Alright then, I’m finally ready to begin a new frame post! This one will begin with…
BLUE MARY:
Far A: 7f, -3 on block, +1 on hit
-> B: -8 on block, -4 on hit
-> B -> C: -10 on block, -3 on hit
-> B -> f+C: -3 on block
-> B -> d+C: -7 on block
-> B -> d/f+C: -15 on block
-> d+B: -8 on block, -4 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: -9 on block, -3 on hit
Far B: 8f, -6 on block, -2 on hit
-> Same strings as Far A
Far C: 12f, -9 on block, -3 on hit
Close A: 7f, -2 on block, +2 on hit
-> Same strings as Far A
Close B: 8f, -4 on block, +0 on hit
-> Same strings as Far A
Close C: 10f, -10 on block, -4 on hit
-> C: -18 on block
-> C -> C: No important data, as this only works if the string hits
Crouching A: 8f, -6 on block, -2 on hit
-> d+B: Same as A-d+B
-> d+B -> d+C: Same as A-B-d+C
-> d+B -> d/f+C: Same as A-B-d/f+C
-> C: -7 on block, -1 on hit
-> C -> d/f,d/f+C: No important data, as this only works if the string hits
Crouching B: 7f, -9 on block, -5 on hit
-> Same strings as Crouching A, minus the Neutral C
Crouching C: 8f, -5 on block
Jumping A: 5f
Jumping B: 8f
Jumping C: 10f
Neutral Jumping A: 6f
Hopping C: 10f
A+B: 8f, -6 on block, +0 on hit
-> C: -26 on block
Standing D: 8f, -2 on block, +1 on hit
Crouching D: 13f, +7 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
f+B: 20f, -6 on block, +0 on hit
b+B: 14f, -6 on block
-> d/f+C: -7 on block
d+B on downed opponent: 6f
Charge b,f+B: Charge time = 30f, startup = 19-30f depending on distance, -24 to -13 on block
dp+B: 8f, -36 on block
qcb+A: Dodges high attacks on frames 1-18, has 11 frames of recovery afterward
-> A: 1f
-> B: 1f
-> C: 1f
Charge d,u+C: 39f, -11 on block, -5 on hit
-> b+B: 16f, +1 on block, +7 on hit
-> qcf+C: 24f
qcf+C in air: 20f
f,hcf+B+C: 26f
f,hcf+C: 10f
-> While this super is active, you gain the following moves:
dp+A: 10f, -31 on block
-> dp+B: No relevant data, only works if the previous move hits
-> dp+B -> d+C: See above
Charge b,f+A: Charge time = 30f, startup = 17-24f depending on distance, -24 to -17 on block
-> b,f+B: No relevant data, only works if the previous move hits
-> b,f+B -> d+C: See above
qcf+C: 15-36f depending on distance, -8 to +5 on block, -2 to +11 on hit
-> qcf+C: No relevant data, only works if the previous move hits
-> qcf+C -> d+C: See above
d+C on downed opponent: 1f (links from her d+B pursuit)
b+A+C: 41f
BOB WILSON:
Far A: 6f, +0 on block, +4 on hit
-> B: -3 on block, +1 on hit
-> B -> C: -6 on block, +0 on hit
-> B -> d/f+C: -3 on block
-> d+B: -3 on block, +1 on hit
-> d+B -> d+C: -3 on block
-> C: -4 on block, +2 on hit
Far B: 7f, -5 on block, -1 on hit
-> Same strings as Far A
Far C: 9f, -4 on block, +2 on hit
-> C: +0 on block, +6 on hit
-> C -> f+C: -5 on block
-> C -> u+C: -14 on block, -8 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
-> Same strings as Far C (can only chain from 1st hit of Close C, however)
Crouching A: 6f, +0 on block, +4 on hit
-> Same strings as Far A, except that d+A-C does not work
Crouching B: 7f, -3 on block, +1 on hit
-> Same strings as Crouching A
Crouching C: 9f, -3 on block
Jumping A: 6f
Jumping B: 7f
Jumping C: 9f
Neutral Jumping/Hopping B: 8f
Neutral Jumping C: 7f
A+B: 9f, -16 on block, -10 on hit
Standing D: 6f, -4 on block, -1 on hit
Crouching D: 7f, +1 on block
Backplane A: 25f, +1 on block, +3 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 25f, -3 on block,
d/f+A: 9f, -9 on block, -3 on hit
-> d+B: -8 on block, -4 on hit
-> d+B -> d+C: -4 on block
Dashing f+C: 19f, -5 on block
Jumping d+B: 10f
u+C on downed opponent: 18f
Tap C while downed: 14f, -44 on block
qcb+B: 10f, hits until frame 48 or it reaches 5 hits, -22 to -4 on block, -16 to +2 on hit
dp+B: 14f, -47 on block
Charge b,f+B: Charge time = 30f, startup = 20f, +0 on block, +6 on hit
Charge d,u+C: Charge time = 30f, startup = 4f, -47 on block
qcb+C: 20f, -18 on block
b,f,f+B+C: 16-18f depending on distance, -46 on block
f,hcf+B+C: 19f, becomes overhead after 2 hits are blocked, -41 on block
f,hcf+C: 4f, -46 on block
d+B+C: 19f
NOTES: Bob’s feint is pretty nice given that his normals have decent recovery as is. With it, his sweep and his strings into d/f+C become even on block, among other things.
