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