT: Wait, so the waving blow is safer than the Double Kong, and the DK can be punished by reversal P-Powers on HIT? Are you sure? Man, sooo much stuff looks a lot more unsafe than I thought it was.

A lot of the data I previously posted was done in a 30 FPS emulator, and thus it makes moves appear twice as fast as they actually are. The Double Kong is perfectly safe on hit - IIRC, the only moves that would be fast enough to punish it are throws, and you get pushed too far back for those to work.

But yeah, I’m surprised you didn’t notice the Waving Blow bit - Ghostpilot’s always used that in his pressure games, and just from playing him I thought it had advantage. Expected it to be more than +1 honestly!

Thanks for the comments,
Josh.

EDIT: Frame post now updated with 100% more Raiden hat!

wish i could play against you guys online but i have to find the program

Just call me and I’ll help you get set up.

GG’s to both ThrowTheDice and DeadlyRaveNeo.

You two are too beastly.

Requesting frame data for Xiangfei next and Mai cause I am thinking about learning her.

I think I’ll do a Xiangfei write up today.

Brilliant work, Josh! :lovin: I’ll have your digital fighting game man-babies!

Uh…

:confused:

Yeah! :woot:

His frames aren’t what I expected in a lot of ways. Especially the Waving Blow, I thought I had more that +1 frame on block, too! The frame data does give me some ideas, though…terrible ideas. :badboy: I may be able to make Franco’s pressure nastier than it already is!

Oh yeah, one more detail about the frame data on the Waving Blow: +1 on block, +screwed on hit. :rofl: If only it we’re a breakshot. :bluu:

But yeah, the Waving Blow and Double Kong are far and away the safest specials Franco has (hence why I use them over all the others). The Zapper (:qcf:+:snka:) is safer than I thought. I still probably won’t use it much, but it’s good to know that it’s not as bad as I thought. Maybe I’ll throw it in with Barom Punches. And the Barom Punch! Oh man, if only it had another +2 on hit…then I could start a string every time I landed it! :badboy: MUAHAHA!

Ahem…but that’d be greedy. :blush:

Looking this tells me that I need to use his feint more often, which I normally don’t like to do because it increases the likelihood of flubbing a combo, but it could make his game even tighter.

And to think, old school RB1 Franco had even less frames than RB2. Between the blink-and-you’ll-miss-it Double Kong, and the nigh-unstoppable Mateo Tackle, he didn’t let you out of hit or blockstun until he felt like it. :looney:

And I knew Sokaku was safe, but I didn’t know he was that safe. :wow:

Chonshu’s info is going to be insane, I can feel it already. :amazed: Just the notion that I could make his game tighter than it already is gives me chills.
:angel:Josh:angel:
Once again man, just stellar work! :clap: :encore: :pray:

Oh, and to answer your question Throw, I do indeed use an N64 pad. :tup:

In case anyone is having trouble reading the data, SRK does not let you indent for whatever reason. So for an A-B-C string, I can’t type A, then indent for B, then indent again for C like I want to. Thus, I just have to list everything from the original A starter.

CoosCoos, you’re in luck - Xiangfei is now complete and added to the frame post! Should have a few surprises in store for ya. =)

And thanks for all the comments, everyone! SNK needs to step up its game, and this information can be very helpful in that regard.

Big, some extra notes…

I would not recommend feinting in combos with Franco, honestly - his comboable specials & super have too little range for that. It’s pressure on block where the feint becomes key, I think.

And after any string ending with B, the Waving Blow leaves you ever so slightly better off; as we know, that move is +1 on block, and I found out that the feint leaves you even with the opponent after those strings.

-Josh

Just wondering: how do you actually come up with the frame data Josh?

Slow the game down and count? Just curious.

Duck King tip of the day.