WOLFGANG KRAUSER:
Far A: 9f, -5 on block, -1 on hit
-> C: -7 on block, -1 on hit
Far B: 9f, -9 on block, -5 on hit
-> C: -7 on block, -1 on hit
Far C: 11f, -9 on block, -3 on hit
Close A: 7f, +0 on block, +4 on hit
-> C: -2 on block, +4 on hit
Close B: 9f, -4 on block, +0 on hit
-> C: Same as Far B-C
Close C: 13f, -6 on block, +0 on hit
-> C: -7 on block, -1 on hit
-> C -> qcf+C: -13 on block, -7 on hit
-> d/f+C: -7 on block
Crouching A: 7f, +0 on block, +4 on hit
-> C: -7 on block, -1 on hit
Crouching B: 10f, -4 on block, +0 on hit
-> d+C: -1 on block
Crouching C: 11f, -3 on block
Jumping A: 8f
Jumping B: 10f
Jumping C: 15f
Neutral Jumping C: 11f
A+B: 11f, -3 on block, +3 on hit
Standing D: 6f, +2 on block, +5 on hit
Crouching D: 12f, +0 on block
Backplane A: 23f, -1 on block, +1 on hit
Backplane B: 21f, -3 on block, -1 on hit
Backplane C: 27f, -3 on block, +9 on hit
f+A: 18f, -9 on block, -3 on hit
Jumping d+C: 17f
qcb+A: 20f, +2 or better on block, +4 or better on hit
qcb+C: 20f, hits low on frames 20-21, +2 or better on block, +4 or better on hit
qcf+B: 25-28f depending on distance, -5 to -2 on block, +1 to +4 on hit
dp+C: 15f
hcb+B: 1f
hcf+A: 1f, +14 after grab
-> f,f+C: Only works if the grab connects, combos into dp+C
hcf+C: 4f
Charge b,f+B+C: Charge time = 30f, startup =33f, -1 or better on block
-> Hold B+C 68f for level 2 version (more damage), or 127f for level 3 (more damage + hits backplane)
360+C: 1f
hcb,f+A: 9-27f depending on distance, -6 to +12 on block, +0 to +18 on hit
-> A: +5 on hit
-> A -> B: +10 on hit
-> A -> B -> C: -4 on hit
-> A -> B -> C -> B: +15 on hit
-> A -> B -> C -> B -> C: +9 on hit
-> A -> B -> C -> B -> C -> A: +9 on hit
-> A -> B -> C -> B -> C -> A -> B: +15 on hit
-> A -> B -> C -> B -> C -> A -> B -> C: +5 on hit
-> A -> B -> C -> B -> C -> A -> B -> C -> C: +3 on hit
-> A -> B -> C -> B -> C -> A -> B -> C -> b,d,d/b+A+C: Knockdown
d+A+C: 17f
d+B+C: 30f
NOTES: That Blitzball feint is quicker than average - gives him a slight advantage from a blocked sweep, for example. Good to mix in with Blitzballs and Leg Tomahawks!
BILLY KANE:
Far A: 10f, -8 on block, -4 on hit
-> C: -13 on block, -7 on hit
Far B: 12f, -25 on block, -21 on hit
Far C: 20-26f depending on distance, -3 to +3 on block, +3 to +9 on hit
Close A: 6f, +0 on block, +4 on hit
-> C: -6 on block, +0 on hit
-> f+C: -9 on block
Close B: 8-10f depending on distance, -2 on block, +2 on hit
Close C: 10-12f depending on distance, -10 to -8 on block, -4 to -2 on hit
Crouching A: 9f, +0 on block, +4 on hit
-> d+C: -9 on block, -3 on hit
Crouching B: 8f, -3 on block, +1 on hit
Crouching C: 10-25f depending on distance, -6 on block
-> C: -9 on block, -3 on hit
-> C -> qcf+C: -8 on block, -2 on hit
Jumping A: 6f
Jumping B: 8f
Jumping C: 10f
Neutral Jumping A: 7f
Neutral Jumping/Hopping C: 14f
A+B: 12f, -10 on block, -4 on hit
Standing D: 13f, -3 on block, +0 on hit
Crouching D: 13f, -3 on block
Backplane A: 25f, +1 on block, +3 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 25f, -1 on block, +13 on hit
Charge b,f+A: Charge time = 30f, startup = 18-20f depending on distance, -16 to -14 on block, -10 to -8 on hit
-> b,f+C: No relevant data
qcb+A: 16f,
Mash A: 20f, has 13f recovery after the move stops
qcb+B: 11f, -6 on block, +0 on hit
d/b,qcf+B: 18f up close, 60f otherwise, -1 on block
f,hcf+B+C: 25f for initial hit, at least 84f for the projectile, -11 or better on block
f,d/f,d+C: 9f, -53 on block
f,hcf+C: 17f, -5 on block
b+A+C: 42f
NOTES: The mash A move tends to stay out awhile, so it may not be safe even when it hits. The flame wheel S-Power can get you killed if it is blocked up close in the corner - the projectile will completely whiff, allowing opponents to do whatever they want. If the first part of the diving special is blocked, I think you can hit the actual dive, so it may not be safe like the -1 would indicate.
-Josh