Mash 360 throw. lol

yes, you are quite right about this it seems. though if you time it right, the opponent has got exactly 1 frame to do something. which isn’t much, they could easily miss it. could that is. most people will eat it if you time it right.

also some small notes. don’t know if it was mentioned but sokaku can combo on after up down D from BG. like going into his infinite strong if the opponent happens to be in the corner.

and a q for ThrowTheDice.
ive been playing duck for a long time too. don’t really like his hit and run style. more into combo characters. 1 thing i have been trouble with with duck since 98, maybe someone can help me here.

in the corner, if you juggle with the dp+B move, and you keep hitting B its possible to do another qcf+A after it. this is actually cuite easy to do after the 5 or 10 hit version. now, you can also hit with the level 3 ppower after it, the QCB+BC move. i can do it easily after the 5 hit version as the opponent goes high enough and i land a considerable time before he does. now, this is also possible on the 10 hit version. but for some reason (don’t know quite the timing of the presses of B or something along those lines?), i just cant seem to nail it with the 10 hit version. ive done it a few times only, dont know how. any idea, soebody, anybody on how to make your opponent go high enough with the 10 hit version and still juggle again with the lvl 3 QCB+BC move?

thanx in advance.

Alright, time for a new frame post! In this one, you’ll find complete frame data for Terry, Mai, Chonshu, & Cheng.

TERRY BOGARD:

Far A: 6f, +0 on block, +4 on hit
-> B: -3 on block, +1 on hit
-> B -> C: -6 on block, +1 on hit
-> B -> f+C: -6 on block
-> B -> d+C: -6 on block
-> B -> d/f+C: -11 on block
-> d+B: -3 on block, +1 on hit
-> d+B -> d+C: Same as A-B-d+C
-> d+B -> d/f+C: Same as A-B-d/f+C
-> C: -6 on block, +0 on hit
Far B: 9f, -6 on block, -2 on hit
-> Same strings as Far A, except that Far B-C does not work.
Far C: 10f, -9 on block, -3 on hit
Close A: 6f, +0 on block, +4 on hit
-> Same strings as Far A.
Close B: 7f, -3 on block, +1 on hit
-> Same strings as Far A.
Close C: 9f, -3 on block, +3 on hit
Crouching A: 6f, +0 on block, +4 on hit
-> Same strings as Far A, plus one extra:
-> d+C: -7 on block, -1 on hit
Crouching B: 7f, -3 on block, +1 on hit
-> Same strings as Far B.
Crouching C: 9f, -6 on block
Jumping A: 6f
Jumping B: 7f
Jumping C: 9f
Hopping/Neutral Jumping B: 7f
Neutral Jumping C: 9f
Hopping C: 9f
A+B: 11f, -9 on block, -3 on hit
-> f+C: 32f, +1 on block
Standing D: 9f, -7 on block, -4 on hit
Crouching D: 8f, +3 on block
Backplane A: 25f, +1 on block, +3 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 26f, -3 on block, +11 on hit
d/f+A: 7f, -11 on block, -5 on hit
-> u/f+B: -9 on block, -3 on hit if first hit whiffs
-> d+C: Same as A-B-d+C
-> C: -4 on block, +2 on hit
-> C -> C: -5 on block, +1 on hit
f+B: 15f, -4 on block
-> D: -6 on block, -2 on hit
-> d+D: -6 on block
Dashing f+C: 18f, -4 on block, +2 on hit

qcf+A: 19f, -4 or better on block, -2 or better on hit
qcf+C: 25f, -5 on block, -3 on hit
qcb+A: 15-30f depending on distance, -7 to +3 on block, +8 to +19 on hit
qcb+C: 27-42f depending on distance, -24 to -8 on block
qcb+B: 9-21f depending on distance, -2 on block, +4 on hit
Charge d,u+A: Charge time = 44f, startup = 6f, -44 on block
qcf+B: 10-14f depending on distance, -13 to -9 on block
qcf+D: 9f for first hit, plus 12f for second hit if the first whiffs, +7 on block, +12 on hit

qcb,d/b,f+B+C: 35f, -8 on block

qcb,d/b,f+C: 20f, -11 on block

f+A+C: 18f
d+B+C: 18f

NOTES: Both of Terry’s feints are solid, and the Burn Knuckle can even legitimately fake people out since that move is so good. A helpful addition to his pressure.

Another problem with the d/f+A -> u/f+B string: You can perform a reversal between the two hits of the Power Dunk.

Remember, the qcf+D takes you to the backplane, so your frame advantage doesn’t count for a whole lot.

Notice how Terry doesn’t have a whole lot of advantage on block. He just has a lot of moves with long blockstun - after, say, a Crack Shoot, learn to jab before he does!

MAI SHIRANUI:

Far A: 7f, -1 on block, +3 on hit
-> d+B: -3 on block, +1 on hit
-> B: -6 on block, -2 on hit
-> B -> C: -7 on block, -1 on hit
-> B -> d/f+C: -8 on block
-> B -> d/f+C -> C: -25 on block
-> B -> d/f+C -> C -> B: -14 on block
-> B -> d/f+C -> C -> C: -5 to +5 on block
-> C: -6 on block, +0 on hit
Far B: 7f, -6 on block, -2 on hit
-> Same strings as Far A
Far C: 10f, -6 on block, +0 on hit
Close A: 5f, -4 on block, +0 on hit
-> Same strings as Far A
Close B: 7f, -6 on block, -2 on hit
-> Same strings as Far A
Close C: 8f, -3 on block, +3 on hit
Crouching A: 6f, +0 on block, +4 on hit
-> Same strings as Far A, with one extra:
-> d+C: +0 on block, +6 on hit
Crouching B: 6f, -3 on block, +1 on hit
-> C: -6 on block, +0 on hit
-> d+C: -5 on block, +1 on hit
Crouching C: 9f, -6 on block
Jumping A: 5f
Jumping B: 6f
Jumping C: 8f
Neutral Jumping C: 8f
Hopping C: 8f
A+B: 15f, -6 on block, +0 on hit
Standing D: 8f, -5 on block, -2 on hit
Crouching D: 12f, +6 on block
Backplane A: 24f, +0 on block, +2 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 25f, -3 on block, +13 on hit
b+A: 13f, +0 on block
-> D: -5 on block, -1 on hit
-> d+D: +5 on block
Dashing d/f+B: 8f, -10 on block, -6 on hit
Dashing C: 10f, -6 on block, +0 on hit
Tap C while downed: 8f, -6 on block

qcf+A: 14f, -5 or better on block, -3 or better on hit
qcb+A: 6-17f depending on distance, -12 on block
hcf+C: 11-40f depending on distance, -9 on block
qcb+C: 9f, -11 on block, -5 on hit
d+A+B in air: 14-26f depending on distance, -12 on block, -5 on hit

f,hcf+B+C: 13-48f depending on distance/height, -52 on block

f,hcf+C: 3-16f depending on distance and whether C is held, -70 on block when C is not held, +8 on block when C is held

d+A+C: 18f
d+B+C: 19f

NOTES: As is common, the feint helps Mai gets some frame advantage from her heavy attacks. It’s not worth using with the d+A-d+C string, though.

Her P-Power is amazing, as it can punish a lot of things that are ordinarily safe. It has 3f startup if you hold C, and 5f startup with longer range if you don’t hold C. And she gets frame advantage when it’s blocked, AND it’s invincible…

JIN CHONSHU:

Far A: 5f, +1 on block, +5 on hit
-> A: -3 on block, +1 on hit
-> A -> C: -4 on block, +3 on hit
-> A -> f+C: -6 on block
-> A -> d+C: -6 on block
-> A -> d/f+C: -3 on block
-> B: -3 on block, +1 on hit
-> B -> C: Same as A-A-C
-> B -> f+C: Same as A-A-f+C
-> B -> d+C: Same as A-A-d+C
-> B -> d/f+C: Same as A-A-d/f+C
-> d+B: -3 on block, +1 on hit
-> d+B -> C: Same as A-A-C
-> d+B -> f+C: Same as A-A-f+C
-> d+B -> d+C: Same as A-A-d+C
-> d+B -> d/f+C: Same as A-A-d/f+C
Far B: 6f, -3 on block, +1 on hit
-> Same strings as Far A, except that B-A does not work.
Far C: 8f, -3 on block, +3 on hit
Close A: 5f, +1 on block, +5 on hit
-> Same strings as Far A
Close B: 6f, -1 on block, +3 on hit
-> Same strings as Far B
Close C: 8f, -3 on block, +3 on hit
-> C: -9 on block, -3 on hit
-> C -> C: -10 on block, -4 on hit
-> C -> C -> f,b+C: +6 on block
Crouching A: 5f, +1 on block, +5 on hit
-> Same strings as Far A, with one extra:
-> d+C: -10 on block, -4 on hit
Crouching B: 7f, -1 on block, +3 on hit
-> Same strings as Crouching A
Crouching C: 8f, -6 on block
Jumping A: 5f
Jumping B: 6f
Jumping C: 8f
A+B: 7f, -17 on block, -11 on hit
Standing D: 6f, +1 on block, +4 on ht
Crouching D: 9f, -1 on block
Backplane A: 24f, +1 on block, +3 on hit
Backplane B: 22f, -1 on block, +1 on hit
Backplane C: 24f, -3 on block, +13 on hit
f+A: 16f, -7 on block, -1 on hit

qcf+A: 20f, +0 or better on block, +2 or better on hit
qcf+C: 20f, -1 or better on block, +1 or better on hit
dp+A: 4f, -34 on block
dp+C: 5f, -54 on block
f,f+A: 7-16f depending on distance , +1 on block
qcf+B: 15f, -13 on block
-> hcb+B: Frames don’t matter, timing is not as strict as with other similar moves.
hcb+A: 47f
hcb+B: 55f if you do not input the followup
-> A/B/C: Can be input 30f into the teleport, -10 to -7 on block, -4 to +2 on hit
hcb+C: 47f
qcb+B in air: 43f before you can attack

f,hcf+B+C: 31f, +21 on block
qcb,f+B+C in air: 31f, -3 on block

f,hcf+C: 12-24f depending on distance, -29 on block

d+B+C: 57f

NOTES: The P-Power looks highly unsafe according to this, but it always pushes the opponent to the opposite side of the screen - can only be punished if they’re in the corner and you’re close.

The ground S-Power has much longer recovery if it whiffs. Between that and the slow startup, it’s not as great as that +21 would have you believe.

CHENG SINZAN:

Far A: 6f, -6 on block, -2 on hit
-> C: -7 on block, -1 on hit
-> d/f+C: -22 on block
Far B: 13f, -13 on block, -9 on hit
Far C: 9f, -13 on block, -7 on hit
-> C: -21 on block, -14 on hit, 46f when whiffed
Close A: 7f, +0 on block, +4 on hit
-> C: -13 on block, -7 on hit
-> d/f+C: -7 on block
Close B: 8f, -4 on block, +0 on hit
Close C: 11f, +0 on block, +6 on hit
-> C: Same as Far C-C
Crouching A: 7f, +0 on block, +4 on hit
-> d+C: -23 on block
Crouching B: 8f, -4 on block, +0 on hit
-> d+C: Same as d+A-d+C
Crouching C: 10f, -13 on block
Jumping A: 7f
Jumping B: 8f
Jumping C: 10f
Neutral Jumping C: 10f
A+B: 10f, -7 on block, -1 on hit
Standing D: 8f, +1 on block, +4 on hit
Crouching D: 9f, +4 on block
Backplane A: 25f, +0 on block, +2 on hit
-> C: 31f, -14 on block, -8 on hit
-> C -> C: -3 on block, +3 on hit
-> C -> C -> C: -3 on block, +3 on hit
-> C -> C -> C -> C: -3 on block, +3 on hit
-> C -> C -> C -> C -> b,b+B: 34f
Backplane B: 24f, -1 on block, +1 on hit
-> Same strings as Backplane A
Backplane C: 26f, -3 on block, +11 on hit
-> Same strings as Backplane A
b+A: 13f, -8 on block
-> D: +2 on block, +6 on hit
f+A: 27f, -7 on block, -1 on hit

qcf+A: 22f, -5 or better on block, -3 or better on hit
dp+A: 22f up close, 64f on standing opponent from further away, +38 or more on block, +40 or more on hit
Charge d,u+A: Charge time = 30f, startup = 20-34f depending on distance, -24 on block
Charge b,f+B: Charge time = 30f, startup = 6-20f depending on distance, -18 on block, -3 on hit
Charge b,f+C: Charge time = 30f, startup = 24-40f depending on distance, -28 on block
qcb+B: Lasts 20-130f depending on how long B is held
qcb+C: 39f, +8 on block

Charge d/b, qcf+B+C: Charge time = 30f, startup = 52f, -3 or better on block

hcf+C in air: 17-18f, -26 or better on block if C is held the whole time, -24 or better on hit if C is held the whole time, -36 on block or better if C is released

f+A+C: 23f
d+A+C: 28f

NOTES: A number of his moves are safer than they appear since he bounces backward, but some characters can still punish them.

It’s usually safer to perform the finisher to the P-Power because of this - holding C makes you drop right in front of the opponent, which lets them attack with anything they want.

-Josh

I think it might not be possible. The amount of juggleability changes from 5, 10, and 1 hit, and I think it’s just the 5 that can juggle with.

Musolini: Thing is, it seems that this game gives you a window to “buffer” attacks to come out on the first possible frame - similar to 3-D fighters. Not sure whether this applies to wakeup reversals, but it definitely works when coming out of hit/block stun or recovering from a move. It’s 6 frames, I think.

And I actually discovered Sokaku’s combos from u,d+D while working on his data. Didn’t know he could infinite though, that’s actually pretty neat! =)

Humbag: What I do isn’t especially complicated, just long and boring. =P

Basically, MAME/FBA/Kawaks all have a frame-advance feature - the command for it varies with the emulators. I use and would recommend MAME 0.64, as that only has 1 extra frame of input delay for most games. Keep in mind that all games naturally have 1 frame of delay, so when using 0.64 I eliminate the first two frames when finding move startup.

In MAME, you press P to pause, then Shift+P to advance a frame. Any directions/buttons need to be held while you frame advance.

Advantage/disadvantage is a bit trickier, but still not hard. I just have both characters hold forward and see who starts to walk first and for how long. You don’t need to adjust for input delay in this case, since your input begins long before the characters can actually do anything.

EDIT: Coos, I took care of your other request! Mai is now added to the 2nd frame post with Terry.

Thanks again,
Josh.

The 10 hit version only deals about one close jab’s worth more damage than the 5 hit version, so I would recommend ignoring the 10 hit version and go with the 5 hit version which is much easier to follow up with a duckball or level 3 P power.

The 11 hit version is the easiest to follow up because it gives you very long time to do so, but deals far less damage than the 5 and 10 hit versions, so there is little point in using it.

Also, I would like to point out that the back plane duckball is not an overhead, which was stated in the writeup.

thanx for the responses. also, been a long time since i actually played duck competitively. so, fresh my memory up. after the dp+B you can press B to make the move do 5 or 10 extra hits. now, whats this part about 11 hits and less damage? either i’ve forgotten or missed something. and the ppower level 3 is possible after the 10 hit version. though it only does a jabs worth more damage, it does ad up to the hits when you finally do hit the opponent in the corner for a nice combo. since upping the move till level 3 is still possible, unlike level 4 (unless the opponent actually doesnt press any buttons upon knockout).

If you press the buttons VERY fast, Duck will fly over the top of the screen and hit the opponent 11 times. THis does about half the damage of the 10 hit variant, which means it is completely useless.

Good luck getting a level 3 P Power charge against a half-decent player though. Better to do a safe and decent combo than to do a damaging and nearly impossible combo IMO